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components:projects [2026/09/17 13:21] – external edit 127.0.0.1components: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 from cargo already lying in that Settlement's Reserve: starting it spends the Reserve and finishes the building in the same moment. There is no build time, so the whole decision is made before the first crate is flown.+**Projects** are the permanent buildings that turn a commissioned Settlement into regional infrastructure. A Project is paid from cargo already in that Settlement's Reserve: starting it spends the Reserve and completes the building at once. There is no build time.
  
-Three separate things decide what a Settlement can hold.+Three separate things decide what a Settlement can hold:
  
-  - The **Settlement level** hands out build slots. The level itself occupies none. +  - The **Settlement levels** of a region hand out its regional slots. The level itself occupies none. 
-  - 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:airfields|airfield]]. They are paid and built like any other Project but take no build slot and cannot be demolished. Their brakes are the required level and the cargo.
  
-Hub Projects, City Projects, Institutions and Airfield Projects 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 Projects | 2 | 2 | 2 |+
  
-An airfield has no level, so its two build sites are always available.+^ Sum of Settlement levels ^ 2 ^ 4 ^ 6 ^ 8 or more ^ 
 +| Regional slots | 1 | 2 | 3 | 4 |
  
-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:institutions|Institution]]. Most Hub Projects are exclusive per region, so the Hub slots of a region form one shared budget rather than several independent ones.+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.
  
-===== Requirements that apply to every Project =====+A City at level 3 also gains the seat for a server-wide [[components:institutions|Institution]]. The seat is separate from the regional slots. Site upgrades use neither. 
 + 
 +===== Requirements for every Project =====
  
 ^ Requirement ^ What it means ^ ^ Requirement ^ What it means ^
-| Cargo in the Reserve | The full cost must lie in the Reserve of the Settlement, or in the storage of the airfield, that will host the building. Cargo only counts at the site it lies at. To use it elsewhere, take it out through ''My Location > Storage'' and fly it there. | +| 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 ''My Location > Storage'' and deliver it. | 
-| A free slot | A new building needs a free slot in its own pool. Upgrading a building that already stands needs none. | +| 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 Project marked one per region cannot be built a second time in that region, but the Settlement that owns it may still upgrade it. | +| 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 Projects are the only ones without this requirement. | +| 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 prints it as plain text together with the current value, so the distance to buildability stays visible. |+| 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. |
  
-The [[components:institutions|Reconstruction Fund]] takes one crate off every line of every Project requirement, never below one crate per line.+===== Regional Projects =====
  
-===== Hub Projects =====+Every Regional Project can stand at a Hub or at the City of the region, once per region.
  
-^ Project ^ Levels ^ Scope ^ Domain ^ First requirement ^ +^ Project ^ Levels ^ Domain ^ First requirement ^ 
-| Survey Station | 2 | One per region | Exploration | Settlement level 1 | +| Checkpoint | 3 | Security | Settlement level 1 | 
-| Checkpoint | 3 | One per region | Security | Settlement level 1 | +| Maintenance Works | 3 | Production | Three commissioned Sources in the region | 
-| Maintenance Works | 3 | One per region | Production | Three commissioned Sources in the region | +| Dispatch Office | 3 | AI logistics (Food) | Settlement level 2, Security 75%, Trust 60% | 
-| Dispatch Office | 3 | One per region | 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 | 
-| Transport Squadron | 3 | One per region | AI logistics (fleet size, reach) | Dispatch Office level 2 in the region, Settlement level 3 | +| Civic Administration | 2 | Trust recovery | — | 
-| Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | +| Civil Defense Office | 2 | Unrest containment | — | 
- +| Regional Depot | 2 | Source storage | — | 
-==== Survey Station ==== +| Freight Office | 3 | AI logistics (Non-Food factories) | A Dispatch Office in the region, Settlement level 2, a built Sawmill in the region |
- +
-^ 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 Station never sees anything beyond Lumber and Food, so everything the other Projects are paid in has to be flown in from elsewhere. Demolishing the station removes the tier access it granted.+
  
 ==== Checkpoint ==== ==== Checkpoint ====
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 | 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 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 also why the Dispatch Office's 75% requirement cannot be met by building alone. Checkpoints keep working during unrest.+The Security increases are one-off and cumulative, while the floor is replaced: level 3 sets 55% rather than adding to 40%. A region starts a fresh world at 20% Security, so all three levels together bring it to 65%; anything beyond that has to be won in the air. The Dispatch Office's 75% requirement therefore cannot be met by building alone. Checkpoints keep working during unrest.
  
