Noise: Difference between revisions
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This page was last edited on 5 October 2026, at 21:48.
Expand gameplay manual from current game definitions |
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.