Table of Contents
- Copyright Information
- FAQ Changelog
- Version 2.0
- Version 1.6
- Version 1.5
- Version 1.4
- Version 1.3.1
- Version 1.3
- Version 1.2
- Version 1.1.2
- Version 1.1.1
- Version 1.1.0
- Version 1.0.1
- Version 1.0.0
- Version 0.8.21
- Version 0.8.20
- Version 0.8.16
- Version 0.8.15
- Version 0.8.10
- Version 0.8.5
- Version 0.8.0
- Version 0.6.0
- Version 0.5.0
- Tiny Tower Release Notes
- Version 2.2.6
- Version 2.2.5
- Version 2.2.4
- Version 2.2.3
- Version 2.2.2
- Version 2.2.1
- Version 2.2
- Version 2.1.6
- Version 2.1.5
- Version 2.1.4
- Version 2.1.3
- Version 2.1.2
- Version 2.1.1
- Version 2.1
- Version 2.0.1
- Version 2.0
- Version 1.5.3
- Version 1.5.2
- Version 1.5.1
- Version 1.5
- Version 1.4.1
- Version 1.4
- Version 1.3.1
- Version 1.3
- Version 1.2.1
- Version 1.2
- Version 1.1
- Version 1.0.1
- Version 1.0
- Advanced Tutorial
- Your Main Aim
- Screens showing views of your Tiny Tower
- The Lobby
- Tower Events
- Commercial Floors
- Residential Floors
- Menu button
- General Floor Details
- Technical Terms
- Frequently Asked Questions (FAQs)
- Contacting Me!
Technical Terms (Continued)
I'll use this term when I refer to commercial floor. The extent of how balanced a commercial floor is depends on the percentage difference between each product level. I do compare the stock times of level 1 and 2 products with level 3 ones to determine how balanced a commercial floor is, so do take note!
Generally, if a commercial floor is unbalanced, the stock times between the level 1 and 2 products is big enough that assuming the commercial floor is closed as first, then I stock the level 1 product, and when it finishes, then I stock the level 2 product immediately. However, because the percentage gap between the 2 products is that great, the lights of the commercial floor goes out while still in the midst of stocking the level 2 product (That means when the commercial floor is closed, in layman terms! You won't get that orange closed commercial floor notification though, since the notification only appears if the commercial floor is also not re-stocking anything), even if you have twice the original stock of the level 1 product due to dream jobbers. Pretty simple, huh? Same applies to stocking a level 3 product while having the level 1 and 2 products already on sale.
Again this term is used for commercial floors. The stability of a commercial floor actually depends on the number of dream jobbers employed there. The more dream jobbers, the more stable the commercial floor is! I always recommend to stabilize a commercial floor so that it wouldn't be closed without restocking anything for a period of time due to insufficient reserve bitizens. The stability of a commercial floor is also partly dependant on how balanced the commercial floor is. However, unlike balance, it's pretty standard how many levels of stability are there, so let me define these levels.
Very unstable - Your commercial floor does not have any dream jobbers employed there yet! Furthermore, this commercial floor of yours is also very unbalanced! Quick, get some dream jobbers to stabilize the commercial floor!
Unstable - Your commercial floor does not have any dream jobbers employed there yet! Luckily for you, the commercial floor of yours is quite balanced or even very balanced! Still, get some dream jobbers to that commercial floor of yours!
Semi-stable - Your commercial floor has got 1 dream jobber employed there! At least if the commercial floor closes without restocking anything, you got that dream jobber there to immediately restock the level 1 product, instead of finding reserve bitizens that may not be available to do the job! The problem is, if you've got no reserve bitizens, the commercial floor will close again without restocking when the level 1 product runs out! Try to find another dream jobber to that commercial floor of yours to stabilize it!
Stable - Your commercial floor has got 2 dream jobbers employed there! Great! At least your commercial floor is able to sustain itself very well! You can ensure at least one product can go on sale most of the time without the need for any reserve bitizens. The store will never close without restocking anything (unless you leave the 2 products on sale without any attendance for a long time). It's pretty optimal already, but of course, you'll want 3 dream jobbers on the floor! No really that necessary, but a great boost to the profits earned every minute!
Very Stable - Congratulations! Your commercial floor has been completely filled with 3 dream jobbers! Now you can start to see even more profits rolling in! However, that commercial floor of yours isn't exactly very balanced...so you should now start upgrading that commercial floor of yours!
Extremely Stable - Oh my God! Your commercial floor is very balanced---and you've got 3 dream jobbers employed there! Now that commercial floor of yours is almost never gonna close, of course, unless you leave alone for a long time...
