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components:security [2026/08/30 14:07] – external edit 127.0.0.1components:security [2026/10/05 18:06] (current) – external edit 127.0.0.1
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-[[start|Torque Tycoon]] > [[components|Game Components]]+[[:start|Torque Tycoon]] > [[:components|Game Components]]
  
 ====== Security ====== ====== Security ======
  
-Security is a regional airspace-safety value. Clearing enemy ground groups raises it; an ambush in which the target survives and no enemy is killed lowers it. Every point affects ambush probability, and ambushes disappear only at 100% Security.+**Security** is a regional airspace-safety value. Clearing enemy ground groups raises it; an ambush in which the target survives and no enemy is killed lowers it, and so does an aircraft shot down, or lost while in danger (see [[components:aircraft-losses|Aircraft Losses]]). Every point affects ambush probability, and ambushes stop only at full Security.
  
-Checkpoints create a Security floor that combat losses cannot cross. The floor is set by the Checkpoint's level rather than accumulated: level 1 holds 25%, level 2 holds 40% and level 3 holds 55%. Airspace Command adds another 10 floor points everywhere, so a fully upgraded region backed by that Institution never falls below 65%.+Checkpoints work on the value and on its floor at the same time. Building a level raises Security once, and it also guarantees a floor that combat losses cannot push the region below. A higher level does more of both, and Airspace Command lifts the floor again everywhere. The floor is what a region keeps without anyone flying for it; the value above it has to be won by clearing enemy groups.
  
-The Security value itself is separate from its floor. Each Checkpoint level also raises it once, by 10, 15 and 20 points. A region starts a fresh world at 20%, so building the complete ladder carries it to 65% and every point beyond that has to be won by clearing enemy groups. Low-Security regions regenerate enemy groups near villages or known sites; Airspace Command reduces the returning force.+A region below full Security regenerates enemy ground groups near villages or known sites. The lower the Security, the more groups return and the heavier they are, until at full Security none come back. Airspace Command weakens that returning force.
  
-Unrest adds a temporary 20-point penalty to ambush rolls in its region without reducing the Security number shown on the Live Map. This makes resolving an unrest source part of regional safety even when the displayed value has not changed.+Unrest makes a region count as considerably less secure than the Live Map shows, both for returning ground groups and for ambushes, and the further it has escalated the wider that gap. A region bordering a region-wide unrest is dragged down with it. The displayed Security number does not move, so resolving an unrest source is part of regional safety even when the value on the map stays where it was. See [[components:unrest|Unrest]] for the stages.
  
 Security is a regional condition, not a Settlement property. Trust belongs to individual Settlements, while threat contacts follow [[components:enemy-detection|Enemy Detection]] rules rather than exposing exact enemy positions. Security is a regional condition, not a Settlement property. Trust belongs to individual Settlements, while threat contacts follow [[components:enemy-detection|Enemy Detection]] rules rather than exposing exact enemy positions.
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   * [[components:ambushes|Ambushes]]   * [[components:ambushes|Ambushes]]
 +  * [[components:aircraft-losses|Aircraft Losses]]
 +  * [[components:encounters|Encounters]]
   * [[components:unrest|Unrest]]   * [[components:unrest|Unrest]]
   * [[components:projects|Projects]]   * [[components:projects|Projects]]
components/security.1788098876.txt.gz · Last modified: by 127.0.0.1