components:projects
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| components:projects [2026/08/30 14:01] – external edit 127.0.0.1 | components:projects [2026/10/12 12:54] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | [[start|Torque Tycoon]] > [[components|Game Components]] | + | [[:start|Torque Tycoon]] > [[:components|Game Components]] |
| ====== Projects ====== | ====== Projects ====== | ||
| - | Projects are the permanent buildings that turn a commissioned Settlement into regional infrastructure. A Project is bought outright | + | **Projects** are the permanent buildings that turn a commissioned Settlement into regional infrastructure. A Project is paid from cargo already in that Settlement' |
| - | Three separate things decide what a Settlement can hold. | + | Three separate things decide what a Settlement can hold: |
| - | - The **Settlement | + | - The **Settlement |
| - | - A **build slot** holds one building, which then grows through its own levels. An upgrade stays in the slot it already occupies. | + | - A **slot** holds one building, which then grows through its own levels. An upgrade stays in the slot it already occupies. |
| - The **perk** is what the finished building does. Levels replace each other: level 2 states the final value, it is not added to level 1. | - The **perk** is what the finished building does. Levels replace each other: level 2 states the final value, it is not added to level 1. | ||
| - | ===== Build slots ===== | + | **Site upgrades** build out what a site is for: the Survey Station, the Forward Airfield and Settlement Storage at a Settlement, and every building at an [[components: |
| - | Hub Projects, City Projects, Institutions and the Airfield Project draw from four separate pools, so a slot in one can never be spent on another. | + | ===== Regional slots ===== |
| - | ^ Pool ^ Level 1 ^ Level 2 ^ Level 3 ^ | + | Regional Projects are built at any Hub or at the City of a region, each at most once per region. They draw from one pool of slots per region. Its size follows the sum of the Settlement levels of all Hubs and the City in the region: |
| - | | Hub - Hub Projects | 1 | 2 | 3 | | + | |
| - | | City - City Projects | 1 | 2 | 2 | | + | |
| - | | City - Institution seat | 0 | 0 | 1 | | + | |
| - | | Active airfield - Airfield Project | 1 | 1 | 1 | | + | |
| - | A Hub is therefore a specialist and a City a centre: level 3 gives a Hub breadth, and a City the one seat that carries a server-wide [[components: | + | ^ Sum of Settlement levels ^ 2 ^ 4 ^ 6 ^ 8 or more ^ |
| + | | Regional | ||
| - | ===== Conditions that apply to every Project ===== | + | A region with a level-2 City and two level-1 Hubs has a sum of 4 and therefore two slots, whichever of its Settlements the Projects stand at. Tbilisi follows the same rule. What already stands keeps standing: a region with more Projects than slots cannot start new ones, but its buildings keep working and can still be upgraded. |
| - | ^ Condition ^ What it means ^ | + | A City at level 3 also gains the seat for a server-wide [[components: |
| - | | Cargo in the Reserve | The full cost must lie in the Reserve of the Settlement that will host the building. Cargo belongs to the site it was delivered to and cannot be moved to another Settlement. | | + | |
| - | | A free slot | A new building needs a free slot in its own pool. Upgrading a building that already stands needs none. | | + | |
| - | | Exclusivity | A Project marked one per region cannot be built a second time in that region, but the Settlement that owns it may still upgrade it. | | + | |
| - | | Supply and Trust | The Settlement needs Trust of at least 55% **and** a Food stock of at least 85% of its demand. This is why a Settlement in unrest cannot build. The Direction-Finding station | + | |
| - | | Prerequisites | The per-level conditions listed below. An unmet prerequisite never hides a Project: the Projects radio menu prints it as plain text together with the current value, so the distance to buildability is always visible. | | + | |
| - | The [[components: | + | ===== Requirements for every Project |
| - | ===== Reading | + | ^ Requirement ^ What it means ^ |
