components:projects
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| components:projects [2026/09/21 13:12] – 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 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: | + | A region with a level-2 |
| - | ===== Requirements | + | A City at level 3 also gains the seat for a server-wide [[components: |
| + | |||
| + | ===== Requirements | ||
| ^ 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 '' | + | | 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 building | + | | A free slot | A new Regional Project |
| - | | Exclusivity | A Project | + | | Exclusivity | A Regional |
| - | | 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 | + | | 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 |
| - | | Project requirements | The per-level conditions listed below. An unmet requirement never hides a Project: the Projects radio menu prints | + | | 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: | + | ===== Regional Projects ===== |
| - | ===== Hub Projects ===== | + | Every Regional Project can stand at a Hub or at the City of the region, once per region. |
| - | ^ Project ^ Levels | + | ^ 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 | + | | Maintenance Works | 3 | Production | Three commissioned Sources in the region | |
| - | | Maintenance Works | 3 | One per region | + | | Dispatch Office | 3 | AI logistics (Food) | Settlement level 2, Security 75%, Trust 60% | |
| - | | Dispatch Office | 3 | One per region | + | | Transport Squadron | 3 | AI logistics (fleet size, reach) | Dispatch Office level 2 in the region, Settlement level 3 | |
| - | | Transport Squadron | 3 | One per region | + | | Civic Administration |
| - | | Forward Airfield | + | | Civil Defense Office |
| - | + | | Regional Depot | 2 | Source storage | — | | |
| - | ==== Survey Station ==== | + | | Freight Office |
| - | + | ||
| - | ^ Level ^ Cost ^ Requirement ^ Effect ^ | + | |
| - | | 1 | 8 Lumber | + | |
| - | | 2 | 12 Lumber | + | |
| - | + | ||
| - | A region without | + | |
| ==== Checkpoint ==== | ==== Checkpoint ==== | ||
| Line 61: | 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 67: | 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 75: | 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' |
| + | |||
| + | ==== Transport Squadron | ||
| ^ Level ^ Cost ^ Requirement ^ Effect ^ | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| - | | 1 | 8 Lumber | + | | 1 | 10 Steel + 4 Building Materials |
| - | | 2 | 6 Steel + 6 Building Materials + 8 Fuel | - | The Hub becomes a player start location. | | + | | 2 | 8 Building Materials |
| + | | 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 | + | A region without a Transport Squadron flies one AI leg at a time, whatever |
| - | ===== 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: |
| - | ^ Project ^ Levels ^ Scope ^ Domain ^ | + | Civic Administration, |
| - | | 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, | + | |
| ==== Civic Administration ==== | ==== Civic Administration ==== | ||
| Line 118: | 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 126: | 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 134: | 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 Projects | + | ===== Settlement upgrades |
| - | Every active [[components: | + | ^ 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 '' | ||
| + | |||
| + | ===== Airfield upgrades ===== | ||
| + | |||
| + | Every building at an active [[components: | ||
| - | ^ Project | + | ^ Upgrade |
| | 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' | + | They are paid from cargo delivered to the airfield |
| - | ==== Direction-Finding | + | ==== Direction-Finding |
| ^ 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' | ||
| Line 169: | Line 196: | ||
| ^ 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: | ||
| + | | 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. | | ||
| - | Level 2 states the final value; it does not add to level 1. Demolition returns | + | Workshop and Insurance Agency stand only at airfields with a runway, |
| - | ===== Settlement | + | ===== Settlement |
| - | 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 196: | 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 207: | 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.** |
| - | * **At an airfield, the Cargo Warehouse | + | * **Cargo Warehouse.** |
| - | * **A City picks two of four.** Civic Administration | + | * **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 230: | Line 271: | ||
| * [[guides: | * [[guides: | ||
| - | ===== Related | + | ===== Related |
| * [[components: | * [[components: | ||
components/projects.1789996333.txt.gz · Last modified: by 127.0.0.1
