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components:unrest [2026/09/11 19:44] – external edit 127.0.0.1components: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's growth and draws more and heavier enemies into 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; 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 loses no Trust to spread, and a spreading source stops spreading: it counts as plain unrest again while its Trust recovers. If its stock falls below 95% before it has recovered, it spreads again. Below 95% stock, spread drags a Settlement down to the unrest threshold, which puts it into unrest as well. Spread ends for good when 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.+===== 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:security|Security]]. The Security value shown on the Live Map does not change, but enemy ground groups and ambushes in the region behave as if it were lower. The reduced value also decides how heavy they are: at 25% or less, ground groups are drawn from AAA, MANPADS and checkpoints, and below 20% ambushes arrive at heavy strength.+^ Spread from ^ Trust per flight hour ^ 
 +| A Settlement in the same region | −60 | 
 +| 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 in unrest, at most +3 | Chance x2, half the pause between ambushes, one extra ambush at a time | +  * 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. 
-| 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:projects#civil_defense_office|Civil Defense Office]] reduces spread arriving in its region. The [[components:institutions|Sameba Cathedral]] reduces spread server-wide.
-| Next to a region-wide unrest | 15 points lower | +1 group | Chance x1.25 |+
  
-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 Guides =====+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]]
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   * [[components:ambushes|Ambushes]]   * [[components:ambushes|Ambushes]]
   * [[components:projects|Projects]]   * [[components:projects|Projects]]
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components/unrest.1789155872.txt.gz · Last modified: by 127.0.0.1