Noise: Difference between revisions
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This page was last edited on 22 September 2026, at 07:08.
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Noise measures how | 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. | ||
Practical play: use the Noise overlay and separate busy services from [[Residential]] and hotel rooms. | |||
[[Category: | [[Category:Game mechanics]] | ||
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Revision as of 07:08, 22 September 2026
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.
Practical play: use the Noise overlay and separate busy services from Residential and hotel rooms.