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Basic elevator: Difference between revisions

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This page was last edited on 5 October 2026, at 21:35.
Gary (talk | contribs)
Correct elevator system/car costs and upgrade price formulas
Gary (talk | contribs)
Pilot transport layout with one stats reference, preserved upgrade formulas and diagnostics
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{{Infobox build item
{{Infobox build item
|Name=Elevator
|Name=Basic Elevator
|Image=Basic_Elevator.png
|Image=Basic_Elevator.png
|Description=Standard elevator to move people between floors
|Description=Standard elevator to move people between floors
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}}
}}


Elevator is a transport system in 2D Tower. Standard elevator to move people between floors.
Basic Elevator carries passengers between connected floors. Use it for general access to nearby room clusters; see [[Elevator guide]] for system comparisons and route planning.
== Overview ==
 
* Construction cost: {{Game Money|cost=150000}}
== How it works ==
* Base maintenance: {{Game Money|cost=1500}} per day for the system, plus {{Game Money|cost=1000}} per car per day before upgrades.
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.
* Additional car construction: {{Game Money|cost=50000}}
 
* Power: base system draw plus loading and moving cars.
== Operating costs ==
* Footprint: 4 tiles × 1 floor
Additional car construction costs {{Game Money|cost=50000}}. System and per-car base upkeep are shown in the infobox; electricity and upgrades are separate.
* Category: [[:Category:Transports|Transports]]


== Upgrades ==
== Upgrades ==
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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.
[[Category:Transports]]
[[Category:Elevators]]


{{Navbox Transports}}
== Strategy ==
Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft when queues and commute results show demand beyond the current capacity. Parking cars near demand centers reduces idle response time. Configure express-like stop patterns only while retaining a local route to skipped floors.


== How it works ==
== Troubleshooting ==
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.
Check power, operational state, served floors, transfer connections and available cars before upgrading. Use [[Elevator guide]] and [[Troubleshooting]] to diagnose failed or slow trips.


== Strategy ==
<small>Balance checked 5 October 2026 against current project snapshot bffae344 and working files (project version 0.1.9); other builds and custom content may differ.</small>
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.
{{Navbox Transports}}
[[Category:Transports]]
[[Category:Elevators]]

Revision as of 21:35, 5 October 2026

Basic Elevator
Basic 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


Basic Elevator carries passengers between connected floors. Use it for general access to nearby room clusters; see Elevator guide for system comparisons and route planning.

How it works

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.

Operating costs

Additional car construction costs $100,000. System and per-car base upkeep are shown in the infobox; electricity and upgrades are separate.

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.

Strategy

Use Basic Elevators as the general-purpose passenger spine. Add cars or a parallel shaft when queues and commute results show demand beyond the current capacity. Parking cars near demand centers reduces idle response time. Configure express-like stop patterns only while retaining a local route to skipped floors.

Troubleshooting

Check power, operational state, served floors, transfer connections and available cars before upgrading. Use Elevator guide and Troubleshooting to diagnose failed or slow trips.

Balance checked 5 October 2026 against current project snapshot bffae344 and working files (project version 0.1.9); other builds and custom content may differ.