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Torque Tycoon > Game Components

Projects

Projects are the permanent buildings that turn a commissioned Settlement into regional infrastructure. A Project is bought outright from cargo already lying in that Settlement's Reserve: starting it spends the Reserve and finishes the building in the same moment. There is no build time, so the whole decision is made before the first crate is flown.

Three separate things decide what a Settlement can hold.

  1. The Settlement level hands out build slots. The level itself occupies none.
  2. A build slot holds one building, which then grows through its own levels. An upgrade stays in the slot it already occupies.
  3. The perk is what the finished building does. Levels replace each other: level 2 states the final value, it is not added to level 1.

Build Slots

Hub Projects, City Projects, Institutions and Airfield Projects draw from four separate pools, so a slot in one can never be spent on another.

Pool Level 1 Level 2 Level 3
Hub - Hub Projects 1 2 3
City - City Projects 1 2 2
City - Institution seat 0 0 1
Active airfield - Airfield Projects 2 2 2

An airfield has no level, so its two build sites are always available.

A Hub is therefore a specialist and a City a centre: level 3 gives a Hub breadth, and a City the one seat that carries a server-wide Institution. Most Hub Projects are exclusive per region, so the Hub slots of a region form one shared budget rather than several independent ones.

Requirements That Apply to Every Project

Requirement What it means
Cargo in the Reserve The full cost must lie in the Reserve of the Settlement, or in the storage of the airfield, that will host the building. Cargo only counts at the site it lies at. To use it elsewhere, take it out through My Location > Storage and fly it there.
A free slot A new building needs a free slot in its own pool. Upgrading a building that already stands needs none.
Exclusivity A Project marked one per region cannot be built a second time in that region, but the Settlement that owns it may still upgrade it.
Supply and Trust The Settlement needs Trust of at least 55% and a Food store at least 85% full. This is why a Settlement in unrest cannot build. The Airfield Projects are the only ones without this requirement.
Project requirements The per-level conditions listed below. An unmet requirement never hides a Project: the Projects radio menu prints it as plain text together with the current value, so the distance to buildability stays visible.

The Reconstruction Fund takes one crate off every line of every Project requirement, never below one crate per line.

Hub Projects

Project Levels Scope Domain First requirement
Survey Station 2 One per region Exploration Settlement level 1
Checkpoint 3 One per region Security Settlement level 1
Maintenance Works 3 One per region Production Three commissioned Sources in the region
Dispatch Office 3 One per region AI logistics (Food) Settlement level 2, Security 75%, Trust 60%
Transport Squadron 3 One per region AI logistics (fleet size, reach) Dispatch Office level 2 in the region, Settlement level 3
Forward Airfield 2 Each Hub Operations Settlement level 2

Survey Station

Level Cost Requirement Effect
1 8 Lumber Settlement level 1 Tier 2 rumors unlock across this region: Iron Ore and Coal Sources, Steel Mill, Building Materials Plant.
2 12 Lumber Settlement level 2 Tier 3 rumors unlock: Oil Sources, Fuel Refinery, Industrial Parts Works.

A region without a Survey Station never sees anything beyond Lumber and Food, so everything the other Projects are paid in has to be flown in from elsewhere. Demolishing the station removes the tier access it granted.

Checkpoint

Level Cost Requirement Effect
1 6 Lumber + 4 Steel Settlement level 1 Regional Security +10 once, and a Security floor of 25%.
2 8 Steel + 4 Fuel Settlement level 2 Regional Security +15 once, floor 40%.
3 6 Steel + 6 Building Materials + 6 Fuel Settlement level 3 Regional Security +20 once, floor 55%.

The Security bumps are one-off and cumulative, the floor is replacing: level 3 sets 55%, it does not add to 40%. A region starts a fresh world at 20% Security, so the complete ladder carries it to 65% and every point beyond that has to be won in the air. This is also why the Dispatch Office's 75% requirement cannot be met by building alone. Checkpoints keep working during unrest.

Maintenance Works

Level Cost Requirement Effect
1 8 Lumber + 4 Steel Three commissioned Sources in this region Every Source in the region produces 15% faster.
2 12 Steel - 25% faster.
3 12 Steel + 4 Building Materials - 35% faster.

The effect applies to every Source in the region, so its value scales with how many Sources the region actually has. However many effects apply, a Source never produces more than twice as fast as its base rate.

