components:trust
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| components:trust [2026/10/12 08:26] – external edit 127.0.0.1 | components:trust [2026/10/12 08:32] (current) – triscus | ||
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| 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. | 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. | ||
| - | 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: one player creates the normal demand, and additional players raise Food demand through a smoothed player-count factor. Sources and Factories keep working while nobody is flying. | + | 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. |
| A Settlement' | A Settlement' | ||
components/trust.1791793568.txt.gz · Last modified: by 127.0.0.1
