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components:unrest

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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.
components/unrest.1790545520.txt.gz · Last modified: by 127.0.0.1