Dispatch Office

Level Cost Requirement Effect
1 8 Lumber + 6 Steel Settlement level 2, regional Security at least 75%, this Settlement's Trust at least 60% AI transports keep this region's Settlements between 40% and 50% Food.
2 12 Steel + 4 Building Materials + 6 Fuel Settlement level 3, regional Security at least 80%, this Settlement's Trust at least 75% The AI keeps Food between 65% and 80%, and the region gets priority once the global AI flight cap is reached.
3 8 Building Materials + 3 Industrial Parts + 8 Fuel Every Hub and City in the region at Settlement level 2, regional Security at least 85% The AI keeps Food between 90% and 100%, and keeps the Food factory stocked ahead of demand.

Without a Dispatch Office a region receives no AI flights at all. The AI carries Food only, permanently - the build-up of every other good, Lumber and Steel included, stays player work at every level. Each level's Security condition is checked when that level is built and never again: if Security later falls, the office keeps dispatching and its transports simply start getting intercepted. How many flights run at once and whether they may cross into another region is the Transport Squadron's job, not the Dispatch Office's. It keeps working during unrest.

AI transports react to need, they never stockpile by default. Each level holds Food inside a band: a flight is planned when a Settlement's stock, counting crates already on their way, falls just below the band's lower edge, and it brings the band's width in crates. A Settlement with 18 crates of storage under level 2 gets a flight at about 64% and 2 crates, which lift it back to about 75%. The AI then covers the whole route: it picks the raw material up at the Source, drops it at the Factory, and carries the finished Food on to the Settlement. A route too long for a single trip is continued on the next flight.

What each band means for Trust without player deliveries:

Level Band Trust at the lower edge Result
1 40-50% −4.8 per flight hour Unrest still comes, but slowly: about 30 flight hours from full Trust
2 65-80% +3.6 per flight hour No unrest of its own; spread from a neighbour still drags it down
3 90-100% +24 per flight hour Also holds against spread from a neighbouring region

The AI can only deliver so much faster than a region consumes: level 1 at most as much as its Settlements use, level 2 one and a half times that, level 3 twice. A lost transport or any other drain on the stock therefore comes straight out of that margin, and at level 1 there is none.

The Dispatch Office is not the only answer to spread. A Civil Defense Office and Civic Administration also change how much Food a Settlement needs to hold its Trust, and together they can make a lower band go further than it looks.

Dispatch Office level 3 is the one exception to “never stockpile”: it also lets the AI keep the Food factory's own output topped up ahead of demand, up to a standing buffer - every other Factory's inputs stay player work regardless of level.

Transport Squadron

Level Cost Requirement Effect
1 10 Steel + 4 Building Materials + 6 Fuel Dispatch Office level 2 somewhere in this region, this Settlement at level 3 Two simultaneous AI flights in this region.
2 8 Building Materials + 2 Industrial Parts + 8 Fuel Dispatch Office level 3 somewhere in this region Three simultaneous AI flights in this region.
3 6 Building Materials + 5 Industrial Parts + 10 Fuel At least one neighboring region with its own Dispatch Office, regional Security at least 90% Still three flights, but the AI may now also use Sources and Factories in that neighboring region.

Fleet size and reach used to sit on the Dispatch Office; they are the Transport Squadron's job now. A region without one flies a single AI leg at a time, regardless of how far its Dispatch Office has climbed. The Dispatch Office's own requirement can be met anywhere in the region - it is usually a different Hub than the one hosting the Squadron.

Level 3's reach is deliberately narrow: it opens the border to one specific neighboring region, and only for the chains that region is missing on its own (a chain it can already produce locally never imports). Reaching a region that is not a neighbor needs the Air Logistics Command as well - without a Transport Squadron at level 3 first, the Command changes nothing, because there is no border open yet for it to widen.

Forward Airfield

Level Cost Requirement Effect
1 8 Lumber + 6 Steel Settlement level 2 Rearm and refuel services at this Hub.
2 6 Steel + 6 Building Materials + 8 Fuel - The Hub becomes a player start location.

The only Hub Project that is local rather than regional, so it is the only one whose cost multiplies with the number of Hubs: a region with three Hubs pays three times for three airfields. At level 2, players can select helicopter slots and spawn directly at that Hub. Both services, including the player start location, stop while the Hub is in unrest.

