Turmoil Systems

Turmoil is the state a Power enters after the Powerplay Tick if it ends its Cycle with their CC Balance being in deficit. During Turmoil new Preparations cannot be bought and  Expansions will fail to become Control Systems unless they clear the CC deficit.

Clearing the CC Deficit
A Power will attempt to clear its CC Balance’s deficit by adding Control Systems to the Turmoil List for possible ejection from the Power. The order by which they are added during the Powerplay TIck is based upon their end of Cycle Upkeep (highest Upkeep first). During the Cycle after the Powerplay Tick all CC Income from these Turmoiled Systems is lost however the Upkeep of each must still be paid and affects the current CC Balance. Like normal Control Systems, Turmoiled Systems’ Upkeep can be modified by the status of the system being either Unfortified, Fortified, Undermined, or Cancelled. At the end of the Cycle these systems are then ejected one at a time in order of their Upkeep with the Upkeep and Overhead costs being added to the Power’s CC Balance until the CC Balance deficit is cleared. If the Power’s finances remain in deficit after all systems have been ejected then the Power remains in Turmoil with new Control Systems added to the Turmoil list.