 ==== Maintenance Works ==== ==== Maintenance Works ====
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 ^ 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.
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 ^ Level ^ Cost ^ Requirement ^ Effect ^ ^ Level ^ Cost ^ Requirement ^ Effect ^
-| 1 | 8 Lumber + 6 Steel | Settlement level 2, regional Security at least 75%, this Settlement's Trust at least 60% | AI transports start supplying Food to this region's Settlements. | +| 1 | 8 Lumber + 6 Steel | Settlement level 2, regional Security at least 75%, this Settlement's Trust at least 60% | AI transports keep this region's Settlements at 40–50% Food. | 
-| 2 | 12 Steel + 4 Building Materials + 6 Fuel | Settlement level 3, regional Security at least 80%, this Settlement's Trust at least 75% | Raises the region's Food target fill to at least 75%, and gives the region priority once the global AI flight cap is reached. | +| 2 | 12 Steel + 4 Building Materials + 6 Fuel | Settlement level 3, regional Security at least 80%, this Settlement's Trust at least 75% | The AI keeps Food at 65–80%, and the region gets priority once the global AI flight cap is reached. | 
-| 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 at all. The AI carries Food only, permanently - the build-up of every other good, Lumber and Steel included, stays player work at every level. Each level's Security condition is checked when that level is built and never again: if Security later falls, the office keeps dispatching and its transports simply start getting intercepted. How many flights run at once and whether they may cross into another region is the Transport Squadron's job, not the Dispatch Office's. It keeps working during unrest.+Without a Dispatch Office a region receives no AI flights. The AI carries only Food; every other good, including Lumber and Steel, remains player work at every level. Each level's Security requirement is checked only when that level is built: if Security falls later, the office keeps dispatching and its transports are more likely to be intercepted. The number of simultaneous flights and access to other regions depend on the [[#transport_squadron|Transport Squadron]]. The Dispatch Office keeps working during unrest.
  
-AI transports react to need, they never stockpile by default. A flight is planned when a Settlement in the region falls below its target fill - the Director's own 55%/65%/75% while calm/stressed/recovering, raised to at least 75% by Dispatch Office level 2 and at least 90% by level 3 - and the AI then covers the **whole** route: it picks the raw material up at the [[components:sources|Source]], drops it at the [[components:factories|Factory]], and carries the finished Food on to the Settlement. A route too long for a single trip is continued on the next flight. Dispatch Office level 3 is the one exception to "never stockpile": it also lets the AI keep the Food factory's own output topped up ahead of demand, up to a standing buffer - every other Factory's inputs stay player work regardless of level.+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 the raw material at the [[components:sources|Source]], unloads it at the [[components:factories|Factory]] and carries the Food on to the Settlement. A route too long for one trip continues on the next flight.
  
-==== Transport Squadron ====+Without player deliveries, the bands have the following effect on [[components:trust|Trust]]:
  
-^ Level ^ Cost ^ Requirement ^ Effect ^ +^ 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 Industrial Parts + 8 Fuel | Dispatch Office level 3 somewhere in this region | Three simultaneous AI flights 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 + 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 region. |+| 3 | 90–100% | +24 per flight hour | Also holds against spread from a neighbouring region |
  
-Fleet size and reach used to sit on the Dispatch Office; they are the Transport Squadron's job now. A region without one flies a single AI leg at a time, regardless of how far its Dispatch Office has climbed. The Dispatch Office's own requirement can be met anywhere in the region - it is usually a different Hub than the one hosting the Squadron.+The AI delivers at most as much Food as the region's Settlements consume at level 1, one and a half times as much at level 2, and twice as much at level 3. A confirmed enemy shoot-down reduces this margin; a technical failure, mission restart or ordinary crash does not. At level 1 there is no margin.
  
-Level 3's reach is deliberately narrow: it opens the border to one specific **neighboring** region, and only for the chains that region is missing on its own (a chain it can already produce locally never imports). Reaching a region that is not a neighbor needs the [[components:institutions|Air Logistics Command]] as well - without a Transport Squadron at level 3 first, the Command changes nothing, because there is no border open yet for it to widen.+A [[#civil_defense_office|Civil Defense Office]] and [[#civic_administration|Civic Administration]] also change how much Food a Settlement needs to hold its Trust.
  
