components:unrest
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Table of Contents
Torque Tycoon > Game Components
Unrest
Unrest is the low-Trust state of a single Settlement.
- Starts when Trust falls to 30% or lower.
- Ends when Trust is back at 55%. Supplying a neighbour does not help; the Settlement itself needs Food.
- Costs growth at that Settlement and brings more and heavier enemies into its region.
- Timers for Trust, spread and escalation only run while at least one player is flying.
Stages
| Stage | Trigger | Effect |
|---|---|---|
| Warning | Trust below 40% | Warning only |
| Unrest | Trust at 30% or lower | Levels and new Projects pause; more enemies in the region |
| Spreading | About 90 minutes in unrest with less than 75% stock | 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
| Source | Affects | Trust loss |
|---|---|---|
| Spreading Settlement | Other Settlements in its region | 1% per minute |
| Region-wide unrest | Settlements in neighbouring regions | 0.5% per minute |
- Spread pulls a Settlement down to 30% Trust, which puts it into unrest as well.
- Settlements already in unrest are not dragged down any further.
- Spread ends for good when the source is back at 55% Trust.
- Civil Defense Office: incoming spread halved (level 1) or quartered (level 2).
- Sameba Cathedral: spread halved server-wide.
Full Stock Stops Spread
At 95% Food stock or more:
| Settlement | Effect |
|---|---|
| Any Settlement | Loses no Trust to spread |
| Spreading source | Stops spreading at once; counts as plain Unrest while its Trust recovers |
- If the source's stock falls below 95% before its Trust reaches 55%, it spreads again.
- A full stock does not end unrest by itself; that still takes 55% Trust.
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 Security value on the Live Map does not change.
| Region state | Ground groups read Security as | Ambushes read Security as | Enemy ground groups | Ambushes |
|---|---|---|---|---|
| Unrest | 35 points lower | 20 points lower | +1 group per Settlement in unrest, at most +3 | Chance x1.5, half the pause between ambushes, one extra ambush at a time |
| Spreading | 45 points lower | 28 points lower | As Unrest | Chance x1.75, otherwise as Unrest |
| Region-wide | 55 points lower | 36 points lower | As Unrest | Chance x2, otherwise as Unrest |
| Next to a region-wide unrest | 15 points lower | 15 points lower | +1 group | Chance x1.25 |
- A source that stopped spreading because of a full stock counts as Unrest.
- Unrest weighs lighter on ambushes than on the ground groups that hold a region, so defending a region still pays off against ambushes.
- The lowered Security also decides how heavy enemies are:
- 25% or less: ground groups from AAA, MANPADS and checkpoints.
- Below 20%: ambushes at heavy strength.
- The ambush chance multiplier applies on top of the lowered Security.
- A region in unrest that also borders a region-wide unrest uses the stronger effect; the two 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.
Related Guides
Related Components
components/unrest.1789990152.txt.gz · Last modified: by 127.0.0.1
