components:unrest
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| components:unrest [2026/09/11 19:44] – external edit 127.0.0.1 | components:unrest [2026/10/01 21:20] (current) – external edit 127.0.0.1 | ||
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| - | [[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' | + | **Unrest** is the low-Trust state of a single |
| - | ^ Stage ^ Trigger ^ Effect ^ | + | ===== Stages ===== |
| - | | Warning | Trust below 40% | Warning only. | | + | |
| - | | Unrest | Trust below 30% | Levels and new Projects pause; enemy pressure in the region rises. | | + | |
| - | | Spreading | About 45 minutes in unrest with less than 75% stock | Other Settlements in the region below 95% stock lose 1% Trust per minute; enemy pressure rises further. | | + | |
| - | | Region-wide | Two or more spreading Settlements | Settlements below 95% stock in neighbouring regions lose 0.5% Trust per minute; the neighbouring regions also receive more enemies. | | + | |
| - | A full Food stock keeps a Settlement out of the spread. At 95% stock or more, a Settlement | + | ^ Stage ^ Reached when ^ Effect ^ |
| + | | Warning | Trust has dropped far enough to be flagged | Warning only; the Settlement | ||
| + | | Unrest | Trust keeps falling past the warning | Levels | ||
| + | | 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, | + | ===== Spread ===== |
| - | ===== Enemy Pressure ===== | + | 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. |
| - | For enemies, unrest counts as missing [[components: | + | ^ Spread from ^ Trust per flight hour ^ |
| + | | A Settlement | ||
| + | | A region-wide unrest in a neighbouring region | −24 | | ||
| - | ^ Region state ^ Counts as ^ Enemy ground groups ^ Ambushes ^ | + | * Several sources do not add up; only the strongest counts. |
| - | | Unrest | 35 Security points lower | +1 group per Settlement | + | * Spread drags a Settlement |
| - | | Spreading | 45 points lower | As above | Chance x2.5, otherwise as above | | + | * A source spreads until its own Trust is back at 55%, regardless of how full its store is. |
| - | | Region-wide | 55 points lower | As above | Chance x3, otherwise as above | | + | * A [[components: |
| - | | Next to a region-wide | + | |
| - | The ambush chance multiplier applies on top of the lower Security. A source that has stopped spreading because its stock is at 95% or more counts as Unrest. 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 any more, no extra groups are sent. Groups already on the ground stay until they are cleared. | + | ===== Supply against spread ===== |
| - | ===== Related | + | 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: |
| + | |||
| + | ===== During unrest ===== | ||
| + | |||
| + | ^ Pauses | Settlement levels, new Projects, Survey Station, Forward Airfield, Regional Depot | | ||
| + | ^ Keeps working | Checkpoints, | ||
| + | |||
| + | ===== Enemy pressure ===== | ||
| + | |||
| + | For enemies, unrest counts as missing [[components: | ||
| + | |||
| + | * 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: | ||
| * [[guides: | * [[guides: | ||
| - | ===== Related | + | ===== Related |
| * [[components: | * [[components: | ||
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| * [[components: | * [[components: | ||
| * [[components: | * [[components: | ||
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components/unrest.1789155872.txt.gz · Last modified: by 127.0.0.1
