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	<id>https://2dtower.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leo</id>
	<title>2D Tower Wiki - User contributions [en]</title>
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	<updated>2026-10-19T13:14:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Transport_systems&amp;diff=1192</id>
		<title>Transport systems</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Transport_systems&amp;diff=1192"/>
		<updated>2026-10-12T07:49:20Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transport systems connect your different floors together.  In 2D Tower, there are a few different types of elevators, stairs, escalators, and a paternoster. Each has its own strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Certain tenants and workers may require specific transport modes depending. For example, workers pushing carts will require elevator access.&lt;br /&gt;
&lt;br /&gt;
== Transports by type ==&lt;br /&gt;
&lt;br /&gt;
=== Elevators ===&lt;br /&gt;
There are currently 3 types of elevators.&lt;br /&gt;
&lt;br /&gt;
==== [[Basic Elevator|Basic elevator]] ====&lt;br /&gt;
A basic elevator can span 30 floors. It has average acceleration and speed.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
==== [[Express Elevator|Express elevator]] ====&lt;br /&gt;
An express elevator can span over 100 floors. It has high acceleration and speed. Express elevators are also more expensive to build and operate.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Because of express elevators&#039; high top speed, you may wish to reduce the number of floors serviced by express elevators so that they are able to reach their top speed. Having an express elevator stop on every floor will reduce its efficiency.&lt;br /&gt;
&lt;br /&gt;
==== [[Service Elevator|Service elevator]] ====&lt;br /&gt;
A service elevator is dedicated to workers and can span over 100 floors. It has above-average acceleration and speed, is faster than a standard elevator, and is slightly cheaper to build and operate. &lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Service elevators are restricted to workers and are a good way to ensure workers are able to quickly reach the floors they need access to. For example, it may be helpful to connect your housekeeping directly to your hotel rooms with a service elevator.&lt;br /&gt;
&lt;br /&gt;
=== [[Stairs]] ===&lt;br /&gt;
Stairs can connect two floors together. They are the slowest way for tenants to get from floor to floor. They are also free to operate once they are built.  Workers pushing carts cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs can be stacked by placing them one on top of another.&lt;br /&gt;
&lt;br /&gt;
Stairs can be placed over a 2-story lobby to create a 3-floor staircase.&lt;br /&gt;
&lt;br /&gt;
=== [[Escalator|Escalators]] ===&lt;br /&gt;
Escalators, like stairs, also connect two floors together. They are slightly faster than stairs but require power and money to operate.&lt;br /&gt;
&lt;br /&gt;
Escalators can be stacked by placing them one on top of another.&lt;br /&gt;
&lt;br /&gt;
Escalators can be placed over a 2-story lobby to create a 3-floor escalator.&lt;br /&gt;
&lt;br /&gt;
=== [[Paternoster]] ===&lt;br /&gt;
The paternoster is a continuous loop of passenger cars that can span up to 15 floors. Its continuous nature allows passengers to move up and down at the same time. Due to the limited capacity of the cars, its throughput will be lower than that of elevators.&lt;br /&gt;
&lt;br /&gt;
Workers pushing carts can use a paternoster.&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
People in your tower will need a route from your tower entrances to their destination. Generally, they will try to pick the most efficient route to their destination. Congestion and long queues may cause them to find alternate routes if they are available. Try to optimize routes that your tenants use most often. Direct routes are better than routes that require multiple transfers.&lt;br /&gt;
&lt;br /&gt;
Slow commutes and long queues will reduce the commute satisfaction. For most rooms, this may mean lower room satisfaction scores. For specific rooms like stores, it may also reduce the number of visitors that will decide to visit your tower in the future.&lt;br /&gt;
&lt;br /&gt;
=== No routes ===&lt;br /&gt;
Check for rooms that have either the no-route icon or the no-elevator icon as they indicate there is an issue with your tower&#039;s routing.&lt;br /&gt;
&lt;br /&gt;
==== No route to ground floor ====&lt;br /&gt;
All floors require access to the ground floor to operate. Rooms that do not have any connection to the ground floor will display a no-route icon.&lt;br /&gt;
&lt;br /&gt;
==== No elevator access ====&lt;br /&gt;
Cleaning carts and worker-carried garbage have different transport restrictions. They need eligible elevator routes and cannot simply use a stair-only connection. A room can therefore be reachable by guests while housekeeping or garbage collection still fails. Check the worker&#039;s actual route to both the room and the disposal destination. &lt;br /&gt;
&lt;br /&gt;
Rooms that do not have an elevator or service elevator route will display a no-elevator icon.&lt;br /&gt;
&lt;br /&gt;
== Commute satisfaction ==&lt;br /&gt;
People in your tower have only so much patience when they try to reach their destination. This is represented by each person&#039;s individual commute satisfaction. You can see a person&#039;s satisfaction based on their silhouette color: As it turns pink to red, they become more and more dissatisfied.&lt;br /&gt;
&lt;br /&gt;
Low commute satisfaction will reduce room evaluation scores and may reduce the number of visitors and guests that want to visit your tower.&lt;br /&gt;
&lt;br /&gt;
=== Improving commute satisfaction ===&lt;br /&gt;
Find ways to help your tenants reach their destination as quickly as possible. Reduce congestion by streamlining routes and improving elevator efficiency with optimized routes.&lt;br /&gt;
&lt;br /&gt;
Commute satisfaction can decline more slowly if the environment that people pass through is more pleasant. Use skylobbies and decorative items at transfer locations as they give a good boost to the environmental score. On the other hand, locations that are ugly and unpleasant will increase how quickly commute satisfaction is decreased.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Transport and parking]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Paternoster&amp;diff=1191</id>
		<title>Paternoster</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Paternoster&amp;diff=1191"/>
		<updated>2026-10-12T07:47:51Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Paternoster&lt;br /&gt;
|Image=Paternoster.png&lt;br /&gt;
|Description=Continuous-loop lift with limited capacity. Requires 2 cars plus 2 additional cars per floor.&lt;br /&gt;
|Construction cost={{Game Money|cost=175000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=1000}}/day + {{Game Money|cost=400}}/car/day&lt;br /&gt;
|Power=Varies with cars and passengers&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Other Transports|Other Transports]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The paternoster is a continuous loop of passenger cars that can span up to 15 floors. Its continuous nature allows passengers to move up and down at the same time. Due to the limited capacity of the cars, its throughput will be lower than that of elevators.&lt;br /&gt;
&lt;br /&gt;
Workers pushing carts can use a paternoster.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Use a Paternoster fits well in areas that have little traffic but still need elevator transport access. Carts and bins used by workers can also be used on a Paternoster.&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
[[Category:Other Transports]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Service_elevator&amp;diff=1190</id>
		<title>Service elevator</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Service_elevator&amp;diff=1190"/>
		<updated>2026-10-12T07:46:06Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Service Elevator&lt;br /&gt;
|Image=Service_Elevator.png&lt;br /&gt;
|Description=Service elevator is needed by workers pushing carts and bins. Faster than standard elevators.&lt;br /&gt;
|Construction cost={{Game Money|cost=100000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=2000}}/day + {{Game Money|cost=1000}}/car/day (before upgrades)&lt;br /&gt;
|Power=Varies with car activity&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Elevators|Elevators]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A service elevator is dedicated to workers and can span over 100 floors. It has above-average acceleration and speed, is faster than a standard elevator, and is slightly cheaper to build and operate.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Service elevators are restricted to workers and are a good way to ensure workers are able to quickly reach the floors they need access to. For example, it may be helpful to connect your housekeeping directly to your hotel rooms with a service elevator.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Elevators can be upgraded from the &#039;&#039;&#039;Configuration&#039;&#039;&#039; tab. Upgrades have two stages:&lt;br /&gt;
&lt;br /&gt;
# You can upgrade the &#039;&#039;&#039;elevator system&#039;&#039;&#039; up to 5 levels. An upgraded elevator system allows cars to also be upgraded, up to the elevator system&#039;s level.  Each system upgrade costs 50% of the system construction price.  Each level increases the system maintenance multiplier by 25% of its base amount.&lt;br /&gt;
# Upgrade each &#039;&#039;&#039;car&#039;&#039;&#039; separately, up to the elevator system&#039;s current level. Each car upgrade costs 25% of the car construction price.&lt;br /&gt;
&lt;br /&gt;
Every car level increases that car&#039;s maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Build Service Elevators beside docks, Housekeeping, Garbage Rooms, and service-heavy floors. Separating work traffic from passenger elevators keeps deliveries and cleaning moving without competing with residents and visitors.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
[[Category:Elevators]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Express_elevator&amp;diff=1189</id>
		<title>Express elevator</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Express_elevator&amp;diff=1189"/>
		<updated>2026-10-12T07:44:51Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Express Elevator&lt;br /&gt;
|Image=Express_Elevator.png&lt;br /&gt;
|Description=Express elevator to quickly move people between distant floors&lt;br /&gt;
|Construction cost={{Game Money|cost=500000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=6000}}/day + {{Game Money|cost=2000}}/car/day (before upgrades)&lt;br /&gt;
|Power=Varies with car activity&lt;br /&gt;
|Size=6 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Elevators|Elevators]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An express elevator is the fastest and highest capacity elevator system in the game and can span over 120 floors. Express elevators are also more expensive to build and operate.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Because of express elevators&#039; high top speed, you may wish to reduce the number of floors serviced by express elevators so that they are able to reach their top speed. Having an express elevator stop on every floor will reduce its efficiency.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Elevators can be upgraded from the &#039;&#039;&#039;Configuration&#039;&#039;&#039; tab. Upgrades have two stages:&lt;br /&gt;
&lt;br /&gt;
# You can upgrade the &#039;&#039;&#039;elevator system&#039;&#039;&#039; up to 5 levels. An upgraded elevator system allows cars to also be upgraded, up to the elevator system&#039;s level.  Each system upgrade costs 50% of the system construction price.  Each level increases the system maintenance multiplier by 25% of its base amount.&lt;br /&gt;
# Upgrade each &#039;&#039;&#039;car&#039;&#039;&#039; separately, up to the elevator system&#039;s current level. Each car upgrade costs 25% of the car construction price.&lt;br /&gt;
&lt;br /&gt;
Every car level increases that car&#039;s maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Use Express Elevators to connect distant clusters or to bypass intermediate floors, not as a replacement for local access. Restrict service floors deliberately and retain another route for skipped floors; otherwise riders still need a way to complete their trip.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
[[Category:Elevators]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Basic_elevator&amp;diff=1188</id>
		<title>Basic elevator</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Basic_elevator&amp;diff=1188"/>
		<updated>2026-10-12T07:42:33Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Basic Elevator&lt;br /&gt;
|Image=Basic_Elevator.png&lt;br /&gt;
|Description=Standard elevator to move people between floors&lt;br /&gt;
|Construction cost={{Game Money|cost=150000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=1500}}/day + {{Game Money|cost=1000}}/car/day (before upgrades)&lt;br /&gt;
|Power=Varies with car activity&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Elevators|Elevators]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A standard elevator can span 30 floors. It has average acceleration and speed.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft (the limits may be reduced depending on your map and star rating). Each additional car costs {{Game Money|cost=50000}}.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side note:&#039;&#039;&#039; When you add an additional car to a shaft, you are in fact widening the shaft to accomodate the extra car.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Elevators can be upgraded from the &#039;&#039;&#039;Configuration&#039;&#039;&#039; tab. Upgrades have two stages:&lt;br /&gt;
&lt;br /&gt;
