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components:projects [2026/09/29 21:31] – external edit 127.0.0.1components:projects [2026/10/12 12:54] (current) – external edit 127.0.0.1
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 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 |
  
-At level 3 a Hub gains a third slot, and a City gains the seat for a server-wide [[components:institutions|Institution]]. Most Hub Projects are limited to one per region, so the Hub slots of a region form one shared budget.+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. 
 + 
 +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 ===== ===== 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 lists it together with the current value. | | 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 ^ +
-| 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 ==== +
- +
-^ 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.+^ 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 |
  
 ==== Checkpoint ==== ==== Checkpoint ====
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 | 3 | 90–100% | +24 per flight hour | Also holds against spread from a neighbouring region | | 3 | 90–100% | +24 per flight hour | Also holds against spread from a neighbouring region |
  
-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. Lost transports and other losses reduce this margin; at level 1 there is none.+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.
  
 A [[#civil_defense_office|Civil Defense Office]] and [[#civic_administration|Civic Administration]] also change how much Food a Settlement needs to hold its Trust. A [[#civil_defense_office|Civil Defense Office]] and [[#civic_administration|Civic Administration]] also change how much Food a Settlement needs to hold its Trust.
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 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. 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.
  
-==== Forward Airfield ==== +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.
- +
-^ 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 player start location. | +
- +
-The Forward Airfield is the only Hub Project built per Hub rather than per region, so a region with three Hubs pays three times for three airfields. At level 2, players can select helicopter slots and spawn at that Hub. Both services, including the start location, stop while the Hub is in unrest. +
- +
-===== City Projects ===== +
- +
-^ Project ^ Levels ^ Scope ^ Domain ^ +
-| 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 requirements of their own and cost about the same. The Freight Office has its own per-level requirements (a Dispatch Office and later a Transport Squadron in the region, and a factory of the right tier already running) and its own price, because it uses the region's AI capacity. A City holds one Project from level 1 and two from level 2, so it can host only two of these four.+
  
 ==== Civic Administration ==== ==== Civic Administration ====
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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 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 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 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. 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, 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 City is in unrest.+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 has no Trust, supply or level requirement; the cargo is the only 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 ====
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 | 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. Demolition returns the limit to 8 crates. Cargo already in storage stays, but new deliveries are refused until the stock falls below 8 again.+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. | 
 + 
 +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 Settlement level lies outside every slot pool and is always available. It provides the slots used by the Projects above.+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. |
  
 Each level permanently raises the Food target, and the 85% supply requirement for every later Project 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.
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 ===== Demolition ===== ===== Demolition =====
  
-Demolition removes a building completely, including all its levels, and frees its slot.+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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 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. 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.
  
 ===== Choosing the first Projects ===== ===== Choosing the first Projects =====
  
-  * **Survey Station.** The cheapest building and the only one that unlocks the cargo the other Projects 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.
   * **Checkpoint.** The only regional source of Security; the Dispatch Office requires it.   * **Checkpoint.** The only regional source of Security; the Dispatch Office requires it.
   * **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.   * **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.
   * **Dispatch Office.** The only source of AI flights, and it carries only Food.   * **Dispatch Office.** The only source of AI flights, and it carries only Food.
   * **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.   * **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.
-  * **Forward Airfield.** Built per Hub, so every Hub that has one spends its own slot and cargo. +  * **Forward Airfield.** Built per Hub, so every Hub that has one spends its own cargo; it takes no slot. 
-  * **Cargo Warehouse.** With 8 crates of storage, a Direction-Finding level costing 8 crates fills the whole store, so the warehouse usually comes first. +  * **Cargo Warehouse.** Worth building where pilots relay much cargo through the airfield; Projects do not need it, because delivered cargo takes no storage space. 
-  * **City Projects.** A City hosts two of the four: 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.+  * **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 when balance values change. Current Radio Menu and Live Map values take precedence over this page when balance values change.
components/projects.1790717487.txt.gz · Last modified: by 127.0.0.1