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This page was last edited on 5 October 2026, at 22:37.
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|Image=Store.png
|Image=Store.png
|Description=A retail store for lease.
|Description=A retail store for lease.
|Construction cost=$125,000
|Environment=-20
|Maintenance cost=$100/day
|Noise=70
|Construction cost={{Game Money|cost=90000}}
|Recurring charges={{Game Money|cost=250}}–{{Game Money|cost=1250}}/day
|Maintenance cost={{Game Money|cost=100}}/day
|Workers=2
|Workers=2
|Power=8
|Power=8
Line 11: Line 14:
|Category=[[:Category:Shops|Shops]]
|Category=[[:Category:Shops|Shops]]
}}
}}
A Store provides retail space for rent. Small businesses may choose to open up a shop in your tower. Stores generate consistent income through rent and attracts additional visitors to your Tower.


Store is a buildable item in 2D Tower. A retail store for lease.
Unlike most tenants, Stores desire high foot traffic areas and don't mind high noise areas.
== Overview ==
 
* Construction cost: $125,000
== Strategy ==
* Maintenance: $100 per day
Shoppers may visit other nearby stores. You should place stores near each other in high traffic areas. Some shoppers need a [[Washroom]] or [[Food|food]] stop; failed needs can spoil their visit.
* Staffing: 2
For worked prospect and visitor-feedback arithmetic, see [[Market demand#Worked examples|Market demand examples]].
* Active power use: 8
 
* Footprint: 12 tiles × 1 floor
== Visitors and reputation ==
* Category: [[:Category:Shops|Shops]]
Stores lease to businesses through [[Market demand|commercial tenant prospects]], but shoppers use a separate visitor market. Each occupied, enabled store contributes to the tower's daily store-trip target. The starting target is 17.5 trips per store per day, bounded between 2.5 and 25. These are targets before weather, tourism, economic conditions, tower attractions and the regional visitor limit; they are not guaranteed customer counts.
 
The target adjusts each day using completed trips from the previous three days. At least five completed trips are needed. Below 60% successful trips it falls by up to 10% per day; from 60% through 85% it stays steady; above 85% it grows by up to 5% per day. The demand display shows the target and recent results.
 
Successful trips require the visitor to reach and use the store, complete any food or washroom stop they need, and leave successfully with an acceptable commute. Failed services or trips that time out hurt the result. Good transport and nearby food and washrooms therefore help future traffic as well as today's shoppers. Extra stops can make recorded store visits exceed the number of scheduled trips.
 
Store appearances are cosmetic and do not create different visitor markets. Adding stores increases capacity and the initial target, but sustainable growth still depends on shoppers' experiences.
 
== Evaluation ==
 
The following metric evaluations apply to this room:
 
{| class="wikitable"
! Starts at star count
! Evaluation item
! Scoring range
|-
| {{Stars|1}} || Price || -20 to +10 points
|-
| {{Stars|1}} || Commute || -20 to +10 points
|-
| {{Stars|1}} || Profitability || -20 to +10 points
|-
| {{Stars|2}} || Traffic || -5 to +15 points
|-
| {{Stars|2}} || Environment || -15 to +5 points
|-
| {{Stars|3}} || Security || -15 to +5 points
|-
| {{Stars|2}} || Washroom || -15 to +5 points
|-
| {{Stars|3}} || Parking || -10 to +10 points
|}
[[Category:Rooms]]
[[Category:Rooms]]
[[Category:Shops]]
[[Category:Shops]]


{{Navbox Rooms}}
{{Navbox Rooms}}

Latest revision as of 22:37, 5 October 2026

 Store
Store
A retail store for lease.
Construction cost$180,000
Maintenance cost$200/day
Rent$500–$2,500/day
Noise70 
Environment-20 
Workers2
Power8 
Size12 tiles × 1 floor
CategoryShops

A Store provides retail space for rent. Small businesses may choose to open up a shop in your tower. Stores generate consistent income through rent and attracts additional visitors to your Tower.

Unlike most tenants, Stores desire high foot traffic areas and don't mind high noise areas.

Strategy

Shoppers may visit other nearby stores. You should place stores near each other in high traffic areas. Some shoppers need a Washroom or food stop; failed needs can spoil their visit. For worked prospect and visitor-feedback arithmetic, see Market demand examples.

Visitors and reputation

Stores lease to businesses through commercial tenant prospects, but shoppers use a separate visitor market. Each occupied, enabled store contributes to the tower's daily store-trip target. The starting target is 17.5 trips per store per day, bounded between 2.5 and 25. These are targets before weather, tourism, economic conditions, tower attractions and the regional visitor limit; they are not guaranteed customer counts.

The target adjusts each day using completed trips from the previous three days. At least five completed trips are needed. Below 60% successful trips it falls by up to 10% per day; from 60% through 85% it stays steady; above 85% it grows by up to 5% per day. The demand display shows the target and recent results.

Successful trips require the visitor to reach and use the store, complete any food or washroom stop they need, and leave successfully with an acceptable commute. Failed services or trips that time out hurt the result. Good transport and nearby food and washrooms therefore help future traffic as well as today's shoppers. Extra stops can make recorded store visits exceed the number of scheduled trips.

Store appearances are cosmetic and do not create different visitor markets. Adding stores increases capacity and the initial target, but sustainable growth still depends on shoppers' experiences.

Evaluation

The following metric evaluations apply to this room:

Starts at star count Evaluation item Scoring range
Price -20 to +10 points
Commute -20 to +10 points
Profitability -20 to +10 points
Traffic -5 to +15 points
Environment -15 to +5 points
Security -15 to +5 points
Washroom -15 to +5 points
Parking -10 to +10 points