# You can upgrade the &#039;&#039;&#039;elevator system&#039;&#039;&#039; up to 5 levels. An upgraded elevator system allows cars to also be upgraded, up to the elevator system&#039;s level.  Each system upgrade costs 50% of the system construction price.  Each level increases the system maintenance multiplier by 25% of its base amount.&lt;br /&gt;
# Upgrade each &#039;&#039;&#039;car&#039;&#039;&#039; separately, up to the elevator system&#039;s current level. Each car upgrade costs 25% of the car construction price.&lt;br /&gt;
&lt;br /&gt;
Every car level increases that car&#039;s maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft when queues and commute results show demand beyond the current capacity. Parking cars near demand centers reduces idle response time. Configure express-like stop patterns only while retaining a local route to skipped floors.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
[[Category:Elevators]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Stairs&amp;diff=1187</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Stairs&amp;diff=1187"/>
		<updated>2026-10-12T07:37:10Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Stairs&lt;br /&gt;
|Description=The tried and true staircase.&lt;br /&gt;
|Construction cost={{Game Money|cost=15000}}&lt;br /&gt;
|Demolish cost={{Game Money|cost=1500}}&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Transports|Transports]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stairs provides a cheap way to move people between floors. It always just works and requires no upkeep. The down side is that it is slow and cannot be used by people pushing carts or bins.&lt;br /&gt;
&lt;br /&gt;
Stairs can be stacked on top of another stair to form a staircase.&lt;br /&gt;
&lt;br /&gt;
When placed across a two-story room or two-story wallpaper, the stairs will span three floors instead of the usual 2.&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stairs]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Escalator&amp;diff=1186</id>
		<title>Escalator</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Escalator&amp;diff=1186"/>
		<updated>2026-10-12T07:35:03Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Escalator&lt;br /&gt;
|Image=Escalator.png&lt;br /&gt;
|Description=Faster than stairs, but needs upkeep.&lt;br /&gt;
|Construction cost={{Game Money|cost=50000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=250}}/day&lt;br /&gt;
|Power=8&lt;br /&gt;
|Category=[[:Category:Stairs|Stairs]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Transports]]&lt;br /&gt;
[[Category:Stairs]]&lt;br /&gt;
Escalator provides a faster way to move people between floors than stairs, but requires power and has maintenance cost.&lt;br /&gt;
&lt;br /&gt;
They are best for short connections rather than a tower-wide route.&lt;br /&gt;
== Tall escalators ==&lt;br /&gt;
When placed across a two-story room or two-story wallpaper, the escalator will span three floors instead of the usual 2.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Transports}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Category:Rooms&amp;diff=1185</id>
		<title>Category:Rooms</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Category:Rooms&amp;diff=1185"/>
		<updated>2026-10-12T07:13:26Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of rooms in the base game of 2D Tower.&lt;br /&gt;
&lt;br /&gt;
[[Category:Room lookup]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Tenants&amp;diff=1184</id>
		<title>Tenants</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Tenants&amp;diff=1184"/>
		<updated>2026-10-12T07:12:34Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tenants occupy rooms in your tower. Depending on the room, tenants could be residents (for condos, apartments, or other residential rooms), workers (for offices, businesses, and other facilities), visitors (to shop, eat, or visit attractions), or guests (for hotels or other attractions). Keeping all types of tenants happy is important in running a thriving tower.&lt;br /&gt;
&lt;br /&gt;
== Moving in ==&lt;br /&gt;
Tenants move in to your tower when there is a demand for space in your tower and when conditions are right. Check the market demand graph to see how much demand there are for different types of spaces as it will affect how likely different tenants will move into your tower. Tenants generally find a space in your tower and move in during the day.&lt;br /&gt;
&lt;br /&gt;
=== Residential tenants ===&lt;br /&gt;
The residential demand shows the number of prospective residents that are looking for a place to move in to. The higher the number of prospective residents, the higher the demand and the chances that a resident will move in to your tower. &lt;br /&gt;
&lt;br /&gt;
Lowering prices such as condo sale price or condo fees or rental fees will also help increase the likelihood of a tenant moving in. Likewise, a higher evaluation score will also attract prospective tenants to move in to an empty location.&lt;br /&gt;
&lt;br /&gt;
During times of rapid expansion, you may wish to use advertisements to keep the number of prospects high and to keep the chances of tenants moving in to your tower high.&lt;br /&gt;
&lt;br /&gt;
=== Office tenants ===&lt;br /&gt;
The office demand shows the number of prospective companies looking for an office space to rent. Again, the higher the number of prospective companies, the higher the demand for office spaces, and the higher the chances that a company will move into an office space in your tower.&lt;br /&gt;
&lt;br /&gt;
Lowering rent price and improving the office space&#039;s evaluation through better services and surroundings will also help increase the likelihood of a tenant moving in.&lt;br /&gt;
&lt;br /&gt;
During times of rapid expansion, you may wish to use advertisements to keep the number of prospects high and to keep the chances of tenants moving in to your tower high.&lt;br /&gt;
&lt;br /&gt;
=== Commercial tenants ===&lt;br /&gt;
The commercial demand show the number of prospective businesses looking for a place to set up a store front. The higher the number of prospective businesses, the higher the chance that a store location will be rented and for the business to move in to your tower.&lt;br /&gt;
&lt;br /&gt;
Again, lowering rent prices and improving the area of the store will help increase the likelihood of a tenant moving in.&lt;br /&gt;
&lt;br /&gt;
During times of rapid expansion, you may wish to use advertisements to keep the number of prospects high and to keep the chances of tenants moving in to your tower high.&lt;br /&gt;
&lt;br /&gt;
Commercial spaces like stores also attract visitors to your tower. How many visitors arrive depends on how attractive your tower is, how many past successful visits have happened previously, and how many types of ways that visitors can arrive at your tower.&lt;br /&gt;
&lt;br /&gt;
=== Hotel guests / tourists ===&lt;br /&gt;
The final type of tenants is hotel guests and tourists. Hotel demand determines the number of hotel guetss that will stay at your tower. You can see the estimated number of hotel rooms that will be rented out for the night in the market demand graph. This is dependent on factors including the number of rooms available, the hotel rating of your tower, and factors like advertising and past VIP visits. Higher hotel room prices will also reduce the likelihood of hotel guests choosing to stay at your hotel.&lt;br /&gt;
&lt;br /&gt;
== Eviction and departure ==&lt;br /&gt;
Unhappy tenants will eventually leave your tower. Check the room evaluation for your tower frequently to find any problem areas. Poor service access, poor commute times, bad environmental factors and high noise areas could cause tenants to deicde to leave and leave your room vacant. &lt;br /&gt;
&lt;br /&gt;
Certain rooms like the condo will also trigger a buyback which may cause short-term cashflow challenges.&lt;br /&gt;
&lt;br /&gt;
When a tenant leaves, they may also leave a negative review that will detract future tenants from moving in. This review&#039;s effect fades over time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tenants and demand]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Room_needs&amp;diff=1160</id>
		<title>Room needs</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Room_needs&amp;diff=1160"/>
		<updated>2026-10-11T23:48:08Z</updated>

		<summary type="html">&lt;p&gt;Leo: Leo moved page Needs and requirements to Room needs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms require access specific facilities and services. These may include access to: [[Food]], [[Washroom]], [[Mail]], [[Car parking]], [[Subway]], [[Front desk]] or [[Garbage]] disposal. Tenants in these rooms will periodically try to fulfill these needs and the room&#039;s evaluation is based on whether these needs are fulfilled in a timely manner.&lt;br /&gt;
&lt;br /&gt;
Most needs are floating and tenants are free to pick any available room to satify the need such as washroom and food. However, there are certain needs that are tied to specific rooms. For instance, offices get mail from specific mail rooms (usually the physically closest one). Hotel rooms are also tied to a specific hotel front desk (if there are multiple).  Rooms that are linked will appear highlighted in orange when queried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Tenants and demand]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Room_needs&amp;diff=1159</id>
		<title>Room needs</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Room_needs&amp;diff=1159"/>
		<updated>2026-10-11T23:47:59Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms require access specific facilities and services. These may include access to: [[Food]], [[Washroom]], [[Mail]], [[Car parking]], [[Subway]], [[Front desk]] or [[Garbage]] disposal. Tenants in these rooms will periodically try to fulfill these needs and the room&#039;s evaluation is based on whether these needs are fulfilled in a timely manner.&lt;br /&gt;
&lt;br /&gt;
Most needs are floating and tenants are free to pick any available room to satify the need such as washroom and food. However, there are certain needs that are tied to specific rooms. For instance, offices get mail from specific mail rooms (usually the physically closest one). Hotel rooms are also tied to a specific hotel front desk (if there are multiple).  Rooms that are linked will appear highlighted in orange when queried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Tenants and demand]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Skybridge&amp;diff=1158</id>
		<title>Skybridge</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Skybridge&amp;diff=1158"/>
		<updated>2026-10-11T23:22:10Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Skybridge&lt;br /&gt;
|Image=Skybridge.png&lt;br /&gt;
|Description=A walkway connecting separated sections of your tower.&lt;br /&gt;
|Construction cost={{Game Money|cost=1000}} per tile&lt;br /&gt;
|Category=[[:Category:Architecture|Architecture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Skybridge connects two separate tower floors together, allowing foot traffic to pass through.&lt;br /&gt;
&lt;br /&gt;
If a fire spreads to a skybridge, it may destroy it entirely.&lt;br /&gt;
[[Category:Architecture]]&lt;br /&gt;
[[Category:Wallpaper]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Architecture}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Construction_and_demolition&amp;diff=1157</id>
		<title>Construction and demolition</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Construction_and_demolition&amp;diff=1157"/>
		<updated>2026-10-11T23:17:27Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Construction ==&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
Your tower is constructed of floor tiles. Floor tiles must be placed in a location where it is supported: Anywhere on the ground floor, above an existing floor tile if building above ground, or below another tile if under ground.  When building rooms and placing wallpaper tiles, floor tiles will automatically be placed. &lt;br /&gt;
&lt;br /&gt;
Floors have a minimum separation distance. Building too close to another floor tile will automatically merge floor spans. You can demolish built floors. However, the minimum spacing distance still applies.&lt;br /&gt;
&lt;br /&gt;
Floor tiles can be built by clicking and dragging. If you want to build multiple floors at once, use the &amp;lt;code&amp;gt;&#039;&#039;&#039;shift&#039;&#039;&#039;&amp;lt;/code&amp;gt; key while dragging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip&#039;&#039;&#039;: You can use the &amp;lt;code&amp;gt;&#039;&#039;&#039;f&#039;&#039;&#039;&amp;lt;/code&amp;gt; key to select the floor tool.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
Rooms must be placed at at a location where its floor tiles are fully supported. Multiple rooms can be built on the same floor by clicking and dragging. You can build multiple rooms across multiple floors using the &#039;&#039;&#039;&amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt;&#039;&#039;&#039; key while dragging.&lt;br /&gt;
&lt;br /&gt;
Certain rooms can be relocated such as the vending machine. Using the cursor tool, you can click and hold the room to relocate the room.&lt;br /&gt;
&lt;br /&gt;
=== Wallpaper tiles ===&lt;br /&gt;
You can decorate your floors with wallpaper tiles. These are decorative and also boost the environmental score in the area. Lobbies are treated as areas decorated with the lobby wallpaper tile.&lt;br /&gt;
&lt;br /&gt;
Most wallpaper tiles can be customized with custom colors. Use the query tool to change the color of an entire wallpaper section. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can use the picker tool to copy existing wallpaper styles and their colors.&lt;br /&gt;
&lt;br /&gt;
=== Skybridges ===&lt;br /&gt;
You can join two towers together with a skybridge. Select the skybridge item and hover/click somewhere between two separate floor tiles to build a skybridge.&lt;br /&gt;
&lt;br /&gt;
== Demolition ==&lt;br /&gt;
