====== Progression ====== Torque Tycoon is built around shared regional progress. Players build working supply chains, explore into new parts of Georgia, and grow the Settlements they find there. Progress belongs to the whole server and persists between sessions. A useful flight is one that removes a bottleneck, supplies a weak site, or helps the current region reach its next milestone. {{:progression.png|Progression follows exploration: a region matters once your team has found its way into it.}} ===== Goal of the game ===== The current campaign goal is to reach and supply **Tbilisi**. There's no fixed unlock order to get there: players explore into new regions, activate and grow the Settlements they find, and push the shared logistics network deeper into Georgia. After Tbilisi is reached, the broader objective remains keeping the established economy healthy and responding to new shortages or disruptions. The map's **Attention** panel shows where help currently has the greatest effect. ===== Fill and Trust ===== Hubs and cities have two values that matter: * **Fill** shows how much suitable supply is stored, right now. * **Trust** is the slow-moving memory of how well the site has been kept fed. It rises while the stock stays full and falls the emptier it runs — see [[security#how_fast_trust_comes_back|How fast Trust comes back]]. Supply is consumed over time. A small delivery to a critical site is often more useful than adding cargo to an already full warehouse. ===== The loop ===== There is no fixed order in which regions "unlock." Regions become relevant to your team as you explore into them, and each Settlement inside them grows on its own: - **Explore.** Most sites start hidden. Find them through rumors and the A/N radio-range search. See [[exploration|Exploration]]. - **Activate.** A newly mapped Settlement (or Source/Factory) needs an initial delivery before it starts working normally. See [[settlements|Settlements & Projects]]. - **Supply and sustain.** Keep active Settlements fed. Sustained shortages hurt their Trust and can trigger unrest — which pauses that Settlement's growth, makes its region more dangerous to fly through, and eventually spreads to the Settlements around it. Filling a stock all the way up rather than just enough to get by is what gets Trust back quickly. See [[security|Security & Threats]]. - **Grow.** Bank non-Food deliveries into a Settlement's Reserve and spend it on levels or one of the six [[settlements#the_hub_projects|Hub projects]] through the F10 menu. Each level clears one [[settlements#build_slots|build slot]], and every building takes one — with six types for at most three slots, what a Hub becomes is a choice, not a checklist. Sources need no projects of their own; they are improved from the region's Hub projects. See [[settlements|Settlements & Projects]]. - **Secure.** Low-security regions see more enemy presence and ambushed supply runs. Raise Security through combat and completed projects. See [[security|Security & Threats]]. A useful flight touches any point in that loop: mapping a rumor, activating a site, keeping a Settlement fed, funding a project, or clearing a threat. ===== Why one delivery may not finish a site ===== Settlements grow by reaching and holding both a full stock and enough Trust, not by a single large drop. A single delivery can activate a site or fund one project step, but ongoing Food supply is what keeps both up afterward. ===== Planned features ===== Planned or being explored, in no fixed order: * Fixed-wing operations * Sling load operations * Passenger and VIP transport * Distinct helicopter roles