| + | | Cargo in the Reserve | The full cost must have been delivered to the Settlement or airfield that will host the building. Stored cargo does not count. Cargo only counts at the site it lies at. To build with stored cargo, take it out through '' | ||
| + | | A free slot | A new Regional Project needs a free regional slot, an Institution the City's seat. Upgrading a building that already stands needs none, and site upgrades never do. | | ||
| + | | Exclusivity | A Regional Project cannot be built a second time in its region, but the Settlement that owns it may still upgrade it. | | ||
| + | | Supply and Trust | The Settlement needs Trust of at least 55% **and** a Food store at least 85% full. This is why a Settlement in unrest cannot build. The airfield upgrades are the only ones without this requirement. | | ||
| + | | Project requirements | The per-level conditions listed below. An unmet requirement never hides a Project: the Projects radio menu lists it together with the current value. | | ||
| - | Crates are not equal. The **flights** figure below counts every crate delivery behind a requirement, | + | ===== Regional Projects ===== |
| - | ^ Cargo ^ Production chain ^ Flights | + | Every Regional Project can stand at a Hub or at the City of the region, once per region. |
| - | | Lumber | Logs into a Sawmill | 2 | | + | |
| - | | Fuel | Oil into a Fuel Refinery | 2 | | + | |
| - | | Steel | Iron Ore and Coal into a Steel Mill | 3 | | + | |
| - | | Building Materials | Steel and Lumber into a Building Materials Plant | 6 | | + | |
| - | | Industrial Parts | Steel and Building Materials into an Industrial Parts Works | 10 | | + | |
| - | ===== Hub Projects ===== | + | ^ Project ^ Levels ^ Domain ^ First requirement ^ |
| + | | Checkpoint | 3 | Security | Settlement level 1 | | ||
| + | | Maintenance Works | 3 | Production | Three commissioned Sources in the region | | ||
| + | | Dispatch Office | 3 | AI logistics (Food) | Settlement level 2, Security 75%, Trust 60% | | ||
| + | | Transport Squadron | 3 | AI logistics (fleet size, reach) | Dispatch Office level 2 in the region, Settlement level 3 | | ||
| + | | Civic Administration | 2 | Trust recovery | — | | ||
| + | | Civil Defense Office | 2 | Unrest containment | — | | ||
| + | | Regional Depot | 2 | Source storage | — | | ||
| + | | Freight Office | 3 | AI logistics (Non-Food factories) | A Dispatch Office in the region, Settlement level 2, a built Sawmill in the region | | ||
| - | ^ Project ^ Levels ^ Scope ^ Domain ^ First gate ^ Complete build ^ | + | ==== Checkpoint |
| - | | Survey Station | 2 | One per region | Exploration | Settlement level 1 | 40 flights | | + | |
| - | | Checkpoint | + | |
| - | | Maintenance Works | 3 | One per region | Production | Three commissioned Sources in the region | 124 flights | | + | |
| - | | Dispatch Office | 3 | One per region | AI logistics | Settlement level 2, Security 75%, Trust 60% | 136 flights | | + | |
| - | | Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | 104 flights per Hub | | + | |
| - | ==== Survey Station ==== | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 6 Lumber + 4 Steel | Settlement level 1 | Regional Security +10 once, and a Security floor of 25%. | | ||
| + | | 2 | 8 Steel + 4 Fuel | Settlement level 2 | Regional Security +15 once, floor 40%. | | ||
| + | | 3 | 6 Steel + 6 Building Materials + 6 Fuel | Settlement level 3 | Regional Security +20 once, floor 55%. | | ||
| - | ^ Level ^ Cost ^ Flights ^ Requirement ^ Effect ^ | + | The Security increases are one-off |
| - | | 1 | 8 Lumber | 16 | Settlement level 1 | Tier 2 rumors unlock across this region: Iron Ore and Coal Sources, Steel Mill, Building Materials Plant. | | + | |
| - | | 2 | 12 Lumber | 24 | Settlement | + | |
| - | A region without a Survey Station never sees anything beyond Lumber and Food, so every Steel line on this page has to be flown in from another region. Demolishing the station removes the tier access it granted. | + | ==== Maintenance Works ==== |
| - | ==== Checkpoint ==== | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 8 Lumber + 4 Steel | Three commissioned Sources in this region | Every Source in the region produces 15% faster. | | ||
| + | | 2 | 12 Steel | — | 25% faster. | | ||
| + | | 3 | 12 Steel + 4 Building Materials | — | 35% faster. | | ||