Select the demolish tool from the tool palette or use the &amp;lt;code&amp;gt;&#039;&#039;&#039;X&#039;&#039;&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&#039;&#039;&#039;Delete&#039;&#039;&#039;&amp;lt;/code&amp;gt; key. Click or drag over an area that you want to demolish. The rooms, transports, or tiles to be removed will be highlighted in red and the cost/refund amount will be displayed.&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
Floors can only be removed if it is not load-bearing where another floor tile or transport system depends on it.&lt;br /&gt;
&lt;br /&gt;
=== Elevator cars ===&lt;br /&gt;
You can remove existing elevator cars by demolishing a car. You may not remove the last car as all elevators require at least one car to function.&lt;br /&gt;
&lt;br /&gt;
=== Refunds and costs ===&lt;br /&gt;
If refunds are enabled, most build items will refund half the construction cost after being built for one full day. A full refund will be given within the first day of construction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Clinic&amp;diff=1156</id>
		<title>Clinic</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Clinic&amp;diff=1156"/>
		<updated>2026-10-11T16:44:27Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|Name=Clinic&lt;br /&gt;
|Icon=clinic&lt;br /&gt;
|Image=Clinic.png&lt;br /&gt;
|Description=A medical clinic&lt;br /&gt;
|Noise=40&lt;br /&gt;
|Construction cost={{Game Money|cost=300000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=1000}}/day&lt;br /&gt;
|Workers=2&lt;br /&gt;
|Power=5&lt;br /&gt;
|Size=22 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Facilities|Facilities]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Facilities]]&lt;br /&gt;
A clinic provides medical services for tenants in your tower.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Clinics may be needed for some rooms such as offices. Increasing staffing in the clinic may help speed up the number of patients that can be served at any one time.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Parking_stall&amp;diff=1155</id>
		<title>Parking stall</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Parking_stall&amp;diff=1155"/>
		<updated>2026-10-11T16:41:59Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|Name=Parking Stall&lt;br /&gt;
|Icon=parking&lt;br /&gt;
|Image=Parking_Stall.png&lt;br /&gt;
|Noise=10&lt;br /&gt;
|Environment=-30&lt;br /&gt;
|Construction cost={{Game Money|cost=5000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=10}}/day&lt;br /&gt;
|Power=1&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Facilities|Facilities]]&lt;br /&gt;
}}&lt;br /&gt;
A Parking Stall provides parking for tenants in your Tower. Each Parking Stall can provide up to 5 parking spaces.&lt;br /&gt;
&lt;br /&gt;
Parking Stalls must have [[Car Access]] by being placed adjacent to [[Parking Ramp|parking ramps]] that are connected to the ground floor, or adjacent to other parking stalls with car access. &lt;br /&gt;
&lt;br /&gt;
You may charge a tower-wide parking fee by setting it on any parking ramp in your tower. Higher parking fees reduce the parking&#039;s satisfaction score if applicable, and may deter guests and visitors from using it.&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Facilities]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Modding&amp;diff=1154</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Modding&amp;diff=1154"/>
		<updated>2026-10-10T09:04:12Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2D Tower supports modding through data-only content packs which can be shared through Steam Workshop. Content packs can add additional variations of rooms, decorations, wallpapers, and custom maps to the game. The modding system is currently unable to allow for new behavior through custom scripts.&lt;br /&gt;
&lt;br /&gt;
== Installing mods ==&lt;br /&gt;
The easiest way to install mods is through Steam Workshop. Browse through the workshop for mods and subscribe ones that interest you. The next time you start the game through Steam, the subscribed mods will automatically be listed in the mods window, waiting for you to enable it for the game. You can enable the mod by toggling the mod on.&lt;br /&gt;
&lt;br /&gt;
== Creating mods ==&lt;br /&gt;
Mods are data-driven content pack that is defined through a bunch of json files along with your assets. Creating a new mod involves 3 major steps:&lt;br /&gt;
&lt;br /&gt;
# Create a mod template using the in-game mod template generator&lt;br /&gt;
# Make your changes to the template mod pack&lt;br /&gt;
# Use the in-game mod window to publish your mod to Steam Workshop&lt;br /&gt;
&lt;br /&gt;
=== Create a mod template ===&lt;br /&gt;
The easiest way to get started with a new mod is to use the Mods window and using the &#039;Create mod&#039; feature. This menu allows you to create mods for most room types, decoration, and wallpapers. &lt;br /&gt;
&lt;br /&gt;
When you click on create mod, the game will generate a skeleton mod folder with a basic structure of a new content pack containing your room. The directory structure of this mod should look something like this:&amp;lt;pre&amp;gt;&lt;br /&gt;
user://mods/&lt;br /&gt;
└── my_record_store/&lt;br /&gt;
    ├── manifest.json&lt;br /&gt;
    ├── rooms/&lt;br /&gt;
    │   └── record_store.json&lt;br /&gt;
    ├── textures/&lt;br /&gt;
    │   └── records.png&lt;br /&gt;
    ├── i18n/&lt;br /&gt;
    │   ├── en_US.json&lt;br /&gt;
    │   └── de_DE.json&lt;br /&gt;
    └── icon.png&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;user://&#039;&#039; is Godot&#039;s per-user data folder. From the title screen, use &#039;&#039;&#039;Mods → Create&#039;&#039;&#039;, then &#039;&#039;&#039;Open mods folder&#039;&#039;&#039; in the Edit step to open the correct location; on a standard Windows installation it is normally &amp;lt;code&amp;gt;%APPDATA%\Godot\app_userdata\2D Tower\mods\&amp;lt;/code&amp;gt;. Development builds also discover packs in &amp;lt;code&amp;gt;res://mods/&amp;lt;/code&amp;gt;. The game discovers only direct subfolders of these directories that contain &amp;lt;code&amp;gt;manifest.json&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Edit your new mod ===&lt;br /&gt;
After locating your new mod template location, make your changes. Add new assets and define it within the room json definition.&lt;br /&gt;
&lt;br /&gt;
Ensure that you add any necessary translations, update the mod pack icon, and update the mod manifest json file to include your changes. Refer to the technical details in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== Verify and publish ===&lt;br /&gt;
If your mod is working, you should be able to see it listed in the mod window. Select your mod and click on &#039;Verify&#039; to ensure it is readable and compatible with the game. You can then publish the mod by clicking on &#039;Publish to Steam&#039;&lt;br /&gt;
&lt;br /&gt;
Open &#039;&#039;&#039;Mods&#039;&#039;&#039; on the title screen to enable or disable local packs. Restart the game after installing, removing, enabling, disabling or editing a pack because the content catalog is built at startup.&lt;br /&gt;
&lt;br /&gt;
Steam Workshop packs use the same layout: &amp;lt;code&amp;gt;manifest.json&amp;lt;/code&amp;gt; sits at the root of the uploaded folder. Workshop installations stay in Steam&#039;s managed directory, not in &amp;lt;code&amp;gt;user://mods&amp;lt;/code&amp;gt;. New subscriptions start disabled; enable them in &#039;&#039;&#039;Mods&#039;&#039;&#039; and restart. Use &#039;&#039;&#039;Mods → Create&#039;&#039;&#039; for templates. In &#039;&#039;&#039;Mods → Publish&#039;&#039;&#039;, select a local pack and choose &#039;&#039;&#039;Validate&#039;&#039;&#039;; with Steam running, &#039;&#039;&#039;Upload to Steam Workshop&#039;&#039;&#039; uploads it. New items start private. &#039;&#039;&#039;View on Workshop&#039;&#039;&#039; opens the item page for review and visibility changes. Use a square preview around 512 × 512 pixels and under 1 MB for Workshop compatibility. Its Workshop sidecar file is stored beside the pack folder; keep it to update the same Workshop item later.&lt;br /&gt;
&lt;br /&gt;
Saves record required pack identities, compatibility versions and Workshop IDs. To open a save, keep its required packs installed and enabled with matching &amp;lt;code&amp;gt;save_compatibility_version&amp;lt;/code&amp;gt; values and all referenced content IDs available. The game reports missing or incompatible content instead of silently substituting it. A similarly named Workshop item is not a replacement for the original item.&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
=== Content pack manifest ===&lt;br /&gt;
&amp;lt;code&amp;gt;manifest.json&amp;lt;/code&amp;gt; is at the root of the pack folder. Paths in the manifest are relative to that folder and may not escape it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;pack_id&amp;quot;: &amp;quot;my_record_store&amp;quot;,&lt;br /&gt;
  &amp;quot;version&amp;quot;: &amp;quot;1.0.0&amp;quot;,&lt;br /&gt;
  &amp;quot;enabled&amp;quot;: true,&lt;br /&gt;
  &amp;quot;dependencies&amp;quot;: [&amp;quot;base&amp;quot;],&lt;br /&gt;
  &amp;quot;rooms&amp;quot;: [&amp;quot;rooms/record_store.json&amp;quot;],&lt;br /&gt;
  &amp;quot;translations&amp;quot;: {&lt;br /&gt;
    &amp;quot;en_US&amp;quot;: &amp;quot;i18n/en_US.json&amp;quot;,&lt;br /&gt;
    &amp;quot;de_DE&amp;quot;: &amp;quot;i18n/de_DE.json&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;pack_id&#039;&#039;&#039; is the pack&#039;s permanent identifier. It must start with a lowercase letter and otherwise use only lowercase letters, numbers, periods, underscores and hyphens. Keep it stable after publishing because saves refer to it.&lt;br /&gt;
* &#039;&#039;&#039;version&#039;&#039;&#039; identifies the pack release.&lt;br /&gt;
* &#039;&#039;&#039;save_compatibility_version&#039;&#039;&#039; is a positive integer, defaulting to 1. Save loading requires the recorded compatibility version to match, independently of the release version string. Keep it unchanged for compatible updates; change it when your content breaks the saved-content contract.&lt;br /&gt;
* &#039;&#039;&#039;enabled&#039;&#039;&#039; is optional and sets the initial state for a local pack. The &#039;&#039;&#039;Mods&#039;&#039;&#039; window stores the player&#039;s final selection in &amp;lt;code&amp;gt;user://mods.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;dependencies&#039;&#039;&#039; lists required pack IDs. Most packs depend on &amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;rooms&#039;&#039;&#039;, &#039;&#039;&#039;wallpapers&#039;&#039;&#039; and &#039;&#039;&#039;maps&#039;&#039;&#039; list their definition JSON files relative to the pack folder. A pack does not need all three kinds.&lt;br /&gt;
* Optional &#039;&#039;&#039;name&#039;&#039;&#039;, &#039;&#039;&#039;description&#039;&#039;&#039; and &#039;&#039;&#039;author&#039;&#039;&#039; describe the pack in the Mods window. Workshop packs show the item owner as their author.&lt;br /&gt;
* &#039;&#039;&#039;translations&#039;&#039;&#039; is optional. Each key is a locale and each value is a JSON translation file.&lt;br /&gt;
&lt;br /&gt;
Pack folders are scanned in a stable order. Local packs need distinct IDs. Workshop items also use their Workshop item ID, allowing different creators to use the same author-supplied pack ID without colliding. Duplicate effective IDs are rejected; a user pack cannot replace a shipped pack.&lt;br /&gt;
&lt;br /&gt;
=== Room definitions ===&lt;br /&gt;
Every room JSON file inherits a registered built-in room. The file name supplies the room&#039;s local ID unless it has an explicit &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;. For example, &amp;lt;code&amp;gt;rooms/record_store.json&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;my_record_store&amp;lt;/code&amp;gt; pack becomes &amp;lt;code&amp;gt;my_record_store:room:record_store&amp;lt;/code&amp;gt;. Moving the file to another subfolder does not change that ID.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;extends&amp;quot;: &amp;quot;base:room:store&amp;quot;,&lt;br /&gt;
  &amp;quot;occupancy_mode&amp;quot;: &amp;quot;immediate&amp;quot;,&lt;br /&gt;
  &amp;quot;overrides&amp;quot;: {&lt;br /&gt;
    &amp;quot;display_name&amp;quot;: &amp;quot;Record Store&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;A specialist shop selling vinyl records.&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 24,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;entrance_offset&amp;quot;: [6, 0],&lt;br /&gt;
    &amp;quot;construction_cost&amp;quot;: 125000,&lt;br /&gt;
    &amp;quot;maintenance_cost&amp;quot;: 100,&lt;br /&gt;
    &amp;quot;worker_count&amp;quot;: 2&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;icon&amp;quot;: &amp;quot;icon.png&amp;quot;,&lt;br /&gt;
  &amp;quot;visual&amp;quot;: {&lt;br /&gt;
    &amp;quot;texture&amp;quot;: &amp;quot;textures/records.png&amp;quot;,&lt;br /&gt;
    &amp;quot;region&amp;quot;: [0, 0, 16, 2],&lt;br /&gt;
    &amp;quot;horizontal_frames&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;vertical_frames&amp;quot;: 2,&lt;br /&gt;
    &amp;quot;frames&amp;quot;: [&lt;br /&gt;
      { &amp;quot;variant&amp;quot;: 0, &amp;quot;mode&amp;quot;: &amp;quot;open&amp;quot;, &amp;quot;frame&amp;quot;: 0 },&lt;br /&gt;
      { &amp;quot;variant&amp;quot;: 0, &amp;quot;mode&amp;quot;: &amp;quot;closed&amp;quot;, &amp;quot;frame&amp;quot;: 1 }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;extends&amp;lt;/code&amp;gt; must name an existing room. The loader makes an independent copy of that parent, so a mod never changes the original room. The supported general overrides are the display name and description, category and palette order, size and entrance, construction/demolition/maintenance costs, worker count, visit duration and custom-entrance setting. Values have to use the required data type; dimensions, coordinates and texture regions are integers.&lt;br /&gt;
&lt;br /&gt;
