components:projects
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| components:projects [2026/10/05 19:20] – external edit 127.0.0.1 | components: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 | + | - 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 | 4 | 4 | 4 | | + | |
| - | An airfield has no level, so its four 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: | + | 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 City at level 3 also gains the seat for a server-wide [[components: | ||
| ===== Requirements for every Project ===== | ===== Requirements for every Project ===== | ||
| Line 29: | Line 28: | ||
| ^ Requirement ^ What it means ^ | ^ 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 '' | | 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 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. | | ||
| - | ===== Hub Projects ===== | + | ===== Regional |
| - | ^ Project | + | Every Regional |
| - | | 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 | + | |
| - | | Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | | + | |
| - | ==== Survey Station ==== | + | ^ Project |
| - | + | | Checkpoint | 3 | Security | |
| - | ^ Level ^ Cost ^ Requirement | + | | Maintenance Works | 3 | Production | Three commissioned |
| - | | 1 | 8 Lumber | + | | Dispatch Office |
| - | | 2 | 12 Lumber | + | | Transport Squadron |
| - | + | | Civic Administration | 2 | Trust recovery | — | | |
| - | A region | + | | 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 88: | Line 83: | ||
| | 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' | + | The AI delivers at most as much Food as the region' |
| A [[# | A [[# | ||
| Line 105: | Line 100: | ||
| 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: | 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: | ||
| - | ==== Forward Airfield ==== | + | Civic Administration, |
| - | + | ||
| - | ^ 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, | + | |
| ==== Civic Administration ==== | ==== Civic Administration ==== | ||
| Line 149: | 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 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 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' | + | When a covered factory' |
| + | |||
| + | ===== Settlement upgrades ===== | ||
| + | |||
| + | ^ Upgrade ^ Levels ^ Where ^ Domain ^ First requirement ^ | ||
| + | | Survey Station | 2 | Hub or City, one per region | Exploration | Settlement level 1 | | ||
| + | | Forward Airfield | 2 | Each Hub | Operations | Settlement level 2 | | ||
| + | | Settlement Storage | 2 | Each Hub and City | Storage limit | Settlement level 1 | | ||
| + | |||
| + | ==== Survey Station ==== | ||
| + | |||
| + | ^ Level ^ Cost ^ Requirement ^ Effect ^ | ||
| + | | 1 | 8 Lumber | Settlement level 1 | Tier 2 rumors unlock across this region: Iron Ore and Coal Sources, Steel Mill, Building Materials Plant. | | ||
| + | | 2 | 12 Lumber | Settlement level 2 | Tier 3 rumors unlock: Oil Sources, Fuel Refinery, Industrial Parts Works. | | ||
| + | |||
| + | A region without a Survey 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 | + | ===== Airfield |
| - | Every active [[components: | + | 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 | | ||
| Line 172: | Line 182: | ||
| | Insurance Agency | 2 | Each airfield with a runway | Aircraft and equipment insurance | | | Insurance Agency | 2 | Each airfield with a runway | Aircraft and equipment insurance | | ||
| - | They are paid from cargo delivered to the airfield with '' | + | They are paid from cargo delivered to the airfield with '' |
| ==== Direction-Finding station ==== | ==== Direction-Finding station ==== | ||
| Line 189: | Line 199: | ||
| | 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 further crates are refused until the stock falls below 8 again. | + | Level 2 states the final value; it does not add to level 1. |
| ==== Workshop ==== | ==== Workshop ==== | ||
| Line 207: | Line 217: | ||
| ===== Settlement levels ===== | ===== Settlement levels ===== | ||
| - | The Settlement level lies outside every slot pool and is always available. | + | The Settlement level lies outside every slot pool and is always available. |
| ^ 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. | |
| 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. | ||
| Line 231: | Line 241: | ||
| ===== 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 ^ | ||
| Line 240: | Line 250: | ||
| Industrial Parts come at the end of the longest production chain, which makes demolition expensive. The [[components: | Industrial Parts come at the end of the longest production chain, which makes demolition expensive. The [[components: | ||
| - | Demolishing | + | 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' | * **Transport Squadron.** Without it a region flies one AI leg at a time; level 3 is the only access to a neighbouring region' | ||
| - | * **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.** Worth building where pilots relay much cargo through the airfield; Projects do not need it, because delivered cargo takes no storage space. | * **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' | + | * **Civic Administration, |
| 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.1791228026.txt.gz · Last modified: by 127.0.0.1
