J02 Build note / operations
Waste has to go somewhere
A tower produces garbage on every occupied floor. Treating it as a number would erase the building problem: where does it travel, where does it wait, and—when a loading dock is built—what else needs the same bay?
The player problem
Back-of-house work should compete for real space. A crowded hotel and a large office floor create different waste pressure, but both still need a vertical route, somewhere to collect material, and a truck that can reach the building.
What changed
Garbage and recycling now use separate chutes. Each chute must connect to the matching centre below. The simulation tracks centre width, fill, and collection state while material waits for the appropriate collection job.
Waste uses its own collection system. When the player builds a loading dock, waste trucks compete with parcels, food, linen, retail stock, and construction deliveries for its one-at-a-time bay; a dockless tower is currently unrestricted.
What the player can notice
The build marks whether a chute reaches the matching centre. Separate garbage and recycling routes stop one generic capacity number from hiding the layout; player-facing centre expansion controls and a dedicated centre-status readout remain future interface work.
What remains
Balance still needs external playtesting. Cleaning rounds, sanitation, pests, complaints, and closure consequences belong to wider operations work; this update does not claim those systems are finished.
Current pre-alpha gameplay and key art use AI-generated placeholders. They are temporary and will be replaced after the systems and building footprints settle and an artist is hired.
tower management simulation