components:settlements
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| components:settlements [2026/08/24 19:56] – created - external edit 127.0.0.1 | components:settlements [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]] |
| ====== Settlements ====== | ====== Settlements ====== | ||
| - | Settlements are the Hubs and Cities that turn individual deliveries into persistent regional progress. A mapped Settlement is commissioned by its initial delivery, begins consuming Food and starts at level 1. Food becomes its operating supply; | + | **Settlements** are the Hubs and Cities that turn individual deliveries into persistent regional progress. A mapped Settlement is commissioned by its initial delivery, begins consuming Food and starts at level 1. Food becomes its operating supply; |
| + | |||
| + | Food only supplies a Settlement when it is delivered to that Settlement. Food unloaded at an [[components: | ||
| + | |||
| + | Settlement Food consumption runs only while at least one player is flying an airplane or helicopter. One player creates the normal Food demand; with more players online, Food demand rises with the smoothed player count. Short joins do not immediately raise demand, and when the last player leaves consumption stops at once. With nobody flying, Food stock and Trust are frozen; source production and factories continue running overnight. | ||
| Higher levels require Reserve cargo, increase Food demand and unlock construction capacity. The level itself uses no build slot, and upgrading an existing Project keeps its current slot. | Higher levels require Reserve cargo, increase Food demand and unlock construction capacity. The level itself uses no build slot, and upgrading an existing Project keeps its current slot. | ||
| - | ^ Level ^ Hub slots ^ City Project slots ^ Institution seats ^ | + | ===== Food Storage ===== |
| - | | 1 | 1 | 1 | 0 | | + | |
| - | | 2 | 2 | 2 | 0 | | + | |
| - | | 3 | 3 | 2 | 1 | | + | |
| - | Hubs can specialise through as many as three Hub Project slots. Cities use up to two City Project slots and gain one separate Institution seat at level 3. A Settlement' | + | A Settlement |
| - | The Live Map represents a Hub or City's Trust with its outer ring and stored supply with its inner fill. Its detail panel shows the level, | + | * **Full store:** the pad stops accepting Food. The crate stays where it was set down and can be picked up and flown to a Settlement that still has room. |
| + | * **No stockpiling beside the pad:** a crate left on the ground survives only one restart, see [[components: | ||
| + | * **Whole crates:** a crate that still finds room always counts in full, so the last one can take the store slightly past its target, for example 18.8 of 18. | ||
| + | * **Several crates at once:** the pad takes crates until the store is full and leaves the rest standing. | ||
| + | * **Rare collision: | ||
| + | * **Displays: | ||
| + | |||
| + | ===== Storage ===== | ||
| + | |||
| + | Cargo stored with '' | ||
| + | |||
| + | * **Full storage:** further crates are refused. The crate stays on the ground and can be flown to another store. | ||
| + | * **Taking cargo out:** '' | ||
| + | |||
| + | ===== Levels ===== | ||
| + | |||
| + | ^ Level ^ Adds to the region' | ||
| + | | 1 | 1 | 0 | 12 crates | | ||
| + | | 2 | 2 | 0 | 18 crates | | ||
| + | | 3 | 3 | 1 | 24 crates | | ||
| + | |||
| + | The levels of all Hubs and the City of a region add up to the region' | ||
| + | |||
| + | The Live Map represents a Hub or City's Trust with its outer ring and stored supply with its inner fill. Its detail panel shows the level, | ||
| ===== Related Guides ===== | ===== Related Guides ===== | ||
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| * [[components: | * [[components: | ||
| * [[components: | * [[components: | ||
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components/settlements.1787601370.txt.gz · Last modified: by 127.0.0.1