-==== Forward Airfield ====+The AI does not stockpile, with one exception: at level 3 it keeps the Food factory's own output topped up to a standing buffer ahead of demand. The inputs of every other Factory remain player work at every level. 
 + 
 +==== Transport Squadron ====
  
 ^ Level ^ Cost ^ Requirement ^ Effect ^ ^ Level ^ Cost ^ Requirement ^ Effect ^
-| 1 | 8 Lumber + 6 Steel | Settlement level 2 | Rearm and refuel services at this Hub. | +| 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 | 6 Steel + 6 Building Materials + 8 Fuel | - | The Hub becomes a player start location. |+| 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. |
  
-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 at that Hub. Both services, including the player start location, stop while the Hub is in unrest.+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's.
  
-===== City Projects =====+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:institutions|Air Logistics Command]]. Without a Transport Squadron at level 3, the Command has no effect.
  
-^ Project ^ Levels ^ Scope ^ Domain ^ +Civic Administration, Civil Defense Office and Regional Depot have no requirements of their own and cost about the same. The Freight Office has its own per-level requirements and its own price, because it uses the region's AI capacity.
-| 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 | 3 | One per City | AI logistics (Non-Food factories) | +
- +
-Civic Administration, Civil Defense Office and Regional Depot have no requirement of their own and are priced alike on purpose, so the choice between them is about the region's weakness, not about the bill. The Freight Office breaks both rules deliberately: it carries its own per-level requirements (a Dispatch Office and later a Transport Squadron in the region, a factory of the right tier already running) and its own price, because unlike the other three it competes for the region's AI capacity, not just for Trust or storage. The free slot is still the only hard limit otherwise: a City holds one project from level 1 and two from level 2, so building two of these four permanently forgoes the rest.+
  
 ==== Civic Administration ==== ==== Civic Administration ====
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 | 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 follows from Food stock, so it is worth most where supply is good. It rewards keeping a region fed; it does not rescue a neglected one.+Both levels also add an unrest warning to the Sorties panel of the [[components:live-map|Live Map]]: a Settlement of this region that will fall into unrest within 4 or within 2 flight hours without deliveries is listed at the top of the Supply group. 
 + 
 +It multiplies the recovery rate that follows from the Food stock, so its effect grows with supply. Below 50% Food there is no recovery to multiply, and it has no effect.
  
 ==== Civil Defense Office ==== ==== Civil Defense Office ====
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 | 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 only. A Settlement of this region that falls into unrest of its own still drags on its neighbours.+The office reduces only spread arriving in its region. A Settlement of this region that falls into unrest itself still drags down its neighbours. 
 + 
 +Together with Civic Administration it changes how much Food a Settlement needs to hold its Trust against [[components:unrest|spread]].
  
 ==== Regional Depot ==== ==== Regional Depot ====
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 | 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's pad still occupy its storage, so the extra space also buys off a Source blocked by its own uncollected output. Additional space is capacity, not additional stock after a restart. The perk pauses while the City is in unrest.+Crates left on a Source's pad still occupy its storage, so the extra space also frees a Source blocked by its own uncollected output. The extra space is capacity only; it does not add stock after a restart. The perk pauses while its Settlement is in unrest.
  
 ==== 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 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. | | 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 at level 3 | The Fuel Refinery and Industrial Parts Works join the standing buffer. |
  
-The Freight Office does for Non-Food factories what the Dispatch Office does for Food: each covered factory's finished output is kept topped up to a standing buffer (4 crates), and the AI stops there - it never stockpiles beyond it, and picking crates up triggers a refill on the next tick, exactly like the Dispatch Office's own Vorrat perk. Food stays off-limits at every level, permanently; that is the Dispatch Office's domain.+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.
  
-When a covered factory's input is another factory's output rather than a raw material, the AI only ever takes the surplus above that upstream factory's own standing buffer - a covered Building Materials Plant cannot drain the Steel Mill's reserve to fill its own. The Freight Office pauses while its City is in unrest, exactly like the Regional Depot it competes with for the same build slot.+When a covered factory's input is another factory's output, the AI takes only the surplus above that upstream factory's own buffer, so a covered Building Materials Plant cannot empty the Steel Mill's buffer. The Freight Office pauses while its Settlement is in unrest.
  