Depending on the inherited runtime, a room may also use supported profiles such as &amp;lt;code&amp;gt;commercial&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;residential&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;garbage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;demand&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;evaluation&amp;lt;/code&amp;gt;. Unsupported fields or profiles cause validation to fail rather than being silently ignored. Start with the template for the room type you want to inherit.&lt;br /&gt;
&lt;br /&gt;
=== Artwork and translations ===&lt;br /&gt;
&amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; is a PNG path inside the pack. A custom &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; uses a texture and &amp;lt;code&amp;gt;region&amp;lt;/code&amp;gt; in the form &amp;lt;code&amp;gt;[x, y, width, height]&amp;lt;/code&amp;gt;, measured in 32 × 128 pixel tile cells, not pixels. The example above selects 512 × 256 pixels. &amp;lt;code&amp;gt;horizontal_frames&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;vertical_frames&amp;lt;/code&amp;gt; split the region into frames; &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; maps their indices to cosmetic variants and modes. The store example uses open/closed modes; residential and office artwork use different mappings. Start with the matching template rather than assuming every room uses two open/closed rows. Without a custom visual, the room keeps its parent&#039;s artwork, footprint and appearance definitions.&lt;br /&gt;
&lt;br /&gt;
Optional &amp;lt;code&amp;gt;appearances&amp;lt;/code&amp;gt; entries define stable cosmetic IDs and a &amp;lt;code&amp;gt;variant&amp;lt;/code&amp;gt; matching the visual frame mappings. A custom texture clears inherited appearances unless the mod provides its own entries. Translation files supply localized text; a short appearance &amp;lt;code&amp;gt;display_name_key&amp;lt;/code&amp;gt; is scoped automatically to that room&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
=== Wallpaper artwork ===&lt;br /&gt;
Use the Wallpaper template as a working starting point. Wallpaper textures contain a top row of luminance artwork and a bottom row of RGB recoloring masks. Each cell is 32 × 128 pixels, so the complete image is a multiple of 32 pixels wide and exactly 256 pixels high. Up to 64 cells across are supported.&lt;br /&gt;
&lt;br /&gt;
The visual mode is &amp;lt;code&amp;gt;auto_repeat&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cap_repeat_cap&amp;lt;/code&amp;gt;. The latter needs at least three cells across for the left end, repeating middle and right end. The visual can specify one to three HTML colors, such as &amp;lt;code&amp;gt;&amp;quot;#d99a63&amp;quot;&amp;lt;/code&amp;gt;, for the recolorable channels. These dimensions and accepted modes are format requirements; construction cost, environment contribution and colors are editable content values.&lt;br /&gt;
&lt;br /&gt;
List wallpaper JSON files under &amp;lt;code&amp;gt;wallpapers&amp;lt;/code&amp;gt; in the manifest, for example &amp;lt;code&amp;gt;&amp;quot;wallpapers&amp;quot;: [&amp;quot;wallpapers/my_wallpaper.json&amp;quot;]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Custom maps ==&lt;br /&gt;
Use the Map Mod Kit to create custom maps. This kit is a separate Godot project that you can ope. It allows you to use the Godot editor to import assets and draw out the map tilemap. The included scripts will then convert your defined map into a compatible mod content pack.&lt;br /&gt;
&lt;br /&gt;
=== Using the map mod kit ===&lt;br /&gt;
The visual &#039;&#039;&#039;Map Mod Kit&#039;&#039;&#039; is supplied in the project&#039;s source checkout at &amp;lt;code&amp;gt;tools/map-mod-kit&amp;lt;/code&amp;gt;; this wiki currently provides no separate kit download. The game&#039;s &#039;&#039;&#039;Mods → Create → Map&#039;&#039;&#039; template is available for players with only the game. For the visual editor, copy &amp;lt;code&amp;gt;tools/map-mod-kit&amp;lt;/code&amp;gt; into your own working folder and import its &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; in Godot 4.7. Open &amp;lt;code&amp;gt;map.tscn&amp;lt;/code&amp;gt; as a separate project. Use its &#039;&#039;&#039;Export Map Mod&#039;&#039;&#039; command to produce a data-only pack; the editor project itself is not the pack to install.&lt;br /&gt;
&lt;br /&gt;
Choose stable lowercase pack and map IDs, edit the title and gameplay settings, paint the map and export. Use the kit&#039;s example as a guide to scenery and entrances. Validate the resulting pack in the game&#039;s Mods window before publishing it. Map settings and objective plans are customizable, so a modded map need not share the built-in [[Star rating|star requirements]].&lt;br /&gt;
&lt;br /&gt;
{{Guide navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creating mods]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Category:Restaurant&amp;diff=1153</id>
		<title>Category:Restaurant</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Category:Restaurant&amp;diff=1153"/>
		<updated>2026-10-10T08:35:54Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Restaurants provide food for residents, workers, and visitors in your tower.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Restaurant&amp;diff=1152</id>
		<title>Restaurant</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Restaurant&amp;diff=1152"/>
		<updated>2026-10-10T08:35:01Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|Name=Restaurant&lt;br /&gt;
|Icon=restaurant&lt;br /&gt;
|Image=Restaurant.png&lt;br /&gt;
|Description=Restaurants provides food and attracts visitors to your tower.&lt;br /&gt;
|Environment=-20&lt;br /&gt;
|Noise=60&lt;br /&gt;
|Construction cost={{Game Money|cost=300000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=2800}}/day&lt;br /&gt;
|Workers=6&lt;br /&gt;
|Power=20&lt;br /&gt;
|Size=24 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Restaurant|Restaurant]]&lt;br /&gt;
}}&lt;br /&gt;
A  Restaurant is a medium-sized restaurant that provides food for residents and tenants during the evening and night time.&lt;br /&gt;
&lt;br /&gt;
Restaurants are managed and operated by you, the tower owner. As a result, income you earn from a restaurant is directly related to the number of customers served.&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
Restaurants open between the hours &#039;&#039;&#039;15:00–24:00&#039;&#039;&#039; and serves evening and night time visitors. &lt;br /&gt;
&lt;br /&gt;
Restaurants require deliveries from the loading dock or delivery dock to operate. Restaurants also generate garbage which restaurant workers will try to dispose at closing time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Restaurants work well with hotel guests checking in for the night as well as late afternoon shoppers and visitors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Restaurant]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Fast_food&amp;diff=1151</id>
		<title>Fast food</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Fast_food&amp;diff=1151"/>
		<updated>2026-10-10T08:34:55Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|Name=Fast Food&lt;br /&gt;
|Image=Fast Food.png&lt;br /&gt;
|Description=Serves quick meals and attracts visitors to your Tower.&lt;br /&gt;
|Construction cost={{Game Money|cost=150000}}&lt;br /&gt;
|Demolish cost={{Game Money|cost=35000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=1250}}/day&lt;br /&gt;
|Workers=3&lt;br /&gt;
|Power=10&lt;br /&gt;
|Noise=60&lt;br /&gt;
|Environment=-20&lt;br /&gt;
|Size=19 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Restaurant|Restaurant]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Fast Food Restaurant is a small restaurant that provides food for residents and tenants during the day time.&lt;br /&gt;
&lt;br /&gt;
Restaurants are managed and operated by you, the tower owner. As a result, income you earn from a restaurant is directly related to the number of customers served.&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
Fast food restaurants open between the hours of &#039;&#039;&#039;07:00–19:00&#039;&#039;&#039;. They serve day-time workers and visitors. &lt;br /&gt;
&lt;br /&gt;
Restaurants require deliveries from the loading dock or delivery dock to operate. Restaurants also generate garbage which restaurant workers will try to dispose at closing time.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Fast food restaurants work well with offices and stores. Hotel guests may also visit a fast food restaurant in the morning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Restaurant]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Garbage_chute_room&amp;diff=1150</id>
		<title>Garbage chute room</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Garbage_chute_room&amp;diff=1150"/>
		<updated>2026-10-10T06:38:18Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|Name=Garbage Chute Room&lt;br /&gt;
|Image=Garbage_Chute_Room_lit.png&lt;br /&gt;
|Description=A local garbage deposit room connected to a shaft.&lt;br /&gt;
|Environment=-50&lt;br /&gt;
|Construction cost={{Game Money|cost=5000}}&lt;br /&gt;
|Maintenance cost={{Game Money|cost=75}}/day&lt;br /&gt;
|Size=4 tiles × 1 floor&lt;br /&gt;
|Category=[[:Category:Facilities|Facilities]]&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Garbage Chute Room&#039;&#039;&#039; lets tenants deposit [[Garbage|garbage]] near their floor rather than carry it all the way to a garbage facility. Garbage that is deposited to a chute will fall to a garbage facility that is immediately below it.&lt;br /&gt;
&lt;br /&gt;
The garbage chute can also hold up to 5 garbage in case the chute is unable to accept more garbage and will automatically deposit them when the chute becomes available again.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Build the room immediately to the left of a Garbage Chute, touching the shaft along the room&#039;s right side. Place the room close to tenants that produce garbage to minimize their commute.&lt;br /&gt;
&lt;br /&gt;
The garbage chute must be positioned so that the bottom of the shaft is immediately above a [[Garbage Room]], [[Garbage Dock]] or [[Loading Dock]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Facilities]]&lt;br /&gt;
{{Navbox Rooms}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Car_parking&amp;diff=1149</id>
		<title>Car parking</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Car_parking&amp;diff=1149"/>
		<updated>2026-10-10T06:28:42Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can create parking spaces in your tower for your residents, workers, and visitors. You may also set a parking fee for each stay as a way to make additional income (at the expense of decreased satisfaction).&lt;br /&gt;
&lt;br /&gt;
== Building parking ==&lt;br /&gt;
Parking spaces are provided by two types of buildings:&lt;br /&gt;
* [[Parking Ramp]] - The first ramp must be on the ground floor (that&#039;s where street access is). You may build additional ramps directly above or below an existing ramp. There must be a direct connection between a ramp and the ground floor for it to have [[Car Access]].&lt;br /&gt;
* [[Parking Stall]] - Parking stalls must be placed adjacent to an existing parking ramp or parking stall. If there is a break in the car access connection, there will be a no car access icon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport and parking]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Garbage&amp;diff=1148</id>
		<title>Garbage</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Garbage&amp;diff=1148"/>
		<updated>2026-10-10T04:10:47Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Garbage is generated by some rooms such as [[Condo|Condos]], [[Apartment|Apartments]], Restaurants, and [[Housekeeping]]. It must be properly disposed of in order to keep residents happy and business operations running.  Residents and workers will try to dispose garbage by transferring it to a nearby Garbage Room, Garbage Dock, or Garbage Chute Room. Place a facility near by or give them a direct route to a garbage facility to reduce their commute times. &lt;br /&gt;
&lt;br /&gt;
Garbage can only be disposed of through a [[Loading Dock]] or a Garbage Dock when they are serviced by the city&#039;s garbage trucks each morning. Any garbage stored in a Garbage Room will need to be periodically emptied by either loading dock workers or housekeeping.&lt;br /&gt;
&lt;br /&gt;
You may use a Garbage Chute with a Garbage Chute Room to use gravity to transfer garbage to lower floors.&lt;br /&gt;
&lt;br /&gt;
== Garbage disposal ==&lt;br /&gt;
The two rooms that can dispose garbage are:&lt;br /&gt;
* [[Garbage Dock]] - A high capacity location for holding and disposing garbage. Housekeeping will transfer garbage from garbage rooms to garbage docks. Alternatively, use garbage chutes to deliver garbage to a garbage dock. Garbage docks must be connected via [[Car Access]] in order to function.&lt;br /&gt;
* [[Loading Dock]] - A low capacity location for shipping out garbage and receiving goods. Loading dock workers will retrieve garbage from garbage rooms. Loading docks must be placed on the ground floor to function.&lt;br /&gt;
&lt;br /&gt;
== Garbage chutes ==&lt;br /&gt;
A &#039;&#039;&#039;Garbage Chute&#039;&#039;&#039; is a resizable vertical shaft that can transfer garbage to a garbage facility directly below it. People deposit garbage in separate &#039;&#039;&#039;Garbage Chute Room&#039;&#039;&#039; placed immediately to its left.  Immediately below the shaft, there must be a garbage facility that has available garbage capacity in order to receive garbage.  If the room or facility under the shaft is full, garbage chute rooms will begin to back fill.&lt;br /&gt;
&lt;br /&gt;
Whe constructing a garbage chute, place one tile of the chute and then resize either the top or bottom of the shaft by dragging it up or down. Garbage chutes cannot intersect other rooms, so additional planning is required.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Services and environment]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Noise&amp;diff=1147</id>
