Strategy/Construction
From Tiny Tower Wiki
- Further information: Construction
Though the basic idea is straightforward — get money, build a floor, choose a category, wait — there are some subtleties to the process. Firstly, the demand for a floor type impacts the amount of customer traffic a new floor in that category would earn if built, though any two floors of the same category, fully stocked, will naturally earn the same income. Secondly, although no numeric values have been found, it seems as though higher numbered floor construction gives way to a better chance of construction of higher value floors, like the Doctors Office as compared to the Coffee House.
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Business Demand
Every commercial floor type in the game will display a statistic for the Business Demand — the Bitizen want for such an establishment, displayed as a percentage. The more of each type of floor a player has, the lower the demand will be, according to the following conjectured formula:
The result is rounded up and caps at 100%. At zero category floors, the player will see 100% demand.
Residential floors do not impact business demand.
Rates of Demand
The following chart is constructed from calculated Business Demand values using maximums from the Version 1.4 update.
| Category Floors per Total Commercial Floors | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
| 0 | 100 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 5 | 100 | 100 | 50 | 34 | 25 | 20 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 10 | 100 | 100 | 100 | 67 | 50 | 40 | 34 | 29 | 25 | 23 | 20 | - | - | - | - | - | - | - | - |
| 15 | 100 | 100 | 100 | 100 | 75 | 60 | 50 | 43 | 38 | 34 | 30 | 28 | 25 | 24 | 22 | - | - | - | - |
| 20 | 100 | 100 | 100 | 100 | 100 | 80 | 67 | 58 | 50 | 45 | 40 | 37 | 34 | 31 | 29 | 27 | 25 | 24 | 23 |
| 25 | 100 | 100 | 100 | 100 | 100 | 100 | 84 | 72 | 63 | 56 | 50 | 46 | 42 | 39 | 36 | 34 | 32 | 30 | 28 |
| 30 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 86 | 75 | 67 | 60 | 55 | 50 | 47 | 43 | 40 | 38 | 36 | 34 |
| 35 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 88 | 78 | 70 | 64 | 59 | 54 | 50 | 47 | 44 | 42 | 39 |
| 40 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 89 | 80 | 73 | 67 | 62 | 58 | 54 | 50 | 48 | 45 |
| 45 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 90 | 82 | 75 | 70 | 65 | 60 | 57 | 53 | 50 |
| 50 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 91 | 84 | 77 | 72 | 67 | 63 | 59 | 56 |
| 55 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 92 | 85 | 79 | 74 | 69 | 65 | 62 |
| 60 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 93 | 86 | 80 | 75 | 71 | 67 |
| 65 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 93 | 87 | 82 | 77 | 72 |
| 70 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 94 | 88 | 83 | 78 |
| 75 | - | - | - | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 94 | 89 | 84 |
| 80 | - | - | - | - | - | - | - | - | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 95 | 89 |
| 85 | - | - | - | - | - | - | - | - | - | - | - | - | - | 100 | 100 | 100 | 100 | 100 | 95 |
| 90 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 100 |
Impact of Demand
A floor of a lower demand category will draw less customer traffic than one of a higher category. For this reason, it is beneficial for the player to keep demand on all floor types high by building from each category evenly. The following table illustrates the approximate impact of various demand levels.
| Business Demand | Customers / Minute |
|---|---|
| 100% | 10 |
| 90% | 9 |
| 80% | 8 |
| 70% | 7 |
| 60% | 6 |
| 50% | 5 |
Floor Value
Any two floors of the same category, fully stocked with equal business demand, will naturally earn the same income over time. However, floors with higher maximum stock — henceforth referred to as high value floors — such as the Doctors Office as compared to the Coffee House — can produce more without attention and yield higher maximums for Big Spender visits. Generally, this is a good thing, and so higher value floors are more likely to be constructed at higher construction floors, to reward dedicated players.
It is important to note that higher value floors are not strictly better than lower value floors; as stated, their natural rate of income will be the same. Each of these floors types simply serve a different purpose. A lower value floor such as the Coffee House requires more player attention to stay open and fully stocked, but therefore more frequently offers a bonus for being fully stocked — this could be coins or 1 Tower Bux. The higher value floors like the Doctors Office can produce more revenue in a single Big Spender and can stay open longer with significantly less attention but give very few chances for the fully stocked bonus. Thus higher value floors work better for the casual (or sleeping) player, but the hardcore player may get more value from the lower value floors.
Advanced Strategy: Cycling Floors
Should the player fall into this former category — as most probably do — higher value floors are therefore more desirable. If such a player is short on money but has a lot of time, the option to cycle floors becomes approachable. Also, a good strategy for floor building is: 1 residential, 2 stores, 1 residential, 2 stores, 1 residential, 1 store etc. This ensures that you always have a good amount of workers in your shops.
- Unemploy all Bitizens of one low value floor.
- Allow that floor to run out of stock to close. (Optional, but necessary not to lose stock value.)
- Delete that floor.
- Freely install a new floor in its place, with the advantage of the higher value probability.
- Wait for construction to finish.
- Employ and stock new, potentially higher value floor.
- Repeat.
- ???
- Profit.
| Strategy | |
|---|---|
| Currency | Basics • Bank • Elevator Upgrades • Floor Upgrades • Get Bux • Coins • Tower Bux |
| Construction | Basics • Business Demand • Floor Value • Cycling Floors • Construction |
| Special Events | Basics • Big Spender Optimization • Color Coding • Floor Name Coding • VIPs • Deliveries & Messages |
| Moving In | Basics • Cycling Residents • Tower Bux Juggle • Landlord Management, Inc. |
| Employment | Basics • Discounts • Dream Jobs • Cycling Employees |
| Stock | Basics • Quick Sell • Hurry • Selective Stocking • Missions • Gifting |