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components:unrest [2026/09/21 11:29] – 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 single Settlement. +**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.
- +
-  * **Starts** when [[components:trust|Trust]] falls to 30% or lower. +
-  * **Ends** when Trust is back at 55%. Supplying a neighbour does not help; the Settlement itself needs Food. +
-  * **Costs** growth at that Settlement and brings more and heavier enemies into its region. +
-  * **Timers** for Trust, spread and escalation only run while at least one player is flying.+
  
 ===== Stages ===== ===== Stages =====
  
-^ Stage ^ Trigger ^ Effect ^ +^ Stage ^ Reached when ^ Effect ^ 
-| Warning | Trust below 40% | Warning only | +| Warning | Trust has dropped far enough to be flagged | Warning only; the Settlement works normally | 
-| Unrest | Trust at 30% or lower | Levels and new Projects pause; more enemies in the region | +| Unrest | Trust keeps falling past the warning | Levels and new Projects pause; more enemies in the region | 
-| Spreading | About 90 minutes in unrest with less than 75% stock | Drags down the other Settlements in the region; even more enemies |+| 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 | | Region-wide | Two or more spreading Settlements in one region | Also drags down the neighbouring regions and sends more enemies there |
  
 ===== Spread ===== ===== Spread =====
  
-^ Source ^ Affects ^ Trust loss ^ +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.
-| Spreading Settlement | Other Settlements in its region | 1% per minute | +
-| Region-wide unrest | Settlements in neighbouring regions | 0.5% per minute |+
  
-  * Spread pulls a Settlement down to 30% Trust, which puts it into unrest as well. +^ Spread from ^ Trust per flight hour ^ 
-  * Settlements already in unrest are not dragged down any further. +| A Settlement in the same region | −60 | 
-  * Spread ends for good when the source is back at 55% Trust. +| A region-wide unrest in a neighbouring region | −24 |
-  * **Civil Defense Office:** incoming spread halved (level 1) or quartered (level 2). +
-  * **Sameba Cathedral:** spread halved server-wide.+
  
-==== Full Stock Stops Spread ====+  * 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.
  
-At **95% Food stock or more**:+===== Supply against spread =====
  
-^ Settlement ^ Effect ^ +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.
-| Any Settlement | Loses no Trust to spread | +
-| Spreading source | Stops spreading at once; counts as plain Unrest while its Trust recovers |+
  
-  * If the source's stock falls below 95% before its Trust reaches 55%, it spreads again. +===== During unrest =====
-  * A full stock does not end unrest by itself; that still takes 55% Trust. +
- +
-===== During Unrest =====+
  
 ^ Pauses | Settlement levels, new Projects, Survey Station, Forward Airfield, Regional Depot | ^ Pauses | Settlement levels, new Projects, Survey Station, Forward Airfield, Regional Depot |
 ^ Keeps working | Checkpoints, production, Dispatch Office, Civic Administration, Civil Defense Office, Institutions | ^ Keeps working | Checkpoints, production, Dispatch Office, Civic Administration, Civil Defense Office, Institutions |
  
-===== Enemy Pressure ===== +===== Enemy pressure =====
- +
-For enemies, unrest counts as missing [[components:security|Security]]. The Security value on the Live Map does not change.+
  
-^ Region state ^ Ground groups read Security as ^ Ambushes read Security as ^ Enemy ground groups ^ Ambushes ^ +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.
-| Unrest | 35 points lower | 20 points lower | +1 group per Settlement in unrest, at most +3 | Chance x1.5, half the pause between ambushes, one extra ambush at a time | +
-| Spreading | 45 points lower | 28 points lower | As Unrest | Chance x1.75, otherwise as Unrest | +
-| Region-wide | 55 points lower | 36 points lower | As Unrest | Chance x2, otherwise as Unrest | +
-| Next to a region-wide unrest | 15 points lower | 15 points lower | +1 group | Chance x1.25 |+
  
-  * A source that stopped spreading because of a full stock counts as **Unrest**. +  * More enemy ground groups are sent into the region, and the lower the effective Security, the heavier they are. 
-  * Unrest weighs lighter on ambushes than on the ground groups that hold a region, so defending a region still pays off against ambushes. +  * Ambushes become more likely, follow each other faster, and more than one can run at a time. 
-  * The lowered Security also decides how heavy enemies are: +  * Unrest weighs less on ambushes than on the ground groups that hold a region, so defending a region still reduces ambushes. 
-    * 25% or less: ground groups from AAA, MANPADS and checkpoints. +  * A region in unrest that also borders a region-wide unrest uses the stronger of the two effects; they do not add up.
-    * Below 20%: ambushes at heavy strength. +
-  * The ambush chance multiplier applies on top of the lowered Security. +
-  * A region in unrest that also borders a region-wide unrest uses the stronger effect; the two 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.   * 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 =====+===== 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]]
components/unrest.1789990152.txt.gz · Last modified: by 127.0.0.1