City Projects

Project Levels Scope Domain
Civic Administration 2 One per City Trust recovery
Civil Defense Office 2 One per City Unrest containment
Regional Depot 2 One per City Source storage
Freight Office 3 One per City AI logistics (Non-Food factories)

Civic Administration, Civil Defense Office and Regional Depot have no requirement of their own and are priced alike on purpose, so the choice between them is about the region's weakness, not about the bill. The Freight Office breaks both rules deliberately: it carries its own per-level requirements (a Dispatch Office and later a Transport Squadron in the region, a factory of the right tier already running) and its own price, because unlike the other three it competes for the region's AI capacity, not just for Trust or storage. The free slot is still the only hard limit otherwise: a City holds one project from level 1 and two from level 2, so building two of these four permanently forgoes the rest.

Civic Administration

Level Cost Effect
1 8 Lumber + 4 Steel Settlements in this region regain Trust 25% faster.
2 12 Steel + 2 Building Materials Trust recovery 50% faster.

Both levels also add an unrest warning to the Sorties panel of the Live Map: a Settlement of this region that will fall into unrest within 4 or within 2 flight hours without deliveries is listed at the top of the Supply group.

It multiplies the recovery rate that already follows from Food stock, so it is worth most where supply is good. Below 50% Food there is no recovery to multiply, and it does nothing. It rewards keeping a region fed; it does not rescue a neglected one.

Civil Defense Office

Level Cost Effect
1 6 Lumber + 6 Steel Unrest spreading into this region does half the damage.
2 10 Steel + 4 Building Materials Unrest spreading in does a quarter of the damage.

Inbound only. A Settlement of this region that falls into unrest of its own still drags on its neighbours.

Together with Civic Administration it changes how much Food a Settlement needs to hold its Trust against spread.

Regional Depot

Level Cost Effect
1 8 Lumber + 6 Steel Every Source in this region holds 2 more crates: 4 becomes 6.
2 12 Steel + 4 Building Materials Every Source holds 4 more crates: 4 becomes 8.

Crates left lying on a Source's pad still occupy its storage, so the extra space also buys off a Source blocked by its own uncollected output. Additional space is capacity, not additional stock after a restart. The perk pauses while the City is in unrest.

Freight Office

Level Cost Requirement Effect
1 12 Lumber + 8 Steel A Dispatch Office in the region, this City at level 2, a built Sawmill in the region The AI keeps the Sawmill stocked ahead of demand, up to a standing buffer.
2 10 Steel + 8 Building Materials + 4 Fuel Tier 2 unlocked, a factory at Tier 2 or higher already built in the region, a Transport Squadron in the region The Steel Mill and Building Materials Plant join the standing buffer.
3 6 Building Materials + 5 Industrial Parts + 10 Fuel Tier 3 unlocked, a Tier 3 factory already built in the region, this City at level 3 The Fuel Refinery and Industrial Parts Works join the standing buffer.

The Freight Office does for Non-Food factories what the Dispatch Office does for Food: each covered factory's finished output is kept topped up to a standing buffer (4 crates), and the AI stops there - it never stockpiles beyond it, and picking crates up triggers a refill on the next tick, exactly like the Dispatch Office's own Vorrat perk. Food stays off-limits at every level, permanently; that is the Dispatch Office's domain.

When a covered factory's input is another factory's output rather than a raw material, the AI only ever takes the surplus above that upstream factory's own standing buffer - a covered Building Materials Plant cannot drain the Steel Mill's reserve to fill its own. The Freight Office pauses while its City is in unrest, exactly like the Regional Depot it competes with for the same build slot.

Airfield Projects

Every active airfield has two build sites of its own. This pool is separate from Hubs and Cities, and it is the only part of the catalogue with no Trust, supply or level requirement at all: the cargo is the whole condition.

Project Levels Scope Domain
Direction-Finding station 3 Each airfield Enemy detection, rumor sectors
Cargo Warehouse 2 Each airfield Storage limit

Both are paid from the airfield's storage. Without a Cargo Warehouse that storage holds only 8 crates, so a level costing 8 crates needs the storage otherwise empty.

Direction-Finding Station

Level Station Cost Effect
1 Loop Direction Finder 8 Lumber 40 km network radius. Airfields, Hubs and Cities can act as relay sensors. Detects AAA.
2 Adcock Direction Finder 8 Steel 55 km radius, Factories join the sensor pool, MANPADS and light camps become detectable.
3 Watson-Watt Direction Finder 6 Industrial Parts 70 km radius, Sources join the sensor pool, checkpoints become detectable.

