J01 Build note / occupancy
Who gets the keys?
An empty room is easy. Choosing the company or household that will fill it—and living with every trip they add—is the interesting part.
The player problem
Occupancy should create a choice, not happen invisibly. A larger office can pay more, but it also introduces more workers, more journeys, more service demand, and more waste. A household brings its own price fit, size, and move-in timing.
What changed
Vacant offices and condos now receive procedural applicants. The player can review the pool and choose who moves in, or leave selection on automatic. Both facility families have small, medium, and large layouts, so a lease decision begins with the space itself.
The applicant pool is derived from the current tower instead of being stored as a permanent list. That keeps the result tied to the same deterministic simulation that owns demand, prices, occupancy, and movement.
What the player can notice
Two empty rooms of the same type no longer have to become the same tenant. Applicant fit, capacity, price, and delay create different near-term choices. Once occupied, those choices feed the tower’s existing transport, service, finance, and waste pressures.
What remains
Households currently provide applicant identity, income qualification, size, and move-in delay. Roles, individual schedules, relationships, negotiation, and trait-driven effects are not implemented. Utility suitability and long-term tenant relationships are later design questions.
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