		<title>Noise</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Noise&amp;diff=1147"/>
		<updated>2026-10-09T06:33:53Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Noise measures how loud a location is. You can use the noise statistics overlay to see how noisy an area is. Noise can spread horizontally on a floor but will not pass through floors or gaps. &lt;br /&gt;
&lt;br /&gt;
== Noisy rooms ==&lt;br /&gt;
Because some rooms generate noise that tenants may not like, careful planning in room placement is necessary to avoid upset tenants. Generally, residents and hotel guests have a low tolerance for noisy areas. Others like commercial and office spaces have a higher tolerance.&lt;br /&gt;
&lt;br /&gt;
== Traffic ==&lt;br /&gt;
Noise is also generated by foot traffic. A high traffic area will have higher noise levels that may be disruptive for certain tenants as well.&lt;br /&gt;
&lt;br /&gt;
Be careful where you place noisy rooms and how traffic flows through your tower.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Services and environment]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Noise&amp;diff=1146</id>
		<title>Noise</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Noise&amp;diff=1146"/>
		<updated>2026-10-09T06:32:06Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Noise measures how loud a location is. &lt;br /&gt;
&lt;br /&gt;
Some rooms generate noise that tenants may not like. Generally, residents and hotel guests have a low tolerance for noisy areas. Others like commercial and office spaces have a higher tolerance.&lt;br /&gt;
&lt;br /&gt;
Noise is also generated by foot traffic. A high traffic area will have higher noise levels that may be disruptive for certain tenants as well.&lt;br /&gt;
&lt;br /&gt;
Be careful where you place noisy rooms and how traffic flows through your tower.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Services and environment]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Disasters&amp;diff=1145</id>
		<title>Disasters</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Disasters&amp;diff=1145"/>
		<updated>2026-10-09T06:28:58Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disasters can interrupt services, evacuate occupants and leave damage to your tower.&lt;br /&gt;
&lt;br /&gt;
You may choose to disable disasters when starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Types of disasters ==&lt;br /&gt;
The game currently has the following disasters types.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Event !! When eligible !! Response&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Two stars or higher || Let firefighters fight the fire and consider hiring a firefighting helicopter.&lt;br /&gt;
|-&lt;br /&gt;
| Power outage || A sustained grid overload. || Check Power and wait for restoration; reduce overload before resuming expansion.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || Two stars or higher || Allow evacuation and the event to finish, then inspect services and room state.&lt;br /&gt;
|-&lt;br /&gt;
| Suspicious package || Three stars or higher || Ensure security can sweep the tower.&lt;br /&gt;
|-&lt;br /&gt;
| Ransom || Three stars or higher || Read the offer. Either pay or have security sweep the tower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different maps may have different types of disasters enabled. Infestation cannot be disabled&lt;br /&gt;
[[File:Fire disaster.png|alt=Fire disaster|thumb|Fire disaster]]&lt;br /&gt;
&lt;br /&gt;
=== Fires ===&lt;br /&gt;
When a fire starts, temporary firefighters from the city will respond. Additionally, any security staff you have hired will also try to extinguish the fire. &lt;br /&gt;
&lt;br /&gt;
During disaters, normal transport systems will not be used. Instead, they will use emergency stairs at the edges of your building to reach the fires.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fire fighting helicopter&#039;&#039;&#039; can be hired during a fire disaster. After hiring the helicopter, it will automatically target the closest fire. You may also click a burning room to direct it there.&lt;br /&gt;
&lt;br /&gt;
When the fire ends, inspect burned rooms and floor tiles:&lt;br /&gt;
&lt;br /&gt;
* Burned rooms must be rebuilt or demolished. They have no construction refund or tower asset value. &lt;br /&gt;
&lt;br /&gt;
* Burned floors can be cleared with the demolish tool, or you can build a new floor or wallpaper over top of a burned section.&lt;br /&gt;
&lt;br /&gt;
=== Power outages ===&lt;br /&gt;
A power outage can be caused if you have insufficient power and your breaker panel trips. This causes your entire tower to lose power from the city. As a precaution, your tower is evacuated until power is restored. A normal power outage lasts &#039;&#039;&#039;six in-game hours&#039;&#039;&#039; until power is restored.&lt;br /&gt;
&lt;br /&gt;
Check your [[Power]] usage and ensure you have sufficient supply. Add extra capacity by upgrading your breaker panel or build additional power distribution rooms before an overload occurs.&lt;br /&gt;
&lt;br /&gt;
=== Earthquake ===&lt;br /&gt;
An earthquake evacuates residents and normally lasts &#039;&#039;&#039;two in-game hours&#039;&#039;&#039;. Once an all-clear is given, residents may return. Most  services and offices may close for the remainder of the day.&lt;br /&gt;
&lt;br /&gt;
=== Suspicious package ===&lt;br /&gt;
A suspicious-package being reported will trigger a tower-wide evacuation. Security will then start a full sweep of your tower.  If the package is not found within &#039;&#039;&#039;three in-game hours&#039;&#039;&#039; from the time of the report, it may &#039;catch on fire&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ransom ===&lt;br /&gt;
A ransom offer presents you the option to either &#039;&#039;&#039;Pay&#039;&#039;&#039; and &#039;&#039;&#039;Ignore&#039;&#039;&#039; the robber. Paying charges the offered amount and resolves the ransom threat. Ignoring will result in a bomb being placed somewhere in your tower and will require your security team to do a full sweep of the tower before it damages your rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Services and environment]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Mail&amp;diff=1144</id>
		<title>Mail</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Mail&amp;diff=1144"/>
		<updated>2026-10-09T06:15:58Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mail is required by [[Apartment]], [[Condo]] and [[Office]] rooms.&lt;br /&gt;
&lt;br /&gt;
== Provider ==&lt;br /&gt;
Mail is provided by the [[Mail Room]]. Mail rooms need to be delivered to by delivery workers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Services and environment]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Environment&amp;diff=1143</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Environment&amp;diff=1143"/>
		<updated>2026-10-09T06:14:43Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Environment measures local pleasantness of an area. &lt;br /&gt;
&lt;br /&gt;
Rooms and decorations can improve the environment. Using different types of wallpapers including skylobbies will also help. Higher floors  near edges will also feature higher environmental scores.&lt;br /&gt;
&lt;br /&gt;
Improving the environment score will help improve commute satisfaction. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox All}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Services and environment]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Transport_systems&amp;diff=1142</id>
		<title>Transport systems</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Transport_systems&amp;diff=1142"/>
		<updated>2026-10-09T06:10:54Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transport systems are what connects your different floors together.  In 2D Tower, there are a few different types of elevators, stairs, escalators, and a paternoster. Each have their own strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Certain tenants and workers may require specific transport modes depending. For example, workers pushing carts will require elevator access.&lt;br /&gt;
&lt;br /&gt;
== Transports by type ==&lt;br /&gt;
&lt;br /&gt;
=== Elevators ===&lt;br /&gt;
There are currently 3 types of elevators.&lt;br /&gt;
&lt;br /&gt;
==== Standard elevator ====&lt;br /&gt;
A standard elevator can span 30 floors. They have average acceleration and speed.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
==== Express elevator ====&lt;br /&gt;
An express elevator can span over 100 floors. They have high acceleration and speed. Express elevators are also more expensive to build and operate.&lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Because of express elevator&#039;s high top-speed, you may wish to reduce the number of floors serviced by express elevators so that they are able to reach their top speed. Having an express elevator stop on every floor will reduce its efficiency.&lt;br /&gt;
&lt;br /&gt;
==== Service elevator ====&lt;br /&gt;
An elevator dedicated to workers that can span over 100 floors.  They have above-average acceleration and speed and are faster than standard elevators and are slightly cheaper to build and operate. &lt;br /&gt;
&lt;br /&gt;
You may have up to 8 cars per shaft which may be reduced, depending on your map and star rating.&lt;br /&gt;
&lt;br /&gt;
Service elevators are restricted to workers and are a good way to ensure workers are able to quickly reach the floors they need access to. For example, it may be helpful to connect your housekeeping directly to your hotel rooms with a service elevator.&lt;br /&gt;
&lt;br /&gt;
=== Stairs ===&lt;br /&gt;
Stairs can connect two floors together. They are the slowest way for tenants to get from floor to floor. They are also free to operate once they are built.  Workers pushing carts cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs can be stacked by placing them one ontop of another.&lt;br /&gt;
&lt;br /&gt;
Stairs can be placed over a 2-story lobby to create a 3-floor staircase.&lt;br /&gt;
&lt;br /&gt;
=== Escalators ===&lt;br /&gt;
Escalators, like stairs, also connect two floors together. They are slightly faster than stairs but require power and money to operate.&lt;br /&gt;
&lt;br /&gt;
Escalators can be stacked by placing them one ontop of another.&lt;br /&gt;
&lt;br /&gt;
Escalators can be placed over a 2-story lobby to create a 3-floor escalator.&lt;br /&gt;
&lt;br /&gt;
=== Paternoster ===&lt;br /&gt;
The paternoster is a continuous loop of passenger cars that can span up to 15 floors. Their continuous nature allows passengers to move up and down at the same time. Due to the limited capacity of the cars, the throughput will be less than elevators.&lt;br /&gt;
&lt;br /&gt;
Workers pushing carts can use a paternoster.&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
People in your tower will need a route from your tower entrances to their destination. Generally, they will try to pick the most efficient route to their destination. Congestion and long queues may cause them to find alternate routes if they are available. Try to optimize routes that your tenants use msot often. Direct routes are better than routes that require multiple transfers.&lt;br /&gt;
&lt;br /&gt;
Slow commutes and long queues will reduce the commute satisfaction. For most rooms, this may mean lower room satisfaction scores. For specific rooms like stores, it may also reduce the number of visitors that will decide to visit your tower in the future.&lt;br /&gt;
&lt;br /&gt;
=== No routes ===&lt;br /&gt;
Check for rooms that have either the no-route icon or the no-elevator icon as they indicate there is an issue with your tower&#039;s routing.&lt;br /&gt;
&lt;br /&gt;
==== No route to ground floor ====&lt;br /&gt;
All floors require access to the ground floor to operate. Rooms that do not have any connection to the ground floor will display a no-route icon.&lt;br /&gt;
&lt;br /&gt;
==== No elevator access ====&lt;br /&gt;
Cleaning carts and worker-carried garbage have different transport restrictions. They need eligible elevator routes and cannot simply use a stair-only connection. A room can therefore be reachable by guests while housekeeping or garbage collection still fails. Check the worker&#039;s actual route to both the room and the disposal destination. &lt;br /&gt;
&lt;br /&gt;
Rooms that do not have an elevator or service elevator route will display a no-elevator icon.&lt;br /&gt;
&lt;br /&gt;
== Commute satisfaction ==&lt;br /&gt;
People in your tower have only so much patience when they try to reach their destination. This is represented by each person&#039;s individual commute satisfaction. You can see a person&#039;s satisfaction based on their silhouette color: As it turns pink to red, they become more and more dissatisfied.&lt;br /&gt;
&lt;br /&gt;
A low commute satisfaction will reduce room evaluation scores and may reduce the number of visitors and guests that want to visit your tower.&lt;br /&gt;
&lt;br /&gt;
=== Improving commute satisfaction ===&lt;br /&gt;
Find ways to help your tenants reach their destination as quickly as possible. Reduce congestion by streamlining routes and improving elevator efficiency with optimized routes.&lt;br /&gt;
&lt;br /&gt;
Commute satisfaction can be reduced less quickly by making the environment that people pass through more pleasant. Use skylobbies and decorative items at transfer locations as they give a good boost to the environmental score. On the other hand, locations that are ugly and unpleasant will increase how quickly commute satisfaction is decreased.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Transport and parking]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Hotel_guide&amp;diff=1141</id>
		<title>Hotel guide</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Hotel_guide&amp;diff=1141"/>
		<updated>2026-10-09T05:29:33Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hotels attract tourists to your tower. They bring in additional opportunities for stores and restaurants to get more business. &lt;br /&gt;
&lt;br /&gt;
