Game Mechanics - Trust

Trust is the measure of the crews' faith in your ability to administer the station. Once fully lost, you will lose the game and be prompted to load a save game, restart the chapter or start a new game. Trust can be a difficult mechanic to master as it becomes progressively harder to gain and even maintain it. There are many ways to lose and gain trust in Ixion. As long as a sector is neutral or better, trust will be gained automatically at the beginning of each cycle. The higher the satisfaction of the sector becomes, the more trust is gained. The Trust Gauge can be found in the top center-right of the HUD.

## Stability

"Stability represents the crew's quality of life within a Sector. Better living conditions mean that crew are less likely to be injured by the vagaries of space life. Stability also affects the trust the crew put in the Tiqqun's Administrator."

"Stability can be increased by certain buildings, welcoming survivors to the Tiqqun, or applying policies via the DLS Center."

Stability is the core ingredient for reducing a sectors unhappiness level. In-game events automatically create unfavorable circumstances that you must overcome. Leaving earth and staying to long in one place are prime examples of negative events having a direct impact on the stability rating.

## Buildings

Some buildings in the game increase the stability of your workers trust level. Buildings like Memorials and the Legislative Strengthening Center provide permanent bonus in the sectors they are built in. Other buildings like the DLS Center provide a means of "adjusting" the stability level of sector via policies. Other buildings like the different types of Quarters provide a bonus only if the majority of buildings are the same type. Some buildings like the Infirmary don't directly provide stability, but rather contribute to the overall satisfaction of the sector.

The following list identifies the different types of buildings that directly provide stability and the requirements for them (if any) to increase trust.

## Decisions

Your decisions as administrator have a direct impact on the level of trust your colonists bestow upon you. Failing to live-up to a request from your colonists results in a percentage of loss trust. Many times you will be given an option of not accepting these requests, but they should never be fully ignored. Refusing the requests of colonists doesn't *SEEM* to have a negative impact; however, accepting and then failing the request definitely does have an impact.

## Repairs

Hull repairs afford some level of trust. Falling below certain levels decrease the trust level. The known levels (but there may be more) are 50% and 25% of hull integrity.

## Indirect Effects

There are several buildings that have an indirect effect on trust levels. Infirmaries/Hospitals are a good example. Workers getting hurt and dying has a negative impact on trust. Each infirmary can hold 15 crew members. When they are full and another accident happens, crew members can die. This is known as the loss to growth ratio and has a negative impact on your trust level in the form of negative stability and percentage of trust lost.

Welcoming survivors has a positive effect on stability. In contrast, leaving survivors in crypods has a negative impact. Two benchmarks for cryo pods have been noted so far. 500 cryopods in storage and 250 cryopods in storage. These numbers are cumulative throughout the Tiqqun (200 in Sector 1 and 51 in Sector 2 total 251 and therefore reduces stability). You can remove negative stability factors by reducing your storage of crypods to below 250.

## Policies

Policies have direct effects on the trust and stability of your crew. More can be found here.

## Time in a System

Time spent in a system is easily one of the easiest negatives to get. It appears at around the 200 Cycle mark in a system (200 + whatever you spent elsewhere) is the first benchmark for this negative stability modifier.

## Other Helpful Pages

Game Mechanics - Research, Game Mechanics - Production