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Table of Contents
Torque Tycoon > Game Components
Security
Security is a regional airspace-safety value. Clearing enemy ground groups raises it; an ambush in which the target survives and no enemy is killed lowers it. Every point affects ambush probability, and ambushes disappear only at 100% Security.
Checkpoints create a Security floor that combat losses cannot cross. The floor is set by the Checkpoint's level rather than accumulated: level 1 holds 25%, level 2 holds 40% and level 3 holds 55%. Airspace Command adds another 10 floor points everywhere, so a fully upgraded region backed by that Institution never falls below 65%.
The Security value itself is separate from its floor. Each Checkpoint level also raises it once, by 10, 15 and 20 points. A region starts a fresh world at 20%, so building the complete ladder carries it to 65% and every point beyond that has to be won by clearing enemy groups. Regions below full Security regenerate enemy ground groups near villages or known sites: three groups at 20%, two at 50%, one at 75% and none from about 88%. The lower the Security, the heavier the groups. Airspace Command halves this returning force.
Unrest makes a region count as 35 to 55 Security points lower for enemy ground groups and ambushes, depending on how far it has escalated. Regions bordering a region-wide unrest count as 15 points lower. On top of that, unrest brings extra enemy groups, which Airspace Command does not reduce. The Security number shown on the Live Map stays the same, so resolving an unrest source is part of regional safety even when the displayed value has not changed. See Unrest for the details.
Security is a regional condition, not a Settlement property. Trust belongs to individual Settlements, while threat contacts follow Enemy Detection rules rather than exposing exact enemy positions.