Each level also narrows the bearing cone it reports and the direction sector of a rumor anchored at that airfield. Upgrading clears the station's calibration, because the antenna has changed. The full mechanics are in Enemy Detection and A/N Direction Finding.

Cargo Warehouse

Level Cost Requirement Effect
1 8 Lumber - Airfield storage limit 16 crates.
2 8 Building Materials - Airfield storage limit 24 crates.

Level 2 states the final value; it does not add to level 1. Demolition returns the limit to 8 crates. Cargo already in storage stays, but new deliveries are refused until the stock falls below 8 again.

Settlement Levels

The level sits outside every slot pool and is always available. It is what pays for the slots the tables above consume.

Level Cost Food target 85% needed to build What it opens
1 - 12 crates 11 crates Reached by commissioning. First Hub or City Project slot.
2 8 Lumber 18 crates 16 crates Second slot, Survey Station level 2, Checkpoint level 2, and the conditions of the Dispatch Office and Forward Airfield.
3 10 Steel + 2 Building Materials 24 crates 21 crates Third Hub slot, Checkpoint level 3, Dispatch Office level 2, Transport Squadron level 1, and a City's Institution seat.

A level is not free once it is paid for: the Food target rises permanently, and the 85% supply requirement every later Project has to satisfy is measured against the new target.

Unrest

Unrest begins below 30% Trust, and building requires 55%, so a Settlement in unrest can never start a Project. What already stands keeps running, with three exceptions.

Building While its Settlement is in unrest
Forward Airfield Rearm, refuel and the start location stop.
Regional Depot The extra Source storage is withdrawn.
Freight Office The AI stops staging Non-Food factories in this region.
Survey Station Shown as paused. Tier access the region has already unlocked is not withdrawn.
Checkpoint, Maintenance Works, Dispatch Office, Transport Squadron, Civic Administration, Civil Defense Office, Institutions Keep working.

Unrest halts growth, not rescue: the buildings a region needs in order to recover are exactly the ones that stay on.

Demolition

Demolition is what makes a slot a decision rather than a trap. It removes the building completely, including every level it had, and the slot comes back free.

Term Value
Cost As many Industrial Parts as the level currently standing cost in crates, minimum 1. A Checkpoint level 1 (10 crates) costs 10 Industrial Parts, a level 3 (18 crates) costs 18.
Cooldown Four hours per Settlement, one demolition per window.
Returned The build slot only.

Industrial Parts sit at the end of the deepest production chain in the game, so demolition is deliberately expensive: it is a correction, not a way to rotate buildings through a slot. The Public Works Office halves the cost rounded up, refunds half of everything ever invested in that building rounded down, and removes the cooldown.

Demolishing a Survey Station takes the region's tier access with it, and demolishing the last Dispatch Office in a region stops its AI flights.

Where to Spend the First Slots

  • Survey Station first in almost every region. It is the cheapest building in the catalogue and the only one that unlocks the cargo the others are paid in.
  • The Checkpoint is a requirement in disguise. It is the only regional source of Security, and the Dispatch Office cannot be reached without it.
  • Maintenance Works pays per Source. In a Source-rich region it is the largest throughput gain available; in a region with the bare minimum of three it barely repays its cost.
  • The Dispatch Office is the only route to AI flights. It only ever carries Food. Level 1 slows unrest down, level 2 keeps a region out of unrest of its own, and level 3 also shields it from its neighbours and keeps the Food factory stocked ahead of demand.
  • The Transport Squadron is what turns one AI flight into a fleet. Without it a region flies a single leg at a time no matter how far its Dispatch Office has climbed, and level 3 is the only way to reach a neighboring region's Sources and Factories at all.
  • The Forward Airfield competes with itself. It is per Hub, so every Hub that wants one spends its own slot and its own cargo.
  • At an airfield, the Cargo Warehouse usually comes first. With 8 crates of storage, a Direction-Finding level costing 8 crates fills the whole store, and nothing else can wait there in the meantime.
  • A City picks two of four. Civic Administration if the region loses Trust faster than it recovers, Civil Defense Office if the damage arrives from neighbours, Regional Depot if Sources sit full while nobody collects, Freight Office if the region's own factories are the bottleneck and the Dispatch Office and Transport Squadron are already up.

Current Radio Menu and Live Map values take precedence over this page whenever balance values change.

components/projects.1790546019.txt.gz · Last modified: by 127.0.0.1