A good hotel combines having hotel rooms that have access to the necessary amenities, is easy and quick to get to, and are placed in an attractive location. Hotel guests demand a quick check-in and check-out at your hotel front desk with an easy commute to their hotel room.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
Building a hotel requires 3 components: &lt;br /&gt;
&lt;br /&gt;
# A hotel front desk, for guests to check in and out.&lt;br /&gt;
# Hotel rooms&lt;br /&gt;
# Housekeeping facilities, needed to keep rooms clean&lt;br /&gt;
&lt;br /&gt;
=== Hotel operation ===&lt;br /&gt;
Hotel guests will begin making reservations some time in the afternoon through to the evening.  Upon arriving at your tower, guests will go to the hotel front desk to check-in. How fast your front desk is able to check-in guests depends on the number of staff that are hired. Once checked in, guests will then go to their hotel room.  It may be a good idea to keep both your hotel rooms and front desks close to each other or to have an easy to reach route to minimize any delay for your guests.&lt;br /&gt;
&lt;br /&gt;
Throughout their stay, they may want to visit some amenities such as finding a place to eat or to use a washroom. It&#039;s important to consider the paths that guests may need to take and to minimize their travel time between locations.&lt;br /&gt;
&lt;br /&gt;
After staying the night, guests will check-out at the front desk. Be prepared for high traffic during this time as they will be leaving during the typical morning rush. Hotel income are collected when they check-out. If anything prevents them from checking-out (such as the front desk being closed, or they are interrupted with a disaster or room infestation, or are forced out during their stay), there won&#039;t be any income from the guests.&lt;br /&gt;
&lt;br /&gt;
=== Room cleaning ===&lt;br /&gt;
Hotel rooms need to be cleaned after being used. Housekeeping will diligently clean rooms during the day.  Ensure you have a housekeeping facility placed near by to reduce their commute and to help them prioritize your hotels first.&lt;br /&gt;
&lt;br /&gt;
Rooms that are left uncleaned for 3 or more days become infested with lice. Infested rooms can still be cleaned by housekeeping, but it will take 5 times longer. Lice infestation can also spread from room to room, so make sure your rooms are cleaned in a timely manner.&lt;br /&gt;
&lt;br /&gt;
=== Hotel rating ===&lt;br /&gt;
Your hotel rating is an average of how satisfactory your hotel operation is in general. It takes into account how happy your guests were during visit which depends on their room and amenities they had access to, their commutes, as well as their room&#039;s surroundings. Hotel ratings also considers the check-in and check-out times.&lt;br /&gt;
&lt;br /&gt;
=== VIP Visit ===&lt;br /&gt;
Your hotel may on occasion be visited by a VIP. They will stay at a random room at your hotel for the night. Make sure their stay is comfortable. A good stay will result in VIP praise which will help boost your hotel&#039;s attractiveness. A bad stay will do the opposite.&lt;br /&gt;
&lt;br /&gt;
A good VIP visit is required to level up for some maps. Although VIP visits will occur randomly,  you may choose to pay for a VIP to visit your tower.&lt;br /&gt;
&lt;br /&gt;
== Capacity planning ==&lt;br /&gt;
The number of guests that stay at your tower depends on the hotel demand. Check the market demand screen to see how many guests are expected to arrive to prevent building too many rooms. &lt;br /&gt;
&lt;br /&gt;
You may increase the hotel demand by increasing your hotel rating (by having a good hotel), increasing your tower star rating, and by buying advertisements. Successful VIP visits can also temporarily boost your hotel attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Understanding demand ===&lt;br /&gt;
The market demand shows your hotel demand. You will see 3 cases:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! What the demand display shows !! Useful response&lt;br /&gt;
|-&lt;br /&gt;
| Booking opportunities exceed eligible room capacity || Add or restore usable rooms and resolve operational problems. Check front-desk throughput and cleaning before expanding further.&lt;br /&gt;
|-&lt;br /&gt;
| Many eligible rooms remain vacant || Improve quality and attraction. More equally rated rooms provide capacity but do not multiply the tower&#039;s share of regional travelers.&lt;br /&gt;
|-&lt;br /&gt;
| Poor measured hotel ratings || Inspect room quality, check-in/out and commute results. Adding unreviewed rooms does not erase the existing record.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guide navigation}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Elevator_guide&amp;diff=1140</id>
		<title>Elevator guide</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Elevator_guide&amp;diff=1140"/>
		<updated>2026-10-08T22:01:50Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose transport by the trips it needs to carry, then check queues and actual commute results. A tower usually benefits from both passenger routes and service routes.&lt;br /&gt;
&lt;br /&gt;
== Constructing an elevator ==&lt;br /&gt;
Select an elevator and then place an elevator on an existing floor.  You may optionally drag as you place the shaft to set the size of the shaft during construction. &lt;br /&gt;
&lt;br /&gt;
Elevators and all other transport systems can be placed over existing rooms. However, they cannot overlap or be placed too close to another elevator or transport system. Be careful where you decide to place an elevator because you cannot relocate it.&lt;br /&gt;
&lt;br /&gt;
[[File:Resize an elevator.png|alt=Resize an elevator|thumb|221x221px|Resize an elevator]]&lt;br /&gt;
&lt;br /&gt;
=== Resizing the shaft ===&lt;br /&gt;
Drag the top or bottom of the shaft to expand or contract the shaft. Extending a shaft will also automatically build floors.&lt;br /&gt;
&lt;br /&gt;
=== Managing floor service ===&lt;br /&gt;
Click on a floor number with the cursor tool to disable it from service. To enable or disable multiple floors, click and drag across multiple floors on the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
You may also click on the floor number in the elevator query window to also disable floors.&lt;br /&gt;
&lt;br /&gt;
== Inspecting your elevator ==&lt;br /&gt;
[[File:Elevator Overview.png|alt=Elevator Overview|thumb|Elevator Overview]]&lt;br /&gt;
Use the query tool to inspect your elevator. You can see the status of all the cars, the call requests for each floor, and the number of passengers on each floor in the overview tab.&lt;br /&gt;
&lt;br /&gt;
You can change the floor a car rests on when idle (the &#039;park floor&#039;) by clicking on a floor cell for a specific car. Right clicking on the cell will also open the car&#039;s query window allowing you to inspect the elevator car and see its current settings and passengers on board. You may also use the query tool directly on the elevator car.&lt;br /&gt;
[[File:Elevator car query window.png|alt=Elevator car query window|none|thumb|Elevator car query window]]&lt;br /&gt;
Elevator shafts show the floor number. Floor numbers that are colored red are floors that have at least one elevator car parked when idle.&lt;br /&gt;
&lt;br /&gt;
=== Configuring your elevator ===&lt;br /&gt;
You can adjust whether the shaft is visible, the car&#039;s minimum wait times, and the number of cars in service in the configuration tab.&lt;br /&gt;
&lt;br /&gt;
The car wait time determines how long a car remains at a floor when picking up or unloading passengers. People that arrive while the elevator is still at a floor waiting will board. Increasing this may help collect more people as they arrive, but may slow down overall throughput.&lt;br /&gt;
&lt;br /&gt;
=== Elevator car upgrades ===&lt;br /&gt;
You may upgrade your elevator and elevator cars to increase accleration, velocity, and capacity. &lt;br /&gt;
&lt;br /&gt;
Cars can only be upgraded up to the maximum level that an elevator is upgraded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guide navigation}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=File:Resize_an_elevator.png&amp;diff=1139</id>
		<title>File:Resize an elevator.png</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=File:Resize_an_elevator.png&amp;diff=1139"/>
		<updated>2026-10-08T21:56:18Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resize an elevator&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=File:Elevator_car_query_window.png&amp;diff=1138</id>
		<title>File:Elevator car query window.png</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=File:Elevator_car_query_window.png&amp;diff=1138"/>
		<updated>2026-10-08T21:33:13Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elevator car query window&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=File:Elevator_Overview.png&amp;diff=1137</id>
		<title>File:Elevator Overview.png</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=File:Elevator_Overview.png&amp;diff=1137"/>
		<updated>2026-10-08T21:30:21Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elevator Overview&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Projects&amp;diff=1136</id>
		<title>Projects</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Projects&amp;diff=1136"/>
		<updated>2026-10-08T21:27:54Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Projects are optional tasks you can decide to take on. They provide incentives to expand your tower for some extra money. You can find projects in the tower summary&#039;s Projects view. &lt;br /&gt;
&lt;br /&gt;
Projects provide advance funding and completion rewards for meeting specific conditions. They are separate from [[Star rating]]: finishing a project does not directly award a star.&lt;br /&gt;
&lt;br /&gt;
== Select a project ==&lt;br /&gt;
[[File:Projects.png|alt=Projects|thumb|Projects]]&lt;br /&gt;
Open the tower summary window, and click on the Projects tab. Review available projects that align with your short term goals and click Start Project.  Be careful with which projects you wish to take on as you can only have up to two active projects. Abandoning a project will cost double the upfront grant.&lt;br /&gt;
&lt;br /&gt;
Different projects will appear as you earn more stars and complete projects. &lt;br /&gt;
&lt;br /&gt;
== Types of projects ==&lt;br /&gt;
There are a few types of projects in the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! How to satisfy it !! Common mistake&lt;br /&gt;
|-&lt;br /&gt;
| New occupied rooms || Build new qualifying rooms after activating a project and keep them leased when occupancy is required. || Counting vacant rooms or rooms built before starting a project.&lt;br /&gt;
|-&lt;br /&gt;
| Connected layout || Match the required contiguous arrangement (if specified), including aligned rows and floors where specified. || Building the right total in scattered locations.&lt;br /&gt;
|-&lt;br /&gt;
| Visitor target || Meet the visitor condition shown for the qualifying group. || Assuming construction alone completes a visitor contract.&lt;br /&gt;
|-&lt;br /&gt;
| Recurring income || Maintain the required recurring daily net income for the full hold period. || One-off sale, grants or nightly income are not recurring income.&lt;br /&gt;
|-&lt;br /&gt;
| Sustained progress || Keep the condition satisfied for the displayed consecutive calendar months. || Letting a required room lose its lease or the income rate fall below target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Certain projects may require a minimum hold period. If the conditions of the project stops qualifying, its hold period resets.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a project ==&lt;br /&gt;
Abandoning costs twice the upfront grant payment. It also starts the contract&#039;s cooldown before it can be activated again.&lt;br /&gt;
&lt;br /&gt;
For example, a $240,000 advance, that fee is $480,000.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;br /&gt;
[[Category:Game overview]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=File:Projects.png&amp;diff=1135</id>
		<title>File:Projects.png</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=File:Projects.png&amp;diff=1135"/>
		<updated>2026-10-08T21:21:32Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Projects&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1134</id>
		<title>Template:Navbox Guides</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1134"/>
		<updated>2026-10-08T21:15:58Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Reusable navigation for practical player guides. Include with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Navbox Guides}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|name=Navbox Guides&lt;br /&gt;
|title=Player&#039;s Guide&lt;br /&gt;
|group1=Getting started&lt;br /&gt;
|list1=[[Getting started]] · [[Controls and interface]] · [[Construction and demolition]] · [[Saving and loading]]&lt;br /&gt;
|group2=Problem solving&lt;br /&gt;
|list2=[[Troubleshooting]] · [[Disasters and infestations]]&lt;br /&gt;
|group3=Systems&lt;br /&gt;
|list3=[[Hotel guide]] · [[Elevator guide]] · [[Food]] · [[Transport systems]] · [[Needs and requirements]]&lt;br /&gt;
|group4=Tower management&lt;br /&gt;
|list4=[[Finances]] · [[Projects]]&lt;br /&gt;
|group5=Reference&lt;br /&gt;
|list5=[[Room comparison]] · [[Main Page|Wiki home]] · [[:Category:Guides|All guides]] · [[:Category:Rooms|Room references]]&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1133</id>
		<title>Getting started</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1133"/>
		<updated>2026-10-08T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;Leo: /* Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to 2D Tower! ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
