components:projects
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| components:projects [2026/09/14 23:31] – external edit 127.0.0.1 | components:projects [2026/10/12 12:54] (current) – external edit 127.0.0.1 | ||
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| - | [[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 | ||
| - | ===== Requirements 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. |
| - | ^ Requirement ^ 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 store at least 85% full. This is why a Settlement in unrest cannot build. The Direction-Finding station | + | |
| - | | Project requirements | The per-level conditions listed below. An unmet requirement never hides a Project: the Projects radio menu prints it as plain text together with the current value, so the distance to buildability stays visible. | | + | |
| - | The [[components: | + | ===== Requirements for every Project |
| - | ===== Hub Projects | + | ^ 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 | ||
| - | ^ Project ^ Levels ^ Scope ^ Domain ^ First requirement ^ | + | ===== Regional Projects ===== |
| - | | Survey Station | 2 | One per region | Exploration | Settlement level 1 | | + | |
| - | | Checkpoint | 3 | One per region | Security | Settlement level 1 | | + | |
| - | | Maintenance Works | 3 | One per region | Production | Three commissioned Sources in the region | | + | |
| - | | Dispatch Office | 3 | One per region | AI logistics (Food) | Settlement level 2, Security 75%, Trust 60% | | + | |
| - | | Transport Squadron | 3 | One per region | AI logistics (fleet size, reach) | Dispatch Office level 2 in the region, Settlement level 3 | | + | |
| - | | Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | | + | |
| - | ==== Survey Station ==== | + | Every Regional Project can stand at a Hub or at the City of the region, once per region. |
| - | ^ Level ^ Cost ^ Requirement | + | ^ Project |
| - | | 1 | 8 Lumber | + | | Checkpoint | 3 | Security |
| - | | 2 | 12 Lumber | + | | Maintenance Works | 3 | Production | Three commissioned |
| - | + | | Dispatch Office | |
| - | A region | + | | Transport Squadron |
| + | | 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, | ||
| ==== Checkpoint ==== | ==== Checkpoint ==== | ||
| Line 59: | Line 54: | ||
| | 3 | 6 Steel + 6 Building Materials + 6 Fuel | Settlement level 3 | Regional Security +20 once, floor 55%. | | | 3 | 6 Steel + 6 Building Materials + 6 Fuel | Settlement level 3 | Regional Security +20 once, floor 55%. | | ||
| - | The Security | + | The Security |
| ==== Maintenance Works ==== | ==== Maintenance Works ==== | ||
| Line 65: | Line 60: | ||
| ^ Level ^ Cost ^ Requirement ^ Effect ^ | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| | 1 | 8 Lumber + 4 Steel | Three commissioned Sources in this region | Every Source in the region produces 15% faster. | | | 1 | 8 Lumber + 4 Steel | Three commissioned Sources in this region | Every Source in the region produces 15% faster. | | ||
| - | | 2 | 12 Steel | - | 25% faster. | | + | | 2 | 12 Steel | — | 25% faster. | |
| - | | 3 | 12 Steel + 4 Building Materials | - | 35% faster. | | + | | 3 | 12 Steel + 4 Building Materials | — | 35% faster. | |
| 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. | 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. | ||
| Line 73: | Line 68: | ||
| ^ Level ^ Cost ^ Requirement ^ Effect ^ | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| - | | 1 | 8 Lumber + 6 Steel | Settlement level 2, regional Security at least 75%, this Settlement' | + | | 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' | + | | 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% | Raises the Food target fill to at least 90%, and lets the AI keep the Food factory stocked ahead of demand. | | + | | 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. | |
| - | Without a Dispatch Office a region receives no AI flights | + | Without a Dispatch Office a region receives no AI flights. The AI carries |
| - | AI transports react to need, they never stockpile by default. A flight is planned when a Settlement | + | Each level holds Food within a band. A flight is planned when a Settlement's stock, including crates already on their way, falls just below the lower edge of the band, and it carries the width of the band in crates. For example, a Settlement with 18 crates of storage under level 2 receives a flight at about 64% Food, carrying 2 crates that raise it to about 75%. The AI covers the whole route: it collects |
| - | ==== Transport Squadron ==== | + | Without player deliveries, the bands have the following effect on [[components: |
| - | ^ Level ^ Cost ^ Requirement | + | ^ Level ^ Band ^ Trust at the lower edge ^ Result |
| - | | 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. | + | | 1 | 40–50% | −4.8 per flight hour | Unrest still occurs, after about 30 flight hours from full Trust | |
| - | | 2 | 8 Building Materials | + | | 2 | 65–80% | +3.6 per flight hour | No unrest of its own; spread from another Settlement still lowers Trust | |
| - | | 3 | 6 Building Materials + 5 Industrial Parts + 10 Fuel | At least one neighboring region with its own Dispatch Office, regional Security at least 90% | Still three flights, but the AI may now also use Sources and Factories in that neighboring | + | | 3 | 90–100% | +24 per flight hour | Also holds against spread from a neighbouring |
| - | Fleet size and reach used to sit on the Dispatch Office; they are the Transport Squadron' | + | The AI delivers at most as much Food as the region' |
| - | Level 3's reach is deliberately narrow: it opens the border to one specific **neighboring** region, | + | A [[# |
| - | ==== Forward Airfield ==== | + | The AI does not stockpile, with one exception: at level 3 it keeps the Food factory' |
