User Tools

Site Tools


components:unrest

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
components:unrest [2026/08/24 19:57] – created - external edit 127.0.0.1components:unrest [2026/10/01 21:20] (current) – external edit 127.0.0.1
Line 1: Line 1:
-[[start|Torque Tycoon]] > [[components|Game Components]]+[[:start|Torque Tycoon]] > [[:components|Game Components]]
  
 ====== Unrest ====== ====== Unrest ======
  
-Unrest is the low-Trust state of a Settlement. It begins when Trust falls below 30%, pauses that Settlement's growth and raises ambush pressure in the region. Supplying a neighbouring Settlement does not cure the source of unrest; the affected Settlement itself must recover above 55% Trust.+**Unrest** is the low-Trust state of a single Settlement. It begins when [[components:trust|Trust]] falls to 30%, after a warning at 40%, and ends when Trust is back at 55%. Supplying a neighbour does not help; the Settlement itself needs Food. Unrest halts growth at the Settlement and brings more and heavier enemies into its region. Its timers for Trust, spread and escalation run only while at least one player is flying.
  
-^ Stage ^ Trigger ^ Effect ^ +===== Stages =====
-| Warning | Trust below 40% | Warning only. | +
-| Unrest | Trust below 30% | Levels and new Projects pause; regional ambush risk rises. | +
-| Spreading | Unrest for about 45 minutes | Other Settlements in the region lose 1% Trust per minute. | +
-| Region-wide | Two or more spreading Settlements | Neighbouring regions lose 0.5% Trust per minute. |+
  
-Spread never pushes another Settlement below the unrest threshold and stops as soon as the original source rises above 55% Trust. Civil Defense Office reduces incoming spread. Sameba Cathedral halves it server-wide.+^ Stage ^ Reached when ^ Effect ^ 
 +| Warning | Trust has dropped far enough to be flagged | Warning only; the Settlement works normally | 
 +| Unrest | Trust keeps falling past the warning | Levels and new Projects pause; more enemies in the region | 
 +| Spreading | The Settlement stays in unrest while its store is below half | Drags down the other Settlements in the region; even more enemies | 
 +| Region-wide | Two or more spreading Settlements in one region | Also drags down the neighbouring regions and sends more enemies there |
  
-While a Settlement is in unrest, Survey Station, Forward Airfield and Regional Depot pause. Checkpoints, production, Dispatch Office, Civic Administration, Civil Defense Office and Institutions continue operating so the region can recover. Unrest also adds a 20-point penalty to regional ambush rolls without changing the displayed Security value.+===== Spread =====
  
-===== Related Guides =====+A spreading Settlement pulls the other Settlements of its region towards unrest. A region-wide unrest also reaches the neighbouring regions, at a lower rate. 
 + 
 +^ Spread from ^ Trust per flight hour ^ 
 +| A Settlement in the same region | −60 | 
 +| A region-wide unrest in a neighbouring region | −24 | 
 + 
 +  * Several sources do not add up; only the strongest counts. 
 +  * Spread drags a Settlement into unrest and keeps draining it there, down to 0% Trust. Only a Settlement that is spreading itself is not affected by other sources. 
 +  * A source spreads until its own Trust is back at 55%, regardless of how full its store is. 
 +  * A [[components:projects#civil_defense_office|Civil Defense Office]] reduces spread arriving in its region. The [[components:institutions|Sameba Cathedral]] reduces spread server-wide. 
 + 
 +===== Supply against spread ===== 
 + 
 +A Settlement under spread still gains Trust from its own store, and the two rates are added together. At 90% Food a Settlement holds its Trust against a region-wide unrest in a neighbouring region. Against spread from its own region a full store is not enough: +36 against −60 still loses 24 Trust per flight hour. A [[components:projects#civil_defense_office|Civil Defense Office]] and [[components:projects#civic_administration|Civic Administration]] change this balance. 
 + 
 +===== During unrest ===== 
 + 
 +^ Pauses | Settlement levels, new Projects, Survey Station, Forward Airfield, Regional Depot | 
 +^ Keeps working | Checkpoints, production, Dispatch Office, Civic Administration, Civil Defense Office, Institutions | 
 + 
 +===== Enemy pressure ===== 
 + 
 +For enemies, unrest counts as missing [[components:security|Security]]: the region is treated as considerably less secure than the value shown on the Live Map, which does not change. The gap widens with each stage of escalation (unrest, spreading, region-wide), and a region that borders a region-wide unrest carries a smaller share of it. 
 + 
 +  * More enemy ground groups are sent into the region, and the lower the effective Security, the heavier they are. 
 +  * Ambushes become more likely, follow each other faster, and more than one can run at a time. 
 +  * Unrest weighs less on ambushes than on the ground groups that hold a region, so defending a region still reduces ambushes. 
 +  * A region in unrest that also borders a region-wide unrest uses the stronger of the two effects; they do not add up. 
 +  * Once no Settlement in the region is in unrest, no extra groups are sent. Groups already on the ground stay until they are cleared. 
 + 
 +===== Related guides =====
  
   * [[guides:recover-settlement|Recover a Settlement]]   * [[guides:recover-settlement|Recover a Settlement]]
   * [[guides:respond-to-an-ambush|Respond to an Ambush]]   * [[guides:respond-to-an-ambush|Respond to an Ambush]]
  
-===== Related Components =====+===== Related components =====
  
   * [[components:trust|Trust]]   * [[components:trust|Trust]]
Line 27: Line 57:
   * [[components:ambushes|Ambushes]]   * [[components:ambushes|Ambushes]]
   * [[components:projects|Projects]]   * [[components:projects|Projects]]
- 
  
components/unrest.1787601432.txt.gz · Last modified: by 127.0.0.1