| - | ^ Level ^ Cost ^ Flights ^ Requirement ^ Effect ^ | + | The effect applies to every Source in the region, so its value scales with how many Sources the region actually has. However many effects apply, a Source never produces more than twice as fast as its base rate. |
| - | | 1 | 6 Lumber + 4 Steel | 24 | Settlement level 1 | Regional Security +10 once, and a Security floor of 25%. | | + | |
| - | | 2 | 8 Steel + 4 Fuel | 32 | Settlement level 2 | Regional Security +15 once, floor 40%. | | + | |
| - | | 3 | 6 Steel + 6 Building Materials + 6 Fuel | 66 | Settlement level 3 | Regional Security +20 once, floor 55%. | | + | |
| - | The Security bumps are one-off and cumulative, the floor is replacing: level 3 sets 55%, it does not add to 40%. A region starts a fresh world at 20% Security, so the complete ladder carries it to 65% and every point beyond that has to be won in the air. This is why the Dispatch Office's 75% gate cannot be reached by building alone. Checkpoints keep working during unrest. | + | ==== Dispatch Office |
| - | ==== Maintenance Works ==== | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 8 Lumber + 6 Steel | Settlement level 2, regional Security at least 75%, this Settlement' | ||
| + | | 2 | 12 Steel + 4 Building Materials + 6 Fuel | Settlement level 3, regional Security at least 80%, this Settlement' | ||
| + | | 3 | 8 Building Materials + 3 Industrial Parts + 8 Fuel | Every Hub and City in the region at Settlement level 2, regional Security at least 85% | The AI keeps Food at 90–100% and keeps the Food factory stocked ahead of demand. | | ||
| - | ^ Level ^ Cost ^ Flights ^ Requirement ^ Effect ^ | + | Without a Dispatch Office a region receives no AI flights. The AI carries only Food; every other good, including |
| - | | 1 | 8 Lumber | + | |
| - | | 2 | 12 Steel | 36 | - | x0.75: 135 s. | | + | |
| - | | 3 | 12 Steel + 4 Building Materials | 60 | - | x0.65: 117 s. | | + | |
| - | The effect applies to every Source in the region, so its value scales with how many Sources | + | Each level holds Food within a band. A flight is planned when a Settlement' |
| - | ==== Dispatch Office ==== | + | Without player deliveries, the bands have the following effect on [[components: |
| - | ^ Level ^ Cost ^ Flights ^ Requirement | + | ^ Level ^ Band ^ Trust at the lower edge ^ Result |
| - | | 1 | 8 Lumber + 6 Steel | 34 | Settlement level 2, regional Security at least 75%, this Settlement' | + | | 1 | 40–50% | −4.8 per flight hour | Unrest still occurs, after about 30 flight hours from full Trust | |
| - | | 2 | 10 Steel + 4 Fuel | 38 | - | One more simultaneous AI flight in this region. | + | | 2 | 65–80% | +3.6 per flight hour | No unrest of its own; spread from another Settlement still lowers Trust | |
| - | | 3 | 6 Building Materials | + | | 3 | 90–100% | +24 per flight hour | Also holds against spread |
| - | Without a Dispatch Office a region receives no AI flights | + | The AI delivers |
| - | ==== Forward Airfield ==== | + | A [[# |
| - | ^ Level ^ Cost ^ Flights ^ Requirement ^ Effect ^ | + | The AI does not stockpile, with one exception: |
| - | | 1 | 8 Lumber + 6 Steel | 34 | Settlement level 2 | Rearm and refuel services | + | |
| - | | 2 | 6 Steel + 6 Building Materials + 8 Fuel | 70 | - | The Hub becomes a player | + | |
| - | The only Hub Project that is local rather than regional, so it is the only one whose cost multiplies with the number of Hubs: a region with three Hubs pays three times for three airfields. Both services stop while the Hub is in unrest. | + | ==== Transport Squadron ==== |
| - | ===== City Projects ===== | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 10 Steel + 4 Building Materials + 6 Fuel | Dispatch Office level 2 somewhere in this region, this Settlement at level 3 | Two simultaneous AI flights in this region. | | ||
| + | | 2 | 8 Building Materials + 2 Industrial Parts + 8 Fuel | Dispatch Office level 3 somewhere in this region | Three simultaneous AI flights in this region. | | ||
| + | | 3 | 6 Building Materials + 5 Industrial Parts + 10 Fuel | At least one neighbouring region with its own Dispatch Office, regional Security at least 90% | Three flights; the AI may also use Sources and Factories in that neighbouring region. | | ||
