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components:rumors [2026/09/14 21:09] – external edit 127.0.0.1components:rumors [2026/10/09 17:27] (current) – external edit 127.0.0.1
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-[[start|Torque Tycoon]] > [[components|Game Components]]+[[:start|Torque Tycoon]] > [[:components|Game Components]]
  
 ====== Rumors ====== ====== Rumors ======
  
-Rumors are time-limited leads to hidden sites. An active rumor provides an exact radio frequency and modulation, plus a broad direction from a named anchor airfield. It gives no coordinates or search radius and does not reveal the final site position.+A **rumor** is a time-limited lead to a hidden site. It provides an exact radio frequency and modulation, plus a broad direction from a named anchor airfield. It gives no coordinates or search radius and does not reveal the final site position.
  
-Exploration has three server-wide slots, shared by open rumors and by mapped sites that have not been commissioned yet. A new rumor only appears while a slot is free. Ignored leads eventually lapse and free their slot; mapping a rumor passes its slot on to the mapped site, which keeps it until the site is commissioned. Cartography Institute adds one more slot. Tier 2 and Tier 3 rumors also require the appropriate regional Survey Station level.+Rumors come from the notice board of a built [[components:settlements|Settlement]]. Every hidden site within 80 km of a Settlement can turn up on the board of the nearest one. A board holds one lead at Settlement level 0-1, two at level 2 and three at level 3, never two of the same kind. Which sites come up is random. A lead says when it would close a gap in the local production chain - a Factory with no supplier for one of its inputs nearby, or a producer with no Factory in reach - and a Settlement lead names the Food it would need. A Settlement below 50% trust gets no new leads, and one in [[components:unrest|unrest]] tells nothing at all until it has recovered; an empty board says why.
  
-Useful gaps in the local production chain receive extra priority. If a mapped Factory has no working supplier for one of its inputs within 75 km, a hidden Source or viable Factory that can close that route is favored. The reverse also applies: when a working producer has no working Factory in range that can take its cargo, a viable hidden consumer is favored. Open construction requirements count as cargo consumers so that actively needed Lumber and similar materials are not mistaken for orphaned production, but Projects do not create this extra priority by themselves. Existing cargo shortages, regional pressure, distance and rumor-tier requirements continue to apply. Distance priority uses the nearest mapped, operating Hub or City and reaches zero at 150 km.+The board can only be read on the ground at the Settlement, under ''My Location > Rumors'' in the [[components:radio-menu|Radio Menu]]. A pilot who lands there is told when the board has something they have not seen.
  
-Players investigate a rumor with SRS and the A/N audio signal. A continuous tone identifies a course line, an A or N Morse pattern shows that the aircraft has moved into one side of the range, and a repeated Z marker indicates the overhead cone. The full signal behavior belongs to A/N Direction Finding; the flight procedure is covered by the mapping guide.+==== Following a lead ====
  
-{{:wiki:an.png?400|}}+**Follow this lead** turns the lead into a rumor for the pilot: they hear its frequency and the anchor airfield, and everyone hears who followed which lead from where. Following needs a Discord account linked through [[components:dcsbot|DCSBot]], and a pilot can follow only one lead at a time. Following costs [[components:credits|credits]], by the kind of site the lead reveals: 
 + 
 +^ Lead ^ Price ^ 
 +| Tier 1 (Grain, Timber, Food Processing, Sawmill, Construction Yard) | 800 GEL | 
 +| Tier 2 (Iron, Coal, Steel Mill, Building Materials Plant) | 1,600 GEL | 
 +| Settlement | 1,600 GEL | 
 +| Tier 3 (Oil, Fuel Refinery, Industrial Parts Works) | 3,200 GEL | 
 + 
 +The price is shown on the menu entry. Without enough credits the follow is refused and nothing is charged. 
 + 
 +Only one lead of each kind - Settlement, Source, Factory - can be open across the server, from the follow until the site is built. While one is open, leads of that kind stay on the boards but cannot be followed; the menu names the site that holds them. 
 + 
 +==== Asking around ==== 
 + 
 +A pilot looking for something other than what is on the board can **ask around for something else**. This swaps one lead for another site the same board could offer, possibly of the same kind. It works only on the ground at the Settlement, needs a linked Discord account, and costs 1,600 GEL. Every further swap at the same board doubles the price, up to 25,600 GEL; after four hours without a swap there, the price is back at 1,600 GEL. The swapped-out site does not come up on any board for six hours. If the Settlement knows of nothing else, the menu says so and nothing is charged. 
 + 
 +==== Lapse and drop ==== 
 + 
 +A rumor lapses after 90 minutes if it is not mapped. **Drop this lead** gives it up early, as long as the site is not mapped yet. In both cases the lead goes back on the same board, and there is no refund. 
 + 
 +Players investigate a rumor with the A/N audio signal, received through SRS or the radio menu's A/N Receiver: a steady tone marks a course line, and a Morse A or N tells you which side of it you are on. The full signal behaviour belongs to [[components:direction-finding|A/N Direction Finding]]; the flight procedure is covered by [[guides:map-a-rumor|Map a Rumor]]. 
 + 
 +{{:wiki:an.png?400|A/N sectors around a rumored site, with the search sector from its anchor airfield.}}
  
 ===== Related Guides ===== ===== Related Guides =====
components/rumors.1789420159.txt.gz · Last modified: by 127.0.0.1