components:settlements
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| components:settlements [2026/09/29 11:26] – external edit 127.0.0.1 | components:settlements [2026/10/12 12:54] (current) – external edit 127.0.0.1 | ||
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| ====== 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; the cargo its Projects are paid in (Lumber, Steel, Building Materials, Fuel and Industrial Parts) | + | **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; the cargo its Projects are paid in (Lumber, Steel, Building Materials, Fuel and Industrial Parts) |
| Food only supplies a Settlement when it is delivered to that Settlement. Food unloaded at an [[components: | 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. With nobody flying, Food stock and Trust are frozen; source production and factories continue running overnight. | + | 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. | ||
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| * **Displays: | * **Displays: | ||
| - | ^ Level ^ Hub slots ^ City Project slots ^ Institution seats ^ Food storage ^ | + | ===== Storage ===== |
| - | | 1 | 1 | 1 | 0 | 12 crates | | + | |
| - | | 2 | 2 | 2 | 0 | 18 crates | | + | |
| - | | 3 | 3 | 2 | 1 | 24 crates | | + | |
| - | 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' | + | Cargo stored with '' |
| - | 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, Supply and Trust as separate blocks, Storage, | + | * **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, Supply and Trust as separate blocks, Storage, | ||
| ===== Related Guides ===== | ===== Related Guides ===== | ||
components/settlements.1790681161.txt.gz · Last modified: by 127.0.0.1