When I first started working on this game, the primary objective was to make the best spiritual successor to the original Sim Tower and Yoot Tower games.  Your role in this game is to build and manage a tower that houses residents, provides work space for workers, entertainment for visitors, and all the facilities and logistics that make it all work. Not to mention, making sure tenants are happy with their surroundings, environment, and have an efficient elevator system to boot. I hope this game scratches your tower building itch.&lt;br /&gt;
&lt;br /&gt;
= Game Objectives =&lt;br /&gt;
2D Tower is a tower building simulation. Your goal is to build, manage, and grow your tower into a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
You are the proud owner of a piece of land on the map that you selected. Your goal is to build and manage a building and to grow it into a tall skyscraper. While it may seem easy at first, as your tower grows, so will your resident&#039;s demands.&lt;br /&gt;
&lt;br /&gt;
=== Management ===&lt;br /&gt;
Properly managing and planning your tower is essential for success. There are a few things to watch out for.&lt;br /&gt;
[[File:Traffic.png|alt=Traffic|thumb|334x334px|Traffic]]&lt;br /&gt;
&lt;br /&gt;
==== Traffic ====&lt;br /&gt;
As your tower grows taller and starts having more workers, visitors, and residents, traffic will become a bottleneck. There are various transport systems available for your disposal: Stairs, Escalators, Elevators, Express Elevators, Service Elevators, and even a Paternoster.&lt;br /&gt;
&lt;br /&gt;
An efficient elevator system is necessary to avoid long queues and unhappy people. Strategically place specific rooms based on your tenant&#039;s schedules to reduce traffic jams. If left unchecked, tenants may become unhappy and leave.&lt;br /&gt;
&lt;br /&gt;
==== Noise ====&lt;br /&gt;
No one wants to live next to a noisy neighbor. Neither do some of your tenants. Keep an eye out for noisy areas that might affect your tenants. High traffic areas also generate noise, so be mindful of where people walk in your tower.&lt;br /&gt;
&lt;br /&gt;
==== Finances ====&lt;br /&gt;
You also need to make money to keep growing. Will you build a condo for some quick money up front? Or will you build apartments for rent for a steady stream of income every month? The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
==== Tenant Satisfaction ====&lt;br /&gt;
Different tenants have different needs and requirements.As the tower grows, your tenant&#039;s expectations can become more demanding. Keep an eye out on your [[room evaluation]], service coverage and [[Transport systems|transport]] efficiency before they decide to move out and leave a bad review.&lt;br /&gt;
&lt;br /&gt;
=== Stars ===&lt;br /&gt;
To help drive your tower upward, different maps will have different objectives and map-specific focus. Complete the primary objectives to reach the net star. &lt;br /&gt;
&lt;br /&gt;
Most stars unlock additional rooms, build items, bonuses, and higher limits to help you keep expanding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1132</id>
		<title>Getting started</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1132"/>
		<updated>2026-10-08T21:12:41Z</updated>

		<summary type="html">&lt;p&gt;Leo: /* Stars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to 2D Tower! ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
When I first started working on this game, the primary objective was to make the best spiritual successor to the original Sim Tower and Yoot Tower games.  Your role in this game is to build and manage a tower that houses residents, provides work space for workers, entertainment for visitors, and all the facilities and logistics that make it all work. Not to mention, making sure tenants are happy with their surroundings, environment, and have an efficient elevator system to boot. I hope this game scratches your tower building itch.&lt;br /&gt;
&lt;br /&gt;
= Game Objectives =&lt;br /&gt;
2D Tower is a tower building simulation. Your goal is to build, manage, and grow your tower into a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
You are the proud owner of a piece of land on the map that you selected. Your goal is to build and manage a building and to grow it into a tall skyscraper. While it may seem easy at first, as your tower grows, so will your resident&#039;s demands.&lt;br /&gt;
&lt;br /&gt;
=== Management ===&lt;br /&gt;
Properly managing and planning your tower is essential for success. There are a few things to watch out for.&lt;br /&gt;
[[File:Traffic.png|alt=Traffic|thumb|334x334px|Traffic]]&lt;br /&gt;
&lt;br /&gt;
==== Traffic ====&lt;br /&gt;
As your tower grows taller and starts having more workers, visitors, and residents, traffic will become a bottleneck. There are various transport systems available for your disposal: Stairs, Escalators, Elevators, Express Elevators, Service Elevators, and even a Paternoster.&lt;br /&gt;
&lt;br /&gt;
An efficient elevator system is necessary to avoid long queues and unhappy people. Strategically place specific rooms based on your tenant&#039;s schedules to reduce traffic jams. If left unchecked, tenants may become unhappy and leave.&lt;br /&gt;
&lt;br /&gt;
==== Noise ====&lt;br /&gt;
No one wants to live next to a noisy neighbor. Neither do some of your tenants. Keep an eye out for noisy areas that might affect your tenants. High traffic areas also generate noise, so be mindful of where people walk in your tower.&lt;br /&gt;
&lt;br /&gt;
==== Finances ====&lt;br /&gt;
You also need to make money to keep growing. Will you build a condo for some quick money up front? Or will you build apartments for rent for a steady stream of income every month? The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
=== Stars ===&lt;br /&gt;
To help drive your tower upward, different maps will have different objectives and map-specific focus. Complete the primary objectives to reach the net star. &lt;br /&gt;
&lt;br /&gt;
Most stars unlock additional rooms, build items, bonuses, and higher limits to help you keep expanding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1130</id>
		<title>Getting started</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1130"/>
		<updated>2026-10-08T20:50:24Z</updated>

		<summary type="html">&lt;p&gt;Leo: Leo moved page Getting Started to Getting started&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to 2D Tower! ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
When I first started working on this game, the primary objective was to make the best spiritual successor to the original Sim Tower and Yoot Tower games.  Your role in this game is to build and manage a tower that houses residents, provides work space for workers, entertainment for visitors, and all the facilities and logistics that make it all work. Not to mention, making sure tenants are happy with their surroundings, environment, and have an efficient elevator system to boot. I hope this game scratches your tower building itch.&lt;br /&gt;
&lt;br /&gt;
= Game Objectives =&lt;br /&gt;
2D Tower is a tower building simulation. Your goal is to build, manage, and grow your tower into a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
You are the proud owner of a piece of land on the map that you selected. Your goal is to build and manage a building and to grow it into a tall skyscraper. While it may seem easy at first, as your tower grows, so will your resident&#039;s demands.&lt;br /&gt;
&lt;br /&gt;
=== Management ===&lt;br /&gt;
Properly managing and planning your tower is essential for success. There are a few things to watch out for.&lt;br /&gt;
[[File:Traffic.png|alt=Traffic|thumb|334x334px|Traffic]]&lt;br /&gt;
&lt;br /&gt;
==== Traffic ====&lt;br /&gt;
As your tower grows taller and starts having more workers, visitors, and residents, traffic will become a bottleneck. There are various transport systems available for your disposal: Stairs, Escalators, Elevators, Express Elevators, Service Elevators, and even a Paternoster.&lt;br /&gt;
&lt;br /&gt;
An efficient elevator system is necessary to avoid long queues and unhappy people. Strategically place specific rooms based on your tenant&#039;s schedules to reduce traffic jams. If left unchecked, tenants may become unhappy and leave.&lt;br /&gt;
&lt;br /&gt;
==== Noise ====&lt;br /&gt;
No one wants to live next to a noisy neighbor. Neither do some of your tenants. Keep an eye out for noisy areas that might affect your tenants. High traffic areas also generate noise, so be mindful of where people walk in your tower.&lt;br /&gt;
&lt;br /&gt;
==== Finances ====&lt;br /&gt;
You also need to make money to keep growing. Will you build a condo for some quick money up front? Or will you build apartments for rent for a steady stream of income every month? The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
=== Stars ===&lt;br /&gt;
To help drive your tower upward, different maps will have different objectives at different stages of the game. Each stage gives you a tower star rating. Most stars unlock additional rooms, build items, and possibly higher limits to help you keep expanding.&lt;br /&gt;
&lt;br /&gt;
Ultimately, your goal is to build a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1129</id>
		<title>Template:Navbox Guides</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1129"/>
		<updated>2026-10-08T20:50:14Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Reusable navigation for practical player guides. Include with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Navbox Guides}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|name=Navbox Guides&lt;br /&gt;
|title=Player&#039;s Guide&lt;br /&gt;
|group1=Getting started&lt;br /&gt;
|list1=[[Getting started]] · [[Controls and interface]] · [[Construction and demolition]] · [[Saving and loading]]&lt;br /&gt;
|group2=Problem solving&lt;br /&gt;
|list2=[[Troubleshooting]] · [[Disasters and infestations]]&lt;br /&gt;
|group3=Systems&lt;br /&gt;
|list3=[[Hotel guide]] · [[Elevator guide]] · [[Food]] · [[Transport systems]] · [[Needs and requirements]]&lt;br /&gt;
|group4=Tower management&lt;br /&gt;
|list4=[[Budget]] · [[Projects]] · [[Star rating]]&lt;br /&gt;
|group5=Reference&lt;br /&gt;
|list5=[[Room comparison]] · [[Main Page|Wiki home]] · [[:Category:Guides|All guides]] · [[:Category:Rooms|Room references]]&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1128</id>
		<title>Template:Navbox Guides</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Template:Navbox_Guides&amp;diff=1128"/>
		<updated>2026-10-08T20:49:42Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Reusable navigation for practical player guides. Include with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Navbox Guides}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|name=Navbox Guides&lt;br /&gt;
|title=Player&#039;s Guide&lt;br /&gt;
|group1=Getting started&lt;br /&gt;
|list1=[[Getting Started]] · [[Controls and interface]] · [[Construction and demolition]] · [[Saving and loading]]&lt;br /&gt;
|group2=Problem solving&lt;br /&gt;
|list2=[[Troubleshooting]] · [[Disasters and infestations]]&lt;br /&gt;
|group3=Systems&lt;br /&gt;
|list3=[[Hotel guide]] · [[Elevator guide]] · [[Food]] · [[Transport systems]] · [[Needs and requirements]]&lt;br /&gt;
|group4=Tower management&lt;br /&gt;
|list4=[[Budget]] · [[Projects]] · [[Star rating]]&lt;br /&gt;
|group5=Reference&lt;br /&gt;
|list5=[[Room comparison]] · [[Main Page|Wiki home]] · [[:Category:Guides|All guides]] · [[:Category:Rooms|Room references]]&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1127</id>
		<title>Getting started</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Getting_started&amp;diff=1127"/>
		<updated>2026-10-08T20:49:27Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to 2D Tower! ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
When I first started working on this game, the primary objective was to make the best spiritual successor to the original Sim Tower and Yoot Tower games.  Your role in this game is to build and manage a tower that houses residents, provides work space for workers, entertainment for visitors, and all the facilities and logistics that make it all work. Not to mention, making sure tenants are happy with their surroundings, environment, and have an efficient elevator system to boot. I hope this game scratches your tower building itch.&lt;br /&gt;
&lt;br /&gt;
= Game Objectives =&lt;br /&gt;
2D Tower is a tower building simulation. Your goal is to build, manage, and grow your tower into a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
You are the proud owner of a piece of land on the map that you selected. Your goal is to build and manage a building and to grow it into a tall skyscraper. While it may seem easy at first, as your tower grows, so will your resident&#039;s demands.&lt;br /&gt;
&lt;br /&gt;
=== Management ===&lt;br /&gt;
Properly managing and planning your tower is essential for success. There are a few things to watch out for.&lt;br /&gt;
[[File:Traffic.png|alt=Traffic|thumb|334x334px|Traffic]]&lt;br /&gt;
&lt;br /&gt;
==== Traffic ====&lt;br /&gt;
As your tower grows taller and starts having more workers, visitors, and residents, traffic will become a bottleneck. There are various transport systems available for your disposal: Stairs, Escalators, Elevators, Express Elevators, Service Elevators, and even a Paternoster.&lt;br /&gt;
&lt;br /&gt;
An efficient elevator system is necessary to avoid long queues and unhappy people. Strategically place specific rooms based on your tenant&#039;s schedules to reduce traffic jams. If left unchecked, tenants may become unhappy and leave.&lt;br /&gt;
&lt;br /&gt;
==== Noise ====&lt;br /&gt;
No one wants to live next to a noisy neighbor. Neither do some of your tenants. Keep an eye out for noisy areas that might affect your tenants. High traffic areas also generate noise, so be mindful of where people walk in your tower.&lt;br /&gt;
&lt;br /&gt;
==== Finances ====&lt;br /&gt;
You also need to make money to keep growing. Will you build a condo for some quick money up front? Or will you build apartments for rent for a steady stream of income every month? The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
=== Stars ===&lt;br /&gt;
