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Noise measures how tolerable a location is. Open rooms can emit noise; some rooms emit it only while occupied. Noise is evaluated around the room entrance, and low noise satisfaction can produce a warning badge.
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.  


Keep noisy workplaces and services away from [[Residential|homes]] and [[Single Hotel Room|hotel rooms]]. Use the Noise overlay to identify affected areas.
== Noisy rooms ==
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.


[[Category:Mechanics]]
== Traffic ==
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.
 
Be careful where you place noisy rooms and how traffic flows through your tower.
 
[[Category:Game mechanics]]
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[[Category:Services and environment]]

Latest revision as of 00:04, 12 October 2026

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.

Noisy rooms

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.

Traffic

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.

Be careful where you place noisy rooms and how traffic flows through your tower.