| - | ^ Project ^ Levels ^ Scope ^ Domain ^ Complete build ^ | + | A region without a Transport Squadron flies one AI leg at a time, whatever the level of its Dispatch |
| - | | Civic Administration | 2 | One per City | Trust recovery | 76 flights | | + | |
| - | | Civil Defense | + | |
| - | | Regional Depot | 2 | One per City | Source storage | 94 flights | | + | |
| - | No City Project has a prerequisite. The slot is the gate: a City holds one from level 1 and two from level 2, so it takes two of the three and permanently forgoes one. The three are priced within a few flights of each other on purpose, so the choice is about the region' | + | Level 3 opens the border to one neighbouring region, and only for the production chains the region cannot supply itself; |
| + | |||
| + | Civic Administration, | ||
| ==== Civic Administration ==== | ==== Civic Administration ==== | ||
| - | ^ Level ^ Cost ^ Flights | + | ^ Level ^ Cost ^ Effect ^ |
| - | | 1 | 8 Lumber + 4 Steel | 28 | Settlements in this region regain Trust 25% faster. | | + | | 1 | 8 Lumber + 4 Steel | Settlements in this region regain Trust 25% faster. | |
| - | | 2 | 12 Steel + 2 Building Materials | + | | 2 | 12 Steel + 2 Building Materials | Trust recovery 50% faster. | |
| - | It multiplies the recovery rate that already | + | Both levels also add an unrest warning to the Sorties panel of the [[components: |
| + | |||
| + | It multiplies the recovery rate that follows from the Food stock, so its effect grows with supply. | ||
| ==== Civil Defense Office ==== | ==== Civil Defense Office ==== | ||
| - | ^ Level ^ Cost ^ Flights | + | ^ Level ^ Cost ^ Effect ^ |
| - | | 1 | 6 Lumber + 6 Steel | 30 | Unrest spreading into this region does half the damage. | | + | | 1 | 6 Lumber + 6 Steel | Unrest spreading into this region does half the damage. | |
| - | | 2 | 10 Steel + 4 Building Materials | + | | 2 | 10 Steel + 4 Building Materials | Unrest spreading in does a quarter of the damage. | |
| - | Inbound | + | The office reduces |
| + | |||
| + | Together with Civic Administration it changes how much Food a Settlement needs to hold its Trust against [[components: | ||
| ==== Regional Depot ==== | ==== Regional Depot ==== | ||
| - | ^ Level ^ Cost ^ Flights | + | ^ Level ^ Cost ^ Effect ^ |
| - | | 1 | 8 Lumber + 6 Steel | 34 | Every Source in this region holds 2 more crates: 4 becomes 6. | | + | | 1 | 8 Lumber + 6 Steel | Every Source in this region holds 2 more crates: 4 becomes 6. | |
| - | | 2 | 12 Steel + 4 Building Materials | + | | 2 | 12 Steel + 4 Building Materials | Every Source holds 4 more crates: 4 becomes 8. | |
| - | Crates left lying on a Source' | + | Crates left on a Source' |
| - | ===== Airfield Project ===== | + | ==== Freight Office |
| - | Every active airfield holds one slot of its own for a Direction-Finding station. This pool is separate from Hubs and Cities, and it is the only part of the catalogue with no prerequisite | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 12 Lumber + 8 Steel | A Dispatch Office in the region, this Settlement at level 2, a built Sawmill in the region | The AI keeps the Sawmill stocked ahead of demand, up to a standing buffer. | | ||
| + | | 2 | 10 Steel + 8 Building Materials + 4 Fuel | Tier 2 unlocked, a factory at Tier 2 or higher already built in the region, a Transport Squadron in the region | The Steel Mill and Building Materials Plant join the standing buffer. | | ||
| + | | 3 | 6 Building Materials + 5 Industrial Parts + 10 Fuel | Tier 3 unlocked, a Tier 3 factory already built in the region, this Settlement at level 3 | The Fuel Refinery and Industrial Parts Works join the standing buffer. | | ||
| - | ^ Level ^ Station ^ Cost ^ Flights | + | The Freight Office keeps the finished output of each covered Non-Food factory topped up to a standing buffer of 4 crates. The AI never stockpiles beyond it; collecting crates triggers a refill on the next tick, as with the Food factory buffer of Dispatch Office level 3. Food is never covered; it belongs to the Dispatch Office. |
| - | | 1 | Loop Direction Finder | 8 Lumber | + | |
| - | | 2 | Adcock Direction Finder | 8 Steel | 24 | 55 km radius, Factories join the sensor pool, MANPADS | + | When a covered factory' |
| - | | 3 | Watson-Watt Direction Finder | 6 Industrial Parts | 60 | 70 km radius, Sources join the sensor pool, checkpoints become detectable. | | + | |
