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Basic elevator: Difference between revisions

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This page was last edited on 5 October 2026, at 21:04.
Gary (talk | contribs)
Expand game-mechanics guide and placement strategy
Gary (talk | contribs)
Correct elevator system/car costs and upgrade price formulas
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|Description=Standard elevator to move people between floors
|Description=Standard elevator to move people between floors
|Construction cost={{Game Money|cost=150000}}
|Construction cost={{Game Money|cost=150000}}
|Maintenance cost=,{{Game Money|cost=2500}}/day
|Maintenance cost={{Game Money|cost=1500}}/day + {{Game Money|cost=1000}}/car/day (before upgrades)
|Power=1
|Power=Varies with car activity
|Size=4 tiles × 1 floor
|Size=4 tiles × 1 floor
|Category=[[:Category:Elevators|Elevators]]
|Category=[[:Category:Elevators|Elevators]]
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== Overview ==
== Overview ==
* Construction cost: {{Game Money|cost=150000}}
* Construction cost: {{Game Money|cost=150000}}
* Maintenance: ,{{Game Money|cost=500}} per day
* Base maintenance: {{Game Money|cost=1500}} per day for the system, plus {{Game Money|cost=1000}} per car per day before upgrades.
* Active power use: 1
* Additional car construction: {{Game Money|cost=50000}}
* Power: base system draw plus loading and moving cars.
* Footprint: 4 tiles × 1 floor
* Footprint: 4 tiles × 1 floor
* Category: [[:Category:Transports|Transports]]
* Category: [[:Category:Transports|Transports]]
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Elevators can be upgraded from the '''Configuration''' tab. Upgrades have two stages:
Elevators can be upgraded from the '''Configuration''' tab. Upgrades have two stages:


# Upgrade the '''elevator system''' first. The system can reach level 5. Its next upgrade costs the elevator's construction cost multiplied by its next level (for example, level 0 to 1 costs one construction cost, and level 1 to 2 costs two). Each system level also raises its base daily maintenance by one additional base-maintenance amount.
# Upgrade the '''elevator system''' first, up to level 5. Each system upgrade costs 50% of the system construction price. Each level increases the system maintenance multiplier by 25% of its base amount.
# Upgrade each '''car''' separately. A car cannot be upgraded beyond the system's current upgrade level, and each car can reach level 5. Its next upgrade costs the car construction cost multiplied by its next level.
# Upgrade each '''car''' separately, up to the system's current level (maximum level 5). Each car upgrade costs 25% of the car construction price.


Every car level increases that car's maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.
Every car level increases that car's maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.
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[[Category:Elevators]]
[[Category:Elevators]]


{{Navbox Transports}}\n\n== How it works ==
{{Navbox Transports}}
 
== How it works ==
Basic Elevators move passenger sims through a 4-tile shaft. The system can add cars, upgrade the system and individual cars, set service floors, and assign parking floors. Base system power is supplemented by per-car loading and moving power.
Basic Elevators move passenger sims through a 4-tile shaft. The system can add cars, upgrade the system and individual cars, set service floors, and assign parking floors. Base system power is supplemented by per-car loading and moving power.


== Strategy ==
== Strategy ==
Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft before queues are visible across several floors, and disable service only when an express pattern genuinely improves the rest of the network. Parking cars near demand centers reduces idle response time.
Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft before queues are visible across several floors, and disable service only when an express pattern genuinely improves the rest of the network. Parking cars near demand centers reduces idle response time.

Revision as of 21:04, 5 October 2026

Elevator
Elevator
Standard elevator to move people between floors
Construction cost$300,000
Maintenance cost$3,000/day + $2,000/car/day (before upgrades)
PowerVaries with car activity
Size4 tiles × 1 floor
CategoryElevators


Elevator is a transport system in 2D Tower. Standard elevator to move people between floors.

Overview

  • Construction cost: $300,000
  • Base maintenance: $3,000 per day for the system, plus $2,000 per car per day before upgrades.
  • Additional car construction: $100,000
  • Power: base system draw plus loading and moving cars.
  • Footprint: 4 tiles × 1 floor
  • Category: Transports

Upgrades

Elevators can be upgraded from the Configuration tab. Upgrades have two stages:

  1. Upgrade the elevator system first, up to level 5. Each system upgrade costs 50% of the system construction price. Each level increases the system maintenance multiplier by 25% of its base amount.
  2. Upgrade each car separately, up to the system's current level (maximum level 5). Each car upgrade costs 25% of the car construction price.

Every car level increases that car's maximum speed and acceleration by 25% of their base values, and increases capacity by the same percentage (rounded to a whole passenger). At level 5, a fully upgraded car has 225% of its base speed, acceleration and capacity.

How it works

Basic Elevators move passenger sims through a 4-tile shaft. The system can add cars, upgrade the system and individual cars, set service floors, and assign parking floors. Base system power is supplemented by per-car loading and moving power.

Strategy

Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft before queues are visible across several floors, and disable service only when an express pattern genuinely improves the rest of the network. Parking cars near demand centers reduces idle response time.