Before their sad shutdown, the Tiny Tower Wiki uses the terms 'high value floors' and 'low value floors'. I'll be using these terms as well. Basically high value floors are commercial floors that have a very large total number of stock. And you, guessed it, low value floors are those with a low total number of stock. There's pretty much all to it. Simple, huh?
It's still relevant to commercial floors, but this time I'm referring to the total number of stocks remaining in that particular commercial floor. If I say a commercial floor is going very strong, it means that the total number of stock remaining is a lot. And the opposite is of course, weak, where the commercial floor has little stock left to sell off. If you play Tiny Tower very consistently, which means that you either hardcore and play the game for long non-stop or you play for a short while only but you often check on your tower, it doesn't matter too much if a commercial floor is weak; you'll be there soon or immediately to stock any products that ran dry anyway. However, if you're away for a pretty long time (For example, when you go zzzzzzzzzzzz...get it? (= ), you need your commercial floors to be strong---and self-sufficient---so that they won't close while you're away!
Powerhouses are usually high value floors, carrying astonishing high amounts of stock, especially the level 3 product. If you get a commercial floor that has extremely high amounts of stock for the level 3 product, quick, make it very/extremely stable! You can then declare that commercial floor a powerhouse! If that commercial floor is not extremely stable yet, it can't be considered a powerhouse.
There are 3 types of powerhouses. The first type is definite powerhouses. The stock amount of the level 3 product is at least thrice of the level 2 product for this type pf powerhouses. In other words, assuming the level 2 product only in stock after it's just done restocking, we start stocking the level 3 product, but the lights go out before the level 3 product stocks finish. The next type is sustainable powerhouses, which are just the craziest commercial floors you'll ever find in this game. I mean...those commercial floors with absolutely insanulous stock amounts of all products. However, those commercial floors with insanulous amounts of total stock that are not balanced are considered definite powerhouses instead. The last type is early powerhouses, which emerge when you do not have that many commercial floors yet. Since not all powerhouses can be built at the start, they are temporal powerhouses that fill the slots before the better ones start appearing. But even when they do start appearing, they may not have enough dream jobbers to make them very/extremely stable yet. Early powerhouses can also be classified under the further 2 categories above, but are simply downgraded versions of those commercial floors in the former 2 categories.
Tiny Tower is definitely not for the impatient. But even if you are patient, it takes a really long time to get everything up and running really well! So it is really important to try and build as much commercial floors as quickly as you can to fully enjoy this game!
In this section, you're assumed to know all your basics already, so I won't repeat most of them here. (E.g. Quick selling product stocks is 1 Tower Bux for 600 stock remaining, rounded up)
By writing a strategy guide, I am not trying to force you into playing Tiny Tower like how I do. I do not write strategy guides to enforce my way of thinking into you. In fact, if you disagree with my strategies, I welcome you to write an e-mail back to me that you do so and convince me into a better strategy you adopt. Seriously. I welcome any new insights that suggest new ways of playing Tiny Tower.
These strategies are just meant to be insights. Perhaps there are things you don't realize from the way you play, and that's where I come in to provide you "something interesting" to consider and ultimately perhaps even adopt it. In addition, there are people who feel the game doesn't seem to be intriging to them, and one such possible reason is the way we play. By altering the way we play, sometimes we find new meaning in playing the game and continue playing on. And no, neither am I forcing you to continue this game. Quit as you please; go find other games to play. I'm not here to limit your happiness. I'm here to suggest new ways to find happiness.
Some of the strategies I provide here will try to have a certain rationale behind it in order to make you understand why I think it is a good strategy. Please bear in mind that writing a strategy guide as such may mean that there may be some biasness, and while I do seem to be trying to convince you into adopting these strategies (If not, why on earth would I bother to write a strategy guide?!), it's ultimately up to you whether you want to adopt them. A professional guide (Such as those written by Pocket Gamer), if perfect, has absolutely no biasness in it and presents just facts. Once again, I'm not a professional guide writer and my guide content isn't checked by editors. I write guides because I like to express my own unique style of writing, and it's sometimes quite satisfying to read back what you write. I'm a freelance guide writer, basically.
Everyone has their own way of playing games. Everyone has their own way of enjoying games. One might say how the **** is another guy playing this game a certain way not the same as the observer's; it doesn't seem to be supposed to be played this way. But to that other person, that's how he finds enjoyment in playing the game, but to the observer, that's not how he does so. That's why some people cheat in games. They find it fun to do so. I personally think it's totally fine to do so, as long as it's not having fun at the expense of others by doing so. (That would be too overboard) If you find yourself completely happy with the way you are playing Tiny Tower now, and find less enjoyment by adopting my strategies, then by all means go ahead and continue playing the way you currently did, and ignore my strategies (If yours overlaps with mine, whatever...)
Right, I am obviously not going to bother with that lame tutorial