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 through the warning band.
- Ends when Trust has recovered a clear margin above that. 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 | 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 sits in unrest while its store stays low | 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 reaches into the neighbouring regions as well, more slowly than inside its own.
- Spread drags a Settlement down into unrest too, but never pushes one that is already in unrest any further.
- Spread ends for good once the source has recovered.
- Civil Defense Office: reduces incoming spread, level 2 more than level 1.
- Sameba Cathedral: reduces spread 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 has recovered, it spreads again.
- A full stock does not end unrest by itself; that still takes recovered 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 region is treated as considerably less secure than the number shown on the Live Map, which does not change. The further the escalation has run - unrest, spreading, region-wide - the wider that gap grows, and a region that merely 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 be running at a time.
- Unrest weighs lighter on ambushes than on the ground groups that hold a region, so defending a region still pays off against ambushes.
- A region in unrest that also borders a region-wide unrest uses the stronger effect; the two do not add up.
- A source that stopped spreading because of a full stock counts as plain Unrest.
- 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.1789996236.txt.gz · Last modified: by 127.0.0.1
