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Noise: Difference between revisions

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This page was last edited on 5 October 2026, at 21:48.
Gary (talk | contribs)
Expand gameplay manual from current game definitions
Gary (talk | contribs)
Point residential-room advice to the existing residential reference category
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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 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.
Practical play: use the Noise overlay and separate busy services from [[:Category:Residential|residential rooms]] and hotel rooms.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
{{Navbox All}}
{{Navbox All}}

Revision as of 21:48, 5 October 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 rooms and hotel rooms.