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Noise measures how disruptive a location is. Open rooms can emit noise, and some emit it only while occupied. It is evaluated near a room entrance; low satisfaction can create a warning. [[Traffic]] can add pressure around busy routes.
Noise measures how loud a location is.  


Practical play: use the Noise overlay and separate busy services from [[:Category:Residential|residential rooms]] and hotel rooms.
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.
 
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]]
[[Category:Game mechanics]]

Revision as of 06:32, 9 October 2026

Noise measures how loud a location is.

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.

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.