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components:unrest [2026/09/21 13:10] – 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 through the warning band. +
-  * **Ends** when Trust has recovered a clear margin above that. 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 =====
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 | Warning | Trust has dropped far enough to be flagged | Warning only; the Settlement works normally | | 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 | | Unrest | Trust keeps falling past the warning | Levels and new Projects pause; more enemies in the region |
-| Spreading | The Settlement sits in unrest while its store stays low | 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 =====
  
-A spreading Settlement pulls the other Settlements of its region towards unrest. A region-wide unrest reaches into the neighbouring regions as well, more slowly than inside its own. +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 drags a Settlement down into unrest too, but never pushes one that is already in unrest any further. +
-  * Spread ends for good once the source has recovered. +
-  * **Civil Defense Office:** reduces incoming spread, level 2 more than level 1. +
-  * **Sameba Cathedral:** reduces spread server-wide.+
  
-===== Full Stock Stops Spread =====+^ Spread from ^ Trust per flight hour ^ 
 +| A Settlement in the same region | −60 | 
 +| A region-wide unrest in a neighbouring region | −24 |
  
-At **95% Food stock or more**:+  * 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.
  
-^ Settlement ^ Effect ^ +===== Supply against spread =====
-| 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 has recovered, it spreads again. +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.
-  * A full stock does not end unrest by itself; that still takes recovered Trust.+
  
-===== During Unrest =====+===== 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 region is treated as considerably less secure than the number shown on the Live Map, which does not change. The further the escalation has run - unrest, spreading, region-wide - the wider that gap grows, and a region that merely borders a region-wide unrest carries a smaller share of it.+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.   * 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 be running at a time. +  * Ambushes become more likely, follow each other faster, and more than one can run at a time. 
-  * Unrest weighs lighter on ambushes than on the ground groups that hold a region, so defending a region still pays off against ambushes. +  * 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 effect; the two do not add up. +  * A region in unrest that also borders a region-wide unrest uses the stronger of the two effects; they do not add up.
-  * A source that stopped spreading because of a full stock counts as plain **Unrest**.+
   * 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.1789996236.txt.gz · Last modified: by 127.0.0.1