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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%. A warning comes at 40%.
- 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 | 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 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 reaches into the neighbouring regions as well, more slowly than inside its own.
| Spread from | Trust per flight hour |
|---|---|
| A Settlement in the same region | −60 |
| A region-wide unrest next door | −24 |
- Several sources do not add up; the strongest one counts.
- Spread drags a Settlement down into unrest too, but never pushes one that is already in unrest any further.
- A source spreads until its own Trust is back at 55%, however full its store is. Only then does the spread end.
- Civil Defense Office: reduces incoming spread, level 2 more than level 1.
- Sameba Cathedral: reduces spread server-wide.
Supply Against Spread
A Settlement under spread still gains Trust from its own store. What counts is the difference between the two.
- At 90% Food a Settlement exactly holds against a region-wide unrest next door.
- Against spread from its own region, a full store is not enough: +36 against −60 still loses 24 Trust per flight hour. It only slows the slide down.
- With a Civil Defense Office and Civic Administration in the region, a Settlement holds from a lower stock, see Civil Defense Office.
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.
- Once no Settlement in the region is in unrest, no extra groups are sent. Groups already on the ground stay until they are cleared.
