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guides:build-a-settlement-project [2026/08/24 13:37] – created - external edit 127.0.0.1guides:build-a-settlement-project [2026/10/16 13:48] (current) – removed - external edit (Unknown date) 127.0.0.1
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-[[start|Torque Tycoon]] > [[guides|How-to Guides]] 
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-====== How to Build a Settlement Project ====== 
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-Commission a mapped Settlement, deliver non-Food cargo into its Reserve, then spend that Reserve through the Projects menu when its slots and prerequisites allow it. 
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-===== How do I bring a site online? ===== 
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-A newly mapped Settlement, Source or Factory is inactive until its stated commissioning cargo is delivered normally. The map and F10 show that requirement instead of normal stock. Commissioning is not paid from the Reserve; a Source begins producing as soon as its final commissioning crate lands. 
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-===== How do I start a project? ===== 
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-At the Settlement, open the DCS radio menu (by default **#** on the ground or **Alt+#** in the air), select **F10: Other**, then choose ''Tycoon > Projects''. Non-Food cargo delivered there is held in the **Reserve**. The menu shows each project as ''reserve/required'' and enables **Start** once cargo, a free slot and every non-cargo requirement are met. Starting spends the Reserve and completes immediately. 
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-Settlement levels unlock build slots. Hubs have up to three slots and Cities have two City Project slots plus a separate Institution seat at level 3. If a project is blocked, the menu tells you whether you need cargo, a slot, another level, Security or a regional/world prerequisite. 
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-===== Can I correct a project choice? ===== 
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-Use **Demolish** in the Projects menu and confirm the action. It costs Industrial Parts, returns only the build slot, removes the building's benefits and normally has a four-hour Settlement cooldown. [[reference:projects-and-institutions|Projects and Institutions]] is the compact catalogue; [[mechanics:settlements-and-projects|Settlements and Projects]] explains the consequences. 
  
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