To help drive your tower upward, different maps will have different objectives at different stages of the game. Each stage gives you a tower star rating. Most stars unlock additional rooms, build items, and possibly higher limits to help you keep expanding.&lt;br /&gt;
&lt;br /&gt;
Ultimately, your goal is to build a 5 star tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Tower basics]]&lt;br /&gt;
[[Category:Start playing guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Disasters&amp;diff=1126</id>
		<title>Disasters</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Disasters&amp;diff=1126"/>
		<updated>2026-10-08T07:23:55Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disasters can interrupt services, evacuate occupants and leave damage to your tower.&lt;br /&gt;
&lt;br /&gt;
You may choose to disable disasters when starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Types of disasters ==&lt;br /&gt;
The game currently has the following disasters types.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Event !! When eligible !! Immediate response&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Two stars or higher || Let firefighters reach the fire; consider the firefighting helicopter.&lt;br /&gt;
|-&lt;br /&gt;
| Power outage || A sustained grid overload. || Check Power and wait for restoration; reduce overload before resuming expansion.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || Two stars or higher || Allow evacuation and the event to finish, then inspect services and room state.&lt;br /&gt;
|-&lt;br /&gt;
| Suspicious package || Three stars or higher || Ensure security can sweep the tower.&lt;br /&gt;
|-&lt;br /&gt;
| Ransom || Three stars or higher || Read the offer. Either pay or have security sweep the tower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Different maps may have different types of disasters enabled. Infestation cannot be disabled&lt;br /&gt;
[[File:Fire disaster.png|alt=Fire disaster|thumb|Fire disaster]]&lt;br /&gt;
&lt;br /&gt;
=== Fires ===&lt;br /&gt;
Security staff can fight fires, and temporary firefighters also respond during a fire disaster. Their routes matter: a blocked floor or inaccessible room delays the response. Spread [[Security Services]] through a large tower and maintain usable transport access.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fire fighting helicopter&#039;&#039;&#039; can be hired during a fire. After hiring the helicopter, it will automatically target the closest fire. You may also click a burning room to direct it there. Hiring the helicopter is an additional expense.&lt;br /&gt;
&lt;br /&gt;
When the fire ends, inspect burned rooms and floor tiles. Burned rooms have no construction refund or tower asset value. Use the room&#039;s available rebuild/removal controls, then clear empty floor rubble with the demolish tool where needed.&lt;br /&gt;
&lt;br /&gt;
=== Power outages ===&lt;br /&gt;
A power outage can be caused if you have insufficient power and your breaker panel trips. This causes your entire tower to lose power from the city. As a precaution, your tower is evacuated until power is restored. A normal power outage lasts &#039;&#039;&#039;six in-game hours&#039;&#039;&#039; until power is restored.&lt;br /&gt;
&lt;br /&gt;
Check your [[Power]] usage and ensure you have sufficient supply. Add extra capacity by upgrading your breaker panel or build additional power distribution rooms before an overload occurs.&lt;br /&gt;
&lt;br /&gt;
=== Earthquake ===&lt;br /&gt;
An earthquake evacuates residents and normally lasts &#039;&#039;&#039;two in-game hours&#039;&#039;&#039;. Once an all-clear is given, residents may return. Most  services and offices may close for the remainder of the day.&lt;br /&gt;
&lt;br /&gt;
=== Suspicious package ===&lt;br /&gt;
A suspicious-package being reported will trigger a tower-wide evacuation. Security will then start a full sweep of your tower.  If the package is not found within &#039;&#039;&#039;three in-game hours&#039;&#039;&#039; from the time of the report, it may &#039;catch on fire&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ransom ===&lt;br /&gt;
A ransom offer presents you the option to either &#039;&#039;&#039;Pay&#039;&#039;&#039; and &#039;&#039;&#039;Ignore&#039;&#039;&#039; the robber. Paying charges the offered amount and resolves the ransom threat. Ignoring will result in a bomb being placed somewhere in your tower and will require your security team to do a full sweep of the tower before it damages your rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Services and environment]]&lt;br /&gt;
[[Category:Problem solving guides]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=File:Fire_disaster.png&amp;diff=1125</id>
		<title>File:Fire disaster.png</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=File:Fire_disaster.png&amp;diff=1125"/>
		<updated>2026-10-08T07:14:33Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire disaster&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Nostalgia&amp;diff=1124</id>
		<title>Nostalgia</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Nostalgia&amp;diff=1124"/>
		<updated>2026-10-08T07:06:05Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Nostalgia&lt;br /&gt;
|Image=Nostalgia_preview.png&lt;br /&gt;
|Description=Nostalgia Map&lt;br /&gt;
|Starting funds={{Game Money|cost=1000000}}&lt;br /&gt;
|Size=250 tiles wide; 100 above-ground floors; 13 underground floors&lt;br /&gt;
|Category=[[:Category:Maps|Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nostalgia is a modern take on a classic background of Sim Tower. Your tower has access to an even mix of residential, office, and commercial market. This is a balanced map to allow your tower to grow.&lt;br /&gt;
&lt;br /&gt;
== Star Rating Unlocks ==&lt;br /&gt;
&lt;br /&gt;
The following content unlocks as the map reaches each star rating. &lt;br /&gt;
&lt;br /&gt;
See [[Star rating]] for the population and service objectives:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Star rating&lt;br /&gt;
! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|1}} || Room: [[Housekeeping]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|2}} || Rooms: [[Hotel Front Desk]], [[Single Hotel Room]], [[Restaurant]], and [[Security Services]]. Transport: [[Express Elevator]]. Wallpaper: [[Sky Lobby]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|3}} || Rooms: [[Delivery Dock]], [[Cinema]], [[Store]], [[Clinic]], [[Garbage Dock]], [[Parking Ramp]], [[Parking Stall]], and [[Twin Hotel Room]]. Wallpaper: [[Skybridge]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|4}} || Rooms: [[Event Hall]], [[Subway Station]], and [[Suite Hotel Room]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|5}} || Room: [[Stadium]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Tokyo&amp;diff=1123</id>
		<title>Tokyo</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Tokyo&amp;diff=1123"/>
		<updated>2026-10-08T07:05:49Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Tokyo&lt;br /&gt;
|Image=Tokyo_preview.png&lt;br /&gt;
|Description=Tokyo Map&lt;br /&gt;
|Starting funds={{Game Money|cost=1000000}}&lt;br /&gt;
|Size=250 tiles wide; 100 above-ground floors; 13 underground floors&lt;br /&gt;
|Category=[[:Category:Maps|Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tokyo is the capital of Japan and one of the world’s largest economic and business centers. Your tower has access to a large consumer market, but you will need to manage strong competition and high expectations from your tenants.&lt;br /&gt;
== Star Rating Unlocks ==&lt;br /&gt;
&lt;br /&gt;
The following content unlocks as the map reaches each star rating. &lt;br /&gt;
&lt;br /&gt;
See [[Star rating]] for the population and service objectives:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Star rating&lt;br /&gt;
! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|1}} || Room: [[Housekeeping]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|2}} || Rooms: [[Hotel Front Desk]], [[Single Hotel Room]], [[Restaurant]], and [[Security Services]]. Transport: [[Express Elevator]]. Wallpaper: [[Sky Lobby]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|3}} || Rooms: [[Delivery Dock]], [[Cinema]], [[Store]], [[Clinic]], [[Garbage Dock]], [[Parking Ramp]], [[Parking Stall]], and [[Twin Hotel Room]]. Wallpaper: [[Skybridge]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|4}} || Rooms: [[Event Hall]], [[Subway Station]], and [[Suite Hotel Room]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|5}} || Room: [[Stadium]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Nostalgia&amp;diff=1122</id>
		<title>Nostalgia</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Nostalgia&amp;diff=1122"/>
		<updated>2026-10-08T07:05:23Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Nostalgia&lt;br /&gt;
|Image=Nostalgia_preview.png&lt;br /&gt;
|Description=Bring back the good memories.&lt;br /&gt;
|Starting funds={{Game Money|cost=1000000}}&lt;br /&gt;
|Size=250 tiles wide; 100 above-ground floors; 13 underground floors&lt;br /&gt;
|Category=[[:Category:Maps|Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nostalgia is a modern take on a classic background of Sim Tower. Your tower has access to an even mix of residential, office, and commercial market. This is a balanced map to allow your tower to grow.&lt;br /&gt;
&lt;br /&gt;
== Star Rating Unlocks ==&lt;br /&gt;
&lt;br /&gt;
The following content unlocks as the map reaches each star rating. &lt;br /&gt;
&lt;br /&gt;
See [[Star rating]] for the population and service objectives:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Star rating&lt;br /&gt;
! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|1}} || Room: [[Housekeeping]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|2}} || Rooms: [[Hotel Front Desk]], [[Single Hotel Room]], [[Restaurant]], and [[Security Services]]. Transport: [[Express Elevator]]. Wallpaper: [[Sky Lobby]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|3}} || Rooms: [[Delivery Dock]], [[Cinema]], [[Store]], [[Clinic]], [[Garbage Dock]], [[Parking Ramp]], [[Parking Stall]], and [[Twin Hotel Room]]. Wallpaper: [[Skybridge]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|4}} || Rooms: [[Event Hall]], [[Subway Station]], and [[Suite Hotel Room]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|5}} || Room: [[Stadium]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Tutorial&amp;diff=1121</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Tutorial&amp;diff=1121"/>
		<updated>2026-10-08T07:02:42Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox build item&lt;br /&gt;
|Name=Tutorial&lt;br /&gt;
|Image=Tutorial_preview.png&lt;br /&gt;
|Description=A gentle introduction to the tower.&lt;br /&gt;
|Starting funds={{Game Money|cost=10000000}}&lt;br /&gt;
|Size=100 tiles wide; 25 above-ground floors; 5 underground floors&lt;br /&gt;
|Category=[[:Category:Maps|Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tutorial Map is an introductory map giving a guided tour on some of the basic mechanics in 2D Tower.&lt;br /&gt;
== Overview ==&lt;br /&gt;
The map walks you through basic camera controls, building your first few stories of your new Tower, and helps you set up your first Condos, Offices, and Hotel.&lt;br /&gt;
&lt;br /&gt;
As an introductory map, the size and buildings on this map are limited. Unlike the full city maps, the Tutorial does not include the [[Subway Station]] or [[Stadium]].&lt;br /&gt;
&lt;br /&gt;
== Star Rating ==&lt;br /&gt;
&lt;br /&gt;
The guided lessons and the star objectives are separate. The current star objectives are listed below; follow the lesson prompts for the introductory building sequence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Star rating !! Objectives&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|1}} || Reach 50 population&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|2}} || Reach 100 population&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|3}} || Reach 300 population&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|4}} || Reach 500 population&lt;br /&gt;
|-&lt;br /&gt;
| {{Stars|5}} || Reach 1,000 population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Start playing guides]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Maps&amp;diff=1120</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Maps&amp;diff=1120"/>
		<updated>2026-10-08T07:00:56Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 3 maps with some more coming in future updates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Tutorial]]&#039;&#039;&#039; — a guided introduction to basic gameplay.&lt;br /&gt;
* &#039;&#039;&#039;[[Nostalgia]]&#039;&#039;&#039; — a modern take on the original Sim Tower map.&lt;br /&gt;
* &#039;&#039;&#039;[[Tokyo]]&#039;&#039;&#039; — build a skyscraper in Tokyo, Japan.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Start playing guides]]&lt;br /&gt;
[[Category:Game overview]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://2dtower.com/wiki/index.php?title=Special_events&amp;diff=1119</id>
		<title>Special events</title>
		<link rel="alternate" type="text/html" href="https://2dtower.com/wiki/index.php?title=Special_events&amp;diff=1119"/>
		<updated>2026-10-08T05:46:21Z</updated>

		<summary type="html">&lt;p&gt;Leo: Created page with &amp;quot;There are special events that might happen during your game.  === Buried treasure === Some maps might have buried treasure for you to discover. Buried treasure  === VIP Visit === Some maps might have VIPs that visit you.  === Something bad === Some maps might have something bad that might happen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are special events that might happen during your game.&lt;br /&gt;
&lt;br /&gt;
=== Buried treasure ===&lt;br /&gt;
Some maps might have buried treasure for you to discover.&lt;br /&gt;
[[File:Buried treasure.png|alt=Buried treasure|none|thumb|Buried treasure]]&lt;br /&gt;
&lt;br /&gt;
=== VIP Visit ===&lt;br /&gt;
Some maps might have VIPs that visit you.&lt;br /&gt;
&lt;br /&gt;
=== Something bad ===&lt;br /&gt;
Some maps might have something bad that might happen.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
</feed>