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Transport systems: Difference between revisions

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This page was last edited on 22 September 2026, at 07:08.
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Add player guide sourced from current game mechanics
 
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Expand gameplay manual from current game definitions
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Transport moves people through the tower. Elevators, escalators, stairs, and other transport types have their own capacity, routing, operational state, and—in applicable cases—power demand.
Transport connects the tower. Elevators, escalators, stairs and other transport have capacity, routing and operational state; powered transport also uses [[Power]].


Commute is a common room-evaluation factor: a room can be rentable but still perform poorly if tenants and visitors cannot reach it efficiently. As the tower grows, add capacity and choose transport placement to keep wait and travel times practical. Power shortages can also take powered transport out of service.
People need a usable route to each destination. Congestion and slow journeys worsen commute-related room evaluation, while a power shortage can take powered transport out of service.


See [[Traffic]] for the local foot-traffic metric and the individual transport articles for their build data.
Practical play: build capacity before distant floors need it, spread demand across routes, and watch [[Traffic]] as population grows.


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

Revision as of 07:08, 22 September 2026

Transport connects the tower. Elevators, escalators, stairs and other transport have capacity, routing and operational state; powered transport also uses Power.

People need a usable route to each destination. Congestion and slow journeys worsen commute-related room evaluation, while a power shortage can take powered transport out of service.

Practical play: build capacity before distant floors need it, spread demand across routes, and watch Traffic as population grows.