-===== Airfield Projects =====+===== Settlement upgrades =====
  
-Every active [[components:airfields|airfield]] has two build sites of its own. This pool is separate from Hubs and Cities, and it is the only part of the catalogue with no Trust, supply or level requirement at all: the cargo is the whole condition.+^ 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 Station never sees anything beyond Lumber and Food, so everything the other Projects are paid in has to be flown in from elsewhere. 
 + 
 +==== 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 ''Cargo > Store'' at a City or Hub, see [[components:settlements#storage|Settlements]]. Level 2 states the final value; it does not add to level 1. 
 + 
 +===== Airfield upgrades ===== 
 + 
 +Every building at an active [[components:airfields|airfield]] is a site upgrade: it takes no build slot and has no Trust, supply or level requirement; the cargo is the only condition.
  
-^ Project ^ Levels ^ Scope ^ Domain ^+^ Upgrade ^ Levels ^ Scope ^ Domain ^
 | Direction-Finding station | 3 | Each airfield | Enemy detection, rumor sectors | | Direction-Finding station | 3 | Each airfield | Enemy detection, rumor sectors |
 | Cargo Warehouse | 2 | Each airfield | Storage limit | | 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 |
  
-Both are paid from the airfield's storage. Without a Cargo Warehouse that storage holds only 8 crates, so a level costing 8 crates needs the storage otherwise empty.+They are paid from cargo delivered to the airfield with ''Cargo > Deliver''. Delivered cargo takes no storage space; an airfield accepts a cargo only up to what its largest single upgrade still needs.
  
-==== Direction-Finding Station ====+==== 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 and light camps become detectable. | +| 2 | Adcock Direction Finder | 8 Steel | 55 km radius, Factories join the sensor pool, MANPADS, light camps and checkpoints become detectable. | 
-| 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's calibration, because the antenna has changed. The full mechanics are in [[components:enemy-detection|Enemy Detection]] and [[components:direction-finding|A/N Direction Finding]]. Each level also narrows the bearing cone it reports and the direction sector of a rumor anchored at that airfield. Upgrading clears the station's calibration, because the antenna has changed. The full mechanics are in [[components:enemy-detection|Enemy Detection]] and [[components:direction-finding|A/N Direction Finding]].
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 ^ Level ^ Cost ^ Requirement ^ Effect ^ ^ Level ^ Cost ^ Requirement ^ Effect ^
-| 1 | 8 Lumber | - | Airfield storage limit 16 crates. | +| 1 | 8 Lumber | — | Airfield storage limit 16 crates. | 
-| 2 | 8 Building Materials | - | Airfield storage limit 24 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:upgrades|upgrades]]: extra crate slots. | 
 +| 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:insurance|insurance]]. | 
 +| 2 | 10 Steel + 2 Building Materials | Sells equipment insurance as well. |
  
-Level 2 states the final value; it does not add to level 1. Demolition returns the limit to 8 crates. Cargo already in storage stays, but new deliveries are refused until the stock falls below 8 again.+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:credits|credits]].
  
 ===== Settlement levels ===== ===== Settlement levels =====
  
-The level sits outside every slot pool and is always available. It is what pays for the slots the tables above consume.+The Settlement level lies outside every slot pool and is always available. Every level adds one to its region's level sum, which sets the regional slots.
  
 ^ 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. First Hub or City Project slot. | +| 1 | — | 12 crates | 11 crates | Reached by commissioning. Adds 1 to the region's level sum. | 
-| 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 level 2, Settlement Storage level 2, and the conditions of the Dispatch Office and Forward Airfield. | 
-| 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 rises permanently, and the 85% supply requirement every later Project has to satisfy is measured against the new target.+Each level permanently raises the Food target, and the 85% supply requirement for every later Project is measured against the new target.
  
 ===== Unrest ===== ===== Unrest =====
  
-Unrest begins below 30% Trust, and building requires 55%, so a Settlement in unrest can never start a Project. 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 exceptions:
  
 ^ Building ^ While its Settlement is in unrest ^ ^ Building ^ While its Settlement is in unrest ^
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 | Checkpoint, Maintenance Works, Dispatch Office, Transport Squadron, Civic Administration, Civil Defense Office, Institutions | Keep working. | | Checkpoint, Maintenance Works, Dispatch Office, Transport Squadron, Civic Administration, Civil Defense Office, Institutions | Keep working. |
  
-Unrest halts growth, not rescue: the buildings a region needs in order to recover are exactly the ones that stay on.+The buildings a region needs in order to recover are the ones that keep working.
  
