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Expand gameplay manual from current game definitions
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Clarify tenant arrivals, minimum stays, departure checks and retention
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Tenants turn built space into an operating tower. Residential rooms house residents; commercial rooms use workers and visitors; hotel rooms host guests.
Tenants turn built space into an operating tower. Residential rooms house residents, offices provide workplaces, commercial businesses employ workers and serve customers, and hotels host guests.


== Moving in and staying ==
== Moving in ==
Permanent tenants come from [[Market demand|prospect pools]] and search during daytime. Hotel guests and commercial visitors use separate arrival and operating schedules. Once occupied, a room is checked through [[Room evaluation]]; poor price, service, commute, noise, environment, cleanliness, security or other configured results can eventually lead to a vacancy.
Permanent tenants come from [[Market demand|prospect pools]] and search during daytime, normally 06:00 to before 20:00. Residential households, office businesses and commercial businesses use their own sector pools; condos and apartments share residential prospects. One completed lease or sale consumes one prospect.


Practical play: a signed lease is not permanent. Keep rooms powered, reachable and supported by the services they evaluate.
A vacant room must be eligible to accept a tenant. Its [[Room evaluation|evaluation]], price and available services affect its appeal, and it competes with other rooms and outside alternatives. Building an empty room does not guarantee an immediate occupant.
 
Hotel guests and commercial visitors use separate booking, arrival and operating schedules. A shop's tenant and its customers are different: attracting a business does not automatically supply all the visitors it needs.
 
== Staying and leaving ==
Once occupied, a room is checked through [[Room evaluation]]. Poor price, service, commute, [[Noise|noise]], [[Environment|environment]], cleanliness, security or other results relevant to that room can eventually lead to a vacancy.
 
Standard offices, condos, apartments and stores have a three-day minimum stay before evaluation-based departure checks can count against them. They then require four consecutive failed departure checks. A satisfactory check resets that failure count; a brief problem does not automatically end a tenancy.
 
Departure thresholds depend on difficulty: the standard threshold is 25 on Easy, 37.5 on Normal and 50 on Hard. A score at or above the threshold passes the check. These are departure thresholds, not the score needed to attract a new tenant.
 
Advertising does not relax these requirements. An empty prospect pool or a recession alone does not evict a tenant. After an unhappy departure, the sector suffers a temporary reputation penalty to incoming prospects, so fixing the room's problems is more useful than repeatedly replacing its occupants.
 
== Keeping tenants satisfied ==
* Keep rooms powered and connected to the ground floor.
* Inspect the room query to find the specific failing measurement or service.
* Check routes and provider availability, not just whether a service building exists somewhere in the tower.
* Keep commercial customer traffic and transport working after the lease is signed.
* Give services time to operate, but resolve unavailable, failed or overdue needs instead of relying on new advertising.
 
See [[Needs and requirements]], [[Transport systems]] and [[Room evaluation]] for the systems behind these results.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
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Revision as of 20:37, 5 October 2026

Tenants turn built space into an operating tower. Residential rooms house residents, offices provide workplaces, commercial businesses employ workers and serve customers, and hotels host guests.

Moving in

Permanent tenants come from prospect pools and search during daytime, normally 06:00 to before 20:00. Residential households, office businesses and commercial businesses use their own sector pools; condos and apartments share residential prospects. One completed lease or sale consumes one prospect.

A vacant room must be eligible to accept a tenant. Its evaluation, price and available services affect its appeal, and it competes with other rooms and outside alternatives. Building an empty room does not guarantee an immediate occupant.

Hotel guests and commercial visitors use separate booking, arrival and operating schedules. A shop's tenant and its customers are different: attracting a business does not automatically supply all the visitors it needs.

Staying and leaving

Once occupied, a room is checked through Room evaluation. Poor price, service, commute, noise, environment, cleanliness, security or other results relevant to that room can eventually lead to a vacancy.

Standard offices, condos, apartments and stores have a three-day minimum stay before evaluation-based departure checks can count against them. They then require four consecutive failed departure checks. A satisfactory check resets that failure count; a brief problem does not automatically end a tenancy.

Departure thresholds depend on difficulty: the standard threshold is 25 on Easy, 37.5 on Normal and 50 on Hard. A score at or above the threshold passes the check. These are departure thresholds, not the score needed to attract a new tenant.

Advertising does not relax these requirements. An empty prospect pool or a recession alone does not evict a tenant. After an unhappy departure, the sector suffers a temporary reputation penalty to incoming prospects, so fixing the room's problems is more useful than repeatedly replacing its occupants.

Keeping tenants satisfied

  • Keep rooms powered and connected to the ground floor.
  • Inspect the room query to find the specific failing measurement or service.
  • Check routes and provider availability, not just whether a service building exists somewhere in the tower.
  • Keep commercial customer traffic and transport working after the lease is signed.
  • Give services time to operate, but resolve unavailable, failed or overdue needs instead of relying on new advertising.

See Needs and requirements, Transport systems and Room evaluation for the systems behind these results.