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components:trust [2026/09/27 21:45] – external edit 127.0.0.1components:trust [2026/10/12 08:32] (current) – triscus
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 ====== Trust ====== ====== Trust ======
  
-**Trust** is the long-term Food-supply health of one Settlement. It rises while a commissioned Settlement is supplied and falls while its Food store runs low.+**Trust** is the long-term Food-supply health of a single Settlement. It rises while a commissioned Settlement is supplied and falls while its Food store runs low or after an aircraft crashes nearby.
  
-Trust follows the fill level of that store. Below half a store it falls, above half it rises, and the top of the store counts most:+===== Food and Trust ===== 
 + 
 +Trust follows the fill level of the Food store. It falls below half a store and rises above it, and the rate grows towards the top of the store:
  
 ^ Food stock ^ Trust per flight hour ^ ^ Food stock ^ Trust per flight hour ^
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 | 100% | +36 | | 100% | +36 |
  
-Values in between follow the line between two rows. Going from 75% to 90% quadruples the gain, so topping a store right up is worth far more than the extra crates suggest. A Settlement at 40% loses about 5 Trust per flight hour and needs some 15 hours of flying to fall from full Trust into unrest; an empty one gets there in under three.+Values between two rows lie on the straight line between them. Raising a store from 75% to 90% quadruples the gain. A Settlement at 40% loses about 5 Trust per flight hour and takes about 15 flight hours to fall from full Trust into unrest; an empty one takes less than three.
  
-A Settlement's panel on the [[components:live-map|Live Map]] shows its current Trust trend and how many crates it consumes per flight hour.+The clock for these effects runs only while a player is flying an airplane or helicopter. While nobody is flying, Trust neither falls nor recovers. Settlement Food consumption uses the same clock. <Sources and Factories keep working while nobody is flying.
  
-The simulation clock for these effects runs only while someone is flying an airplane or helicopter. When nobody is flying, Trust is frozen in both directions: it neither falls nor recovers. Sources and Factories continue working during that time.+A Settlement's panel on the [[components:live-map|Live Map]] shows its current Trust trend and its consumption in crates per flight hour.
  
-A Hub or City's outer ring on the Live Map shows which state it is in:+===== States =====
  
-  * **Healthy:** the store is full enough that Trust holds or climbs.+The outer ring of a Hub or City on the Live Map shows its state: 
 + 
 +  * **Healthy:** the store is full enough for Trust to hold or rise.
   * **Warning:** Trust has fallen far enough to be flagged. The Settlement still works normally.   * **Warning:** Trust has fallen far enough to be flagged. The Settlement still works normally.
-  * **Unrest:** Trust has fallen through the warning band, see [[components:unrest|Unrest]]. Getting out again takes a clear margin of recovery, not one crate above the line.+  * **Unrest:** Trust has fallen through the warning band; see [[components:unrest|Unrest]]. Leaving unrest requires a clear margin of recovery. 
 + 
 +===== Recovery boosts ===== 
 + 
 +Civic Administration speeds up Trust recovery in its region. It multiplies only a gain, so it has no effect below 50% Food. A UH-1H Food delivery adds a short recovery boost; further UH-1H deliveries refresh the timer rather than stack it, and the Flight Academy improves the perk. 
 + 
 +===== Aircraft losses ===== 
 + 
 +Losing an aircraft in flight costs Trust at the nearest commissioned Hub or City within 60 km. A crash or a shoot-down counts; leaving an aircraft, in the air or on the ground, costs no Trust. See [[components:aircraft-losses|Aircraft Losses]] for the other consequences of a loss. 
 + 
 +After a loss the Settlement loses 24 Trust per flight hour for 30 flight minutes, 12 Trust in total. Like every Trust change, the drain counts only while a player is flying; leaving the server does not run it out. Several losses near the same Settlement add up to no more than 72 Trust per flight hour. The drain can push a Settlement into [[components:unrest|unrest]] and goes on down to 0%.
  
-Civic Administration speeds up Trust recovery in its region. It only multiplies a gain, so below 50% Food it does nothing. A UH-1H Food delivery adds a short recovery boost; later Huey deliveries refresh rather than stack the timer, and the Flight Academy improves the perk.+An aircraft counts as shot down when an enemy hit it within the last minute before it went down. Each shoot-down also costs the region 5% [[components:security|Security]], whether or not an ambush brought it down, and every shoot-down counts in full; so does any other loss while [[components:aircraft-losses#in_danger|in danger]].
  
-===== Related Guides =====+===== Related guides =====
  
   * [[guides:recover-settlement|Recover a Settlement]]   * [[guides:recover-settlement|Recover a Settlement]]
   * [[guides:choose-useful-task|Choose a Useful Task]]   * [[guides:choose-useful-task|Choose a Useful Task]]
  
-===== Related Components =====+===== Related components =====
  
   * [[components:settlements|Settlements]]   * [[components:settlements|Settlements]]
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   * [[components:cargo|Cargo]]   * [[components:cargo|Cargo]]
   * [[components:aircraft|Aircraft]]   * [[components:aircraft|Aircraft]]
 +  * [[components:aircraft-losses|Aircraft Losses]]
   * [[components:projects|Projects]]   * [[components:projects|Projects]]
  
components/trust.1790545520.txt.gz · Last modified: by 127.0.0.1