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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 paid from cargo already in that Settlement's Reserve: starting it spends the Reserve and completes the building at once. There is no build time.

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.

At level 3 a Hub gains a third slot, and a City gains the seat for a server-wide Institution. Most Hub Projects are limited to one per region, so the Hub slots of a region form one shared budget.

Requirements for 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 lists it together with the current value.

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 increases are one-off and cumulative, while the floor is replaced: level 3 sets 55% rather than adding to 40%. A region starts a fresh world at 20% Security, so all three levels together bring it to 65%; anything beyond that has to be won in the air. The Dispatch Office's 75% requirement therefore 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 at 40–50% 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 at 65–80%, 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 at 90–100% and keeps the Food factory stocked ahead of demand.

Without a Dispatch Office a region receives no AI flights. The AI carries only Food; every other good, including Lumber and Steel, remains player work at every level. Each level's Security requirement is checked only when that level is built: if Security falls later, the office keeps dispatching and its transports are more likely to be intercepted. The number of simultaneous flights and access to other regions depend on the Transport Squadron. The Dispatch Office keeps working during unrest.

Each level holds Food within a band. A flight is planned when a Settlement's stock, including crates already on their way, falls just below the lower edge of the band, and it carries the width of the band in crates. For example, a Settlement with 18 crates of storage under level 2 receives a flight at about 64% Food, carrying 2 crates that raise it to about 75%. The AI covers the whole route: it collects the raw material at the Source, unloads it at the Factory and carries the Food on to the Settlement. A route too long for one trip continues on the next flight.

Without player deliveries, the bands have the following effect on Trust:

Level Band Trust at the lower edge Result
1 40–50% −4.8 per flight hour Unrest still occurs, after about 30 flight hours from full Trust
2 65–80% +3.6 per flight hour No unrest of its own; spread from another Settlement still lowers Trust
3 90–100% +24 per flight hour Also holds against spread from a neighbouring region

The AI delivers at most as much Food as the region's Settlements consume at level 1, one and a half times as much at level 2, and twice as much at level 3. Lost transports and other losses reduce this margin; at level 1 there is none.

A Civil Defense Office and Civic Administration also change how much Food a Settlement needs to hold its Trust.

The AI does not stockpile, with one exception: at level 3 it keeps the Food factory's own output topped up to a standing buffer ahead of demand. The inputs of every other Factory remain player work at every 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 neighbouring region with its own Dispatch Office, regional Security at least 90% Three flights; the AI may also use Sources and Factories in that neighbouring region.

A region without a Transport Squadron flies one AI leg at a time, whatever the level of its Dispatch Office. The Dispatch Office required for the Squadron can stand at any Hub in the region, usually a different one from the Squadron's.

Level 3 opens the border to one neighbouring region, and only for the production chains the region cannot supply itself; a chain it can already produce locally is never imported. Reaching a region that is not a neighbour also requires the Air Logistics Command. Without a Transport Squadron at level 3, the Command has no effect.

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 Forward Airfield is the only Hub Project built per Hub rather than per region, so a region with three Hubs pays three times for three airfields. At level 2, players can select helicopter slots and spawn at that Hub. Both services, including the 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 requirements of their own and cost about the same. The Freight Office has its own per-level requirements (a Dispatch Office and later a Transport Squadron in the region, and a factory of the right tier already running) and its own price, because it uses the region's AI capacity. A City holds one Project from level 1 and two from level 2, so it can host only two of these four.

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 follows from the Food stock, so its effect grows with supply. Below 50% Food there is no recovery to multiply, and it has no effect.

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.

The office reduces only spread arriving in its region. A Settlement of this region that falls into unrest itself still drags down 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 on a Source's pad still occupy its storage, so the extra space also frees a Source blocked by its own uncollected output. The extra space is capacity only; it does not add 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 keeps the finished output of each covered Non-Food factory topped up to a standing buffer of 4 crates. The AI never stockpiles beyond it; collecting crates triggers a refill on the next tick, as with the Food factory buffer of Dispatch Office level 3. Food is never covered; it belongs to the Dispatch Office.

When a covered factory's input is another factory's output, the AI takes only the surplus above that upstream factory's own buffer, so a covered Building Materials Plant cannot empty the Steel Mill's buffer. The Freight Office pauses while its City is in unrest.

Airfield Projects

Every active airfield has two build sites of its own. This pool is separate from Hubs and Cities and has no Trust, supply or level requirement; the cargo is the only 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 Settlement level lies outside every slot pool and is always available. It provides the slots used by the Projects above.

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.

Each level permanently raises the Food target, and the 85% supply requirement for every later Project is measured against the new target.

Unrest

Unrest begins at 30% Trust and building requires 55%, so a Settlement in unrest cannot start a Project. Existing buildings keep running, with the following 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.

The buildings a region needs in order to recover are the ones that keep working.

Demolition

Demolition removes a building completely, including all its levels, and frees its slot.

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 come at the end of the longest production chain, which makes demolition expensive. The Public Works Office halves the cost (rounded up), refunds half of everything invested in the 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.

Choosing the first Projects

  • Survey Station. The cheapest building and the only one that unlocks the cargo the other Projects are paid in.
  • Checkpoint. The only regional source of Security; the Dispatch Office requires it.
  • Maintenance Works. Its benefit scales with the number of Sources: large in a region with many Sources, small in one with the minimum of three.
  • Dispatch Office. The only source of AI flights, and it carries only Food.
  • Transport Squadron. Without it a region flies one AI leg at a time; level 3 is the only access to a neighbouring region's Sources and Factories.
  • Forward Airfield. Built per Hub, so every Hub that has one spends its own slot and cargo.
  • Cargo Warehouse. With 8 crates of storage, a Direction-Finding level costing 8 crates fills the whole store, so the warehouse usually comes first.
  • City Projects. A City hosts two of the four: Civic Administration where Trust falls faster than it recovers, Civil Defense Office where the damage arrives from neighbours, Regional Depot where Sources fill up without being collected, Freight Office where the region's factories are the bottleneck and the Dispatch Office and Transport Squadron already stand.

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

components/projects.1790546369.txt.gz · Last modified: by 127.0.0.1