| + | ===== Settlement upgrades ===== | ||
| + | |||
| + | ^ Upgrade ^ Levels ^ Where ^ Domain ^ First requirement ^ | ||
| + | | Survey Station | 2 | Hub or City, one per region | Exploration | Settlement level 1 | | ||
| + | | Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | | ||
| + | | Settlement Storage | 2 | Each Hub and City | Storage limit | Settlement level 1 | | ||
| + | |||
| + | ==== Survey Station ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| + | | 1 | 8 Lumber | Settlement level 1 | Tier 2 rumors unlock across this region: Iron Ore and Coal Sources, Steel Mill, Building Materials Plant. | | ||
| + | | 2 | 12 Lumber | Settlement level 2 | Tier 3 rumors unlock: Oil Sources, Fuel Refinery, Industrial Parts Works. | | ||
| + | |||
| + | A region without a Survey | ||
| + | |||
| + | ==== Forward Airfield ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| + | | 1 | 8 Lumber + 6 Steel | Settlement level 2 | Rearm and refuel services at this Hub. | | ||
| + | | 2 | 6 Steel + 6 Building Materials + 8 Fuel | — | The Hub becomes a helicopter player start location after the next scheduled server restart. | | ||
| + | |||
| + | The Forward Airfield is built per Hub rather than per region, so a region with three Hubs pays three times for three airfields. At level 2, the completion message states how long remains until the next scheduled server restart; after that restart, players can select helicopter slots and spawn at that Hub. Both services, including the start location, stop while the Hub is in unrest. | ||
| + | |||
| + | ==== Settlement Storage ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| + | | 1 | 8 Lumber | — | Settlement storage limit 16 crates. | | ||
| + | | 2 | 8 Building Materials | Settlement level 2 | Settlement storage limit 24 crates. | | ||
| + | |||
| + | The limit covers cargo stored with '' | ||
| + | |||
| + | ===== Airfield upgrades ===== | ||
| + | |||
| + | Every building at an active [[components: | ||
| + | |||
| + | ^ Upgrade ^ Levels ^ Scope ^ Domain ^ | ||
| + | | Direction-Finding station | 3 | Each airfield | Enemy detection, rumor sectors | | ||
| + | | Cargo Warehouse | 2 | Each airfield | Storage limit | | ||
| + | | Workshop | 2 | Each airfield with a runway | Aircraft upgrades | | ||
| + | | Insurance Agency | 2 | Each airfield with a runway | Aircraft and equipment insurance | | ||
| + | |||
| + | They are paid from cargo delivered to the airfield with '' | ||
| + | |||
| + | ==== Direction-Finding station ==== | ||
| + | |||
| + | ^ Level ^ Station ^ Cost ^ Effect ^ | ||
| + | | 1 | Loop Direction Finder | 8 Lumber | 40 km network radius. Airfields, Hubs and Cities can act as relay sensors. Detects AAA. | | ||
| + | | 2 | Adcock Direction Finder | 8 Steel | 55 km radius, Factories join the sensor pool, MANPADS, light camps and checkpoints | ||
| + | | 3 | Watson-Watt Direction Finder | 6 Industrial Parts | 70 km radius, Sources join the sensor pool. | | ||
| Each level also narrows the bearing cone it reports and the direction sector of a rumor anchored at that airfield. Upgrading clears the station' | Each level also narrows the bearing cone it reports and the direction sector of a rumor anchored at that airfield. Upgrading clears the station' | ||
| + | |||
| + | ==== Cargo Warehouse ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| + | | 1 | 8 Lumber | — | Airfield storage limit 16 crates. | | ||
| + | | 2 | 8 Building Materials | — | Airfield storage limit 24 crates. | | ||
| + | |||
| + | Level 2 states the final value; it does not add to level 1. | ||
| + | |||
| + | ==== Workshop ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Effect ^ | ||
| + | | 1 | 6 Lumber + 4 Steel | Sells Workshop I [[components: | ||
| + | | 2 | 10 Steel + 2 Building Materials | Sells Workshop II upgrades as well. | | ||
| + | |||
| + | ==== Insurance Agency ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Effect ^ | ||
| + | | 1 | 6 Lumber + 4 Steel | Sells aircraft [[components: | ||
| + | | 2 | 10 Steel + 2 Building Materials | Sells equipment insurance as well. | | ||
| + | |||
| + | Workshop and Insurance Agency stand only at airfields with a runway, not at heliports, so every aircraft can reach them, the C-130J-30 included. They serve pilots who land at their airfield; their offers are paid in [[components: | ||
