Basic elevator
| Construction cost | $300,000 |
| Maintenance cost | ,$5,000/day |
| Power | 1 |
| Size | 4 tiles × 1 floor |
| Category | Elevators |
Elevator is a transport system in 2D Tower. Standard elevator to move people between floors.
Overview
- Construction cost: $300,000
- Maintenance: ,$1,000 per day
- Active power use: 1
- Footprint: 4 tiles × 1 floor
- Category: Transports
Upgrades
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 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.
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.
\n\n== 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.
