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        <title>Settlements - external edit</title>
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        <description>Torque Tycoon &gt; Game Components

Settlements

Settlements are the Hubs and Cities that turn individual deliveries into persistent regional progress. A mapped Settlement is commissioned by its initial delivery, begins consuming Food and starts at level 1. Food becomes its operating supply; the cargo its Projects are paid in (Lumber, Steel, Building Materials, Fuel and Industrial Parts) is delivered into the Reserve used for levels and construction, up to what its largest Project still needs. A Se…</description>
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        <description>Torque Tycoon &gt; Game Components

Trust

Trust is the long-term Food-supply health of a single Settlement. It rises while a commissioned Settlement is supplied and falls while its Food store runs low or after an aircraft crashes nearby.

Food and Trust

Trust follows the fill level of the Food store. It falls below half a store and rises above it, and the rate grows towards the top of the store:</description>
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        <description>Torque Tycoon &gt; Game Components

Projects

Projects are the permanent buildings that turn a commissioned Settlement into regional infrastructure. A Project is paid from cargo already in that Settlement&#039;s Reserve: starting it spends the Reserve and completes the building at once. There is no build time.</description>
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        <description>Torque Tycoon &gt; Game Components

Aircraft Losses

An aircraft is lost when it crashes or is shot down, or when its pilot leaves it in the air for another slot or the spectators. A loss costs the pilot a deductible and the upgrades fitted to that aircraft type, and it can cost the nearest Settlement</description>
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        <description>Torque Tycoon

Getting Started

Torque Tycoon turns cargo flights into progress in one persistent shared world. The easiest introduction is one short delivery selected from the Live Map.

	*  Find Torque Tycoon in the DCS multiplayer browser, or connect to dcs.torquetycoon.net</description>
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        <description>Torque Tycoon &gt; Game Components

Cargo

Cargo is everything players and AI flights move through the Torque Tycoon economy. Sources produce raw cargo and Factories turn it into processed cargo. Settlements use Food as supply and the other processed cargo for levels and Projects. Cargo is moved in crates, and every crate takes one cargo slot. A delivered crate pays its pilots</description>
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        <description>Torque Tycoon &gt; Game Components

A/N Direction Finding

A/N Direction Finding is the audio-navigation system used to locate a rumored site. It provides course information rather than an exact position, so the player must interpret the signal and find the site in flight. Enemy contacts from the station network are explained separately under</description>
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        <description>Torque Tycoon &gt; Game Components

Live Map

The Live Map (map.torquetycoon.net) shows the current persistent world: site roles, stock, requirements, known routes and threats. Its values take precedence over any figure in this wiki.

Map modes

[The map mode and layer buttons in the top-left control.]

Three buttons switch the basemap style; three toggles layer information on top. Both rows sit in the top-left control.</description>
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        <description>Torque Tycoon &gt; Game Components

Credits

Credits are the personal money of each pilot, counted in Georgian lari (shown as GEL in the cockpit). Pilots earn them by delivering cargo and spend them on upgrades, insurance and rumors. Flying costs money as well.

Every pilot starts with 5,000 GEL. Accounts are personal; credits cannot be transferred. Fees are charged even when the balance is too low, so it can fall below zero. Purchases need enough credits and a Discord account linked through</description>
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        <description>Torque Tycoon &gt; Game Components

Rumors

A rumor is a time-limited lead to a hidden site. It provides an exact radio frequency and modulation, plus a broad direction from a named anchor airfield. It gives no coordinates or search radius and does not reveal the final site position.</description>
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        <description>Torque Tycoon &gt; Game Components

Enemy Detection

Enemy Detection is a passive Direction-Finding network for hostile ground activity. A station does not scan its whole network circle like radar, and even a level-3 station does not reveal an enemy&#039;s true position. A contact appears only when at least one sensor in the network receives that enemy type.</description>
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