 ===== Demolition ===== ===== Demolition =====
  
-Demolition is what makes a slot a decision rather than a trap. It removes the building completely, including every level it had, and the slot comes back free.+Demolition removes a building completely, including all its levels, and frees its slot. Site upgrades cannot be demolished.
  
 ^ Term ^ Value ^ ^ Term ^ Value ^
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 | Returned | The build slot only. | | Returned | The build slot only. |
  
-Industrial Parts sit at the end of the deepest production chain in the game, so demolition is deliberately expensive: it is a correction, not a way to rotate buildings through a slot. The [[components:institutions|Public Works Office]] halves the cost rounded up, refunds half of everything ever invested in that building rounded down, and removes the cooldown.+Industrial Parts come at the end of the longest production chain, which makes demolition expensive. The [[components:institutions|Public Works Office]] halves the cost (rounded up), refunds half of everything invested in the building (rounded down) and removes the cooldown.
  
-Demolishing a Survey Station takes the region's tier access with it, and demolishing the last Dispatch Office in a region stops its AI flights.+Demolishing the last Dispatch Office in a region stops its AI flights.
  
-===== Where to spend the first slots =====+===== Choosing the first Projects =====
  
-  * **Survey Station first in almost every region.** It is the cheapest building in the catalogue and the only one that unlocks the cargo the others are paid in. +  * **Survey Station.** The cheapest building and the only one that unlocks the cargo the other Projects are paid in. As a site upgrade it costs no slot. 
-  * **The Checkpoint is a requirement in disguise.** It is the only regional source of Security, and the Dispatch Office cannot be reached without it. +  * **Checkpoint.** The only regional source of Security; the Dispatch Office requires it. 
-  * **Maintenance Works pays per Source.** In a Source-rich region it is the largest throughput gain available; in a region with the bare minimum of three it barely repays its cost. +  * **Maintenance Works.** Its benefit scales with the number of Sources: large in a region with many Sources, small in one with the minimum of three. 
-  * **The Dispatch Office is the only route to AI flights.** It only ever carries Food - level 2 and 3 raise how full the AI keeps Settlements and, from level 3, keep the Food factory itself stocked ahead of demand. +  * **Dispatch Office.** The only source of AI flights, and it carries only Food. 
-  * **The Transport Squadron is what turns one AI flight into a fleet.** Without it a region flies a single leg at a time no matter how far its Dispatch Office has climbed, and level 3 is the only way to reach a neighboring region's Sources and Factories at all. +  * **Transport Squadron.** Without it a region flies one AI leg at a time; level 3 is the only access to a neighbouring region's Sources and Factories. 
-  * **The Forward Airfield competes with itself.** It is per Hub, so every Hub that wants one spends its own slot and its own cargo. +  * **Forward Airfield.** Built per Hub, so every Hub that has one spends its own cargo; it takes no slot. 
-  * **At an airfield, the Cargo Warehouse usually comes first.** With 8 crates of storage, a Direction-Finding level costing 8 crates fills the whole store, and nothing else can wait there in the meantime. +  * **Cargo Warehouse.** Worth building where pilots relay much cargo through the airfield; Projects do not need it, because delivered cargo takes no storage space. 
-  * **A City picks two of four.** Civic Administration if the region loses Trust faster than it recovers, Civil Defense Office if the damage arrives from neighbours, Regional Depot if Sources sit full while nobody collects, Freight Office if the region's own factories are the bottleneck and the Dispatch Office and Transport Squadron are already up.+  * **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 where the damage arrives from neighbours, Regional Depot where Sources fill up without being collected, Freight Office where the region's factories are the bottleneck and the Dispatch Office and Transport Squadron already stand.
  
-Current Radio Menu and Live Map values take precedence over this page whenever balance values change.+Current Radio Menu and Live Map values take precedence over this page when balance values change.
  
-===== Related Guides =====+===== Related guides =====
  
   * [[guides:build-project|Build a Project]]   * [[guides:build-project|Build a Project]]
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   * [[guides:recover-settlement|Recover a Settlement]]   * [[guides:recover-settlement|Recover a Settlement]]
  
-===== Related Components =====+===== Related components =====
  
   * [[components:settlements|Settlements]]   * [[components:settlements|Settlements]]
components/projects.1789651293.txt.gz · Last modified: by 127.0.0.1