| ===== Settlement levels ===== | ===== Settlement levels ===== | ||
| - | The level sits outside every slot pool and is always available. | + | The Settlement |
| - | ^ Level ^ Cost ^ Flights | + | ^ Level ^ Cost ^ Food target ^ 85% needed to build ^ What it opens ^ |
| - | | 1 | - | - | 12 crates | Reached by commissioning. | + | | 1 | — | 12 crates | 11 crates | Reached by commissioning. |
| - | | 2 | 8 Lumber | + | | 2 | 8 Lumber | 18 crates | 16 crates | Survey Station level 2, Checkpoint |
| - | | 3 | 10 Steel + 2 Building Materials | + | | 3 | 10 Steel + 2 Building Materials | 24 crates | 21 crates | Checkpoint level 3, Dispatch Office level 2, Transport Squadron level 1, and a City's Institution seat. | |
| - | A level is not free after it is paid for: Food demand rises permanently, and the 85% supply | + | Each level permanently raises the Food target, and the 85% supply |
| ===== Unrest ===== | ===== Unrest ===== | ||
| - | A Settlement in unrest cannot start Projects, because its Trust is below the 55% build gate. What already stands keeps running, with three exceptions. | + | Unrest begins at 30% Trust and building requires 55%, so a Settlement in unrest cannot start a Project. Existing buildings keep running, with the following |
| ^ Building ^ While its Settlement is in unrest ^ | ^ Building ^ While its Settlement is in unrest ^ | ||
| | Forward Airfield | Rearm, refuel and the start location stop. | | | Forward Airfield | Rearm, refuel and the start location stop. | | ||
| | Regional Depot | The extra Source storage is withdrawn. | | | Regional Depot | The extra Source storage is withdrawn. | | ||
| + | | Freight Office | The AI stops staging Non-Food factories in this region. | | ||
| | Survey Station | Shown as paused. Tier access the region has already unlocked is not withdrawn. | | | Survey Station | Shown as paused. Tier access the region has already unlocked is not withdrawn. | | ||
| - | | Checkpoint, Maintenance Works, Dispatch Office, Civic Administration, | + | | Checkpoint, Maintenance Works, Dispatch Office, Transport Squadron, Civic Administration, |
| - | Unrest halts growth, not rescue: the buildings a region needs in order to recover are exactly | + | The buildings a region needs in order to recover are the ones that keep working. |
| ===== Demolition ===== | ===== Demolition ===== | ||
| - | Demolition | + | Demolition |
| ^ Term ^ Value ^ | ^ Term ^ Value ^ | ||
| Line 173: | Line 248: | ||
| | Returned | The build slot only. | | | Returned | The build slot only. | | ||
| - | At 10 flights per Industrial | + | Industrial |
| - | Demolishing | + | Demolishing the last Dispatch Office in a region stops its AI flights. |
| - | ===== Where to spend the first slots ===== | + | ===== Choosing |
| - | * **Survey Station | + | * **Survey Station.** |
| - | * **The Checkpoint | + | * **Checkpoint.** |
| - | * **Maintenance Works pays per Source.** In a Source-rich region its 35% is the largest throughput gain on the map; in a region with the bare minimum of three it barely repays 124 flights. | + | * **Maintenance Works.** |
| - | * **The Dispatch Office | + | * **Dispatch Office.** The only source of AI flights, and it carries only Food. |
| - | * **The Forward Airfield | + | * **Transport Squadron.** Without it a region flies one AI leg at a time; level 3 is the only access to a neighbouring region' |
| - | * **A City picks two of three.** Civic Administration | + | * **Forward Airfield.** |
| + | * **Cargo Warehouse.** Worth building where pilots relay much cargo through the airfield; Projects do not need it, because delivered cargo takes no storage space. | ||
| + | * **Civic Administration, Civil Defense Office, Regional Depot, Freight Office.** They compete with the Projects above for the same regional slots: Civic Administration where Trust falls faster than it recovers, Civil Defense Office | ||
| - | Current | + | Current |
| - | ===== Related | + | ===== Related |
| * [[guides: | * [[guides: | ||
| Line 194: | Line 271: | ||
| * [[guides: | * [[guides: | ||
| - | ===== Related | + | ===== Related |
| * [[components: | * [[components: | ||
components/projects.1788098512.txt.gz · Last modified: by 127.0.0.1