| - | ^ Level ^ Cost ^ Requirement ^ Effect ^ | + | ==== Transport Squadron ==== |
| - | | 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 player start location. | | + | |
| - | 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. At level 2, players can select helicopter slots and spawn directly | + | ^ Level ^ Cost ^ Requirement ^ Effect ^ |
| + | | 1 | 10 Steel + 4 Building Materials + 6 Fuel | Dispatch Office | ||
| + | | 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; | ||
| - | ===== City Projects ===== | + | A region without a Transport Squadron flies one AI leg at a time, whatever the level of its Dispatch Office. The Dispatch Office required for the Squadron can stand at any Hub in the region, usually a different one from the Squadron' |
| - | ^ Project ^ Levels ^ Scope ^ Domain ^ | + | Level 3 opens the border to one neighbouring region, and only for the production chains the region cannot supply itself; a chain it can already produce locally is never imported. Reaching a region that is not a neighbour also requires the [[components: |
| - | | Civic Administration | 2 | One per City | Trust recovery | | + | |
| - | | Civil Defense Office | 2 | One per City | Unrest containment | | + | |
| - | | Regional Depot | 2 | One per City | Source storage | | + | |
| - | | Freight Office | + | |
| - | Civic Administration, | + | Civic Administration, |
| ==== Civic Administration ==== | ==== Civic Administration ==== | ||
| Line 116: | Line 108: | ||
| | 2 | 12 Steel + 2 Building Materials | Trust recovery 50% faster. | | | 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 ==== | ||
| Line 124: | Line 118: | ||
| | 2 | 10 Steel + 4 Building Materials | Unrest spreading in does a quarter of the damage. | | | 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 ==== | ||
| Line 132: | Line 128: | ||
| | 2 | 12 Steel + 4 Building Materials | Every Source holds 4 more crates: 4 becomes 8. | | | 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' |
| ==== Freight Office ==== | ==== Freight Office ==== | ||
| ^ Level ^ Cost ^ Requirement ^ Effect ^ | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| - | | 1 | 12 Lumber + 8 Steel | A Dispatch Office in the region, this City at level 2, a built Sawmill in the region | The AI keeps the Sawmill stocked ahead of demand, up to a standing buffer. | | + | | 1 | 12 Lumber + 8 Steel | A Dispatch Office in the region, this Settlement |
| | 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. | | | 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 City at level 3 | The Fuel Refinery and Industrial Parts Works 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 |
| - | The Freight Office | + | The Freight Office |
| - | When a covered factory' | + | When a covered factory' |
| - | ===== Airfield Project | + | ===== Settlement upgrades |
| - | 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 | + | ^ 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 | ||
| + | |||
| + | ==== 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 | ||
| + | |||
| + | ==== 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 | ||
| + | |||
| + | ===== 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 ^ | ^ 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. | | | 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 | + | | 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, checkpoints become detectable. | | + | | 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 ^ Food target ^ 85% needed to build ^ What it opens ^ | ^ Level ^ Cost ^ Food target ^ 85% needed to build ^ What it opens ^ | ||
| - | | 1 | - | 12 crates | 11 crates | Reached by commissioning. | + | | 1 | — | 12 crates | 11 crates | Reached by commissioning. |
| - | | 2 | 8 Lumber | 18 crates | 16 crates | Second slot, Survey Station level 2, Checkpoint level 2, and the conditions of the Dispatch Office and Forward Airfield. | | + | | 2 | 8 Lumber | 18 crates | 16 crates | Survey Station level 2, Checkpoint |
| - | | 3 | 10 Steel + 2 Building Materials | 24 crates | 21 crates | Third Hub slot, Checkpoint level 3, Dispatch Office level 2, Transport Squadron level 1, and a City's Institution seat. | | + | | 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 once it is paid for: the Food target | + | Each level permanently raises |
| ===== Unrest ===== | ===== Unrest ===== | ||
| - | Unrest begins | + | Unrest begins |
| ^ Building ^ While its Settlement is in unrest ^ | ^ Building ^ While its Settlement is in unrest ^ | ||
| Line 178: | Line 237: | ||
| | Checkpoint, Maintenance Works, Dispatch Office, Transport Squadron, 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 189: | Line 248: | ||
| | Returned | The build slot only. | | | Returned | The build slot only. | | ||
| - | Industrial Parts sit at the end of the deepest | + | Industrial Parts come at the end of the longest |
| - | 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 it is the largest throughput gain available; | + | * **Maintenance Works.** |
| - | * **The Dispatch Office | + | * **Dispatch Office.** |
| - | * **The Transport Squadron | + | * **Transport Squadron.** Without it a region flies one AI leg at a time; level 3 is the only access |
| - | * **The Forward Airfield | + | * **Forward Airfield.** |
| - | * **A City picks two of four.** Civic Administration | + | * **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, | ||
| - | Current Radio Menu and Live Map values take precedence over this page whenever | + | Current Radio Menu and Live Map values take precedence over this page when balance values change. |
| - | ===== Related | + | ===== Related |
| * [[guides: | * [[guides: | ||
| Line 211: | Line 271: | ||
| * [[guides: | * [[guides: | ||
| - | ===== Related | + | ===== Related |
| * [[components: | * [[components: | ||
components/projects.1789428671.txt.gz · Last modified: by 127.0.0.1
