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components:unrest

Torque Tycoon > Game Components

Unrest

Unrest is the low-Trust state of a single Settlement. It begins when Trust falls to 30%, after a warning at 40%, and ends when Trust is back at 55%. Supplying a neighbour does not help; the Settlement itself needs Food. Unrest halts growth at the Settlement and brings more and heavier enemies into its region. Its timers for Trust, spread and escalation run only while at least one player is flying.

Stages

Stage Reached when Effect
Warning Trust has dropped far enough to be flagged Warning only; the Settlement works normally
Unrest Trust keeps falling past the warning Levels and new Projects pause; more enemies in the region
Spreading The Settlement stays in unrest while its store is below half Drags down the other Settlements in the region; even more enemies
Region-wide Two or more spreading Settlements in one region Also drags down the neighbouring regions and sends more enemies there

Spread

A spreading Settlement pulls the other Settlements of its region towards unrest. A region-wide unrest also reaches the neighbouring regions, at a lower rate.

Spread from Trust per flight hour
A Settlement in the same region −60
A region-wide unrest in a neighbouring region −24
  • Several sources do not add up; only the strongest counts.
  • Spread drags a Settlement into unrest and keeps draining it there, down to 0% Trust. Only a Settlement that is spreading itself is not affected by other sources.
  • A source spreads until its own Trust is back at 55%, regardless of how full its store is.
  • A Civil Defense Office reduces spread arriving in its region. The Sameba Cathedral reduces spread server-wide.

Supply against spread

A Settlement under spread still gains Trust from its own store, and the two rates are added together. At 90% Food a Settlement holds its Trust against a region-wide unrest in a neighbouring region. Against spread from its own region a full store is not enough: +36 against −60 still loses 24 Trust per flight hour. A Civil Defense Office and Civic Administration change this balance.

During unrest

Pauses Settlement levels, new Projects, Survey Station, Forward Airfield, Regional Depot
Keeps working Checkpoints, production, Dispatch Office, Civic Administration, Civil Defense Office, Institutions

Enemy pressure

For enemies, unrest counts as missing Security: the region is treated as considerably less secure than the value shown on the Live Map, which does not change. The gap widens with each stage of escalation (unrest, spreading, region-wide), and a region that borders a region-wide unrest carries a smaller share of it.

  • More enemy ground groups are sent into the region, and the lower the effective Security, the heavier they are.
  • Ambushes become more likely, follow each other faster, and more than one can run at a time.
  • Unrest weighs less on ambushes than on the ground groups that hold a region, so defending a region still reduces ambushes.
  • A region in unrest that also borders a region-wide unrest uses the stronger of the two effects; they do not add up.
  • Once no Settlement in the region is in unrest, no extra groups are sent. Groups already on the ground stay until they are cleared.
components/unrest.txt · Last modified: by 127.0.0.1