Tower Lobby

History

Tower Lobby — a interaction in the city builder.

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_[Screenshot of the Tower Lobby interior — replace this placeholder with an in-game capture.]_
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The Tower Lobby is a cross-section interior floor layout for tall buildings, where a lobby base, a vertical lift spine, and stacked tenant bays are shown together with a lift readout.

Triggers

Entering a tall building — any structure above the tall-floor threshold, plus commercial towers of three or more floors — opens the cross-section shell instead of a single-room layout, revealing the lobby, lift spine, tenant bays, and lift readout at once.

Controls

The Primary station is the lift control at the spine, the Support station is the lobby base, and the Service station handles tenant-bay turnover; resident motes ride the lower lane between floors. Tapping the lift dispatches it up the spine and each served bay is locked in.

Outcomes

A served run fills tenant bays and arms an occupancy buff; the lift readout reports the producing status. A skipped run only leaves bays unserved for that pass, with no penalty and a clean restart.

Accessibility

A single tap auto-resolves the whole tower to the fair baseline occupancy, so the lift timing is never required by hand. The lift spine, lobby base, and floor bays stay distinct on entry.

Related buildings

High-floor and tower buildings — the High-Rise Block, Condominium, and Arcology, among others — open into the Tower Lobby cross-section.

Screenshots & static variants

The shell re-skins per era material; the lobby, spine, and bay stack keep their cross-section geometry across ages, so one capture is representative.

Version history

Added with the interior interaction backfill; no later mechanic changes recorded.