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Noise: Difference between revisions

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This page was last edited on 22 September 2026, at 07:08.
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Document current game mechanics from source
 
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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 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.


Keep noisy workplaces and services away from [[Residential|homes]] and [[Single Hotel Room|hotel rooms]]. Use the Noise overlay to identify affected areas.
Practical play: use the Noise overlay and separate busy services from [[Residential]] and hotel rooms.


[[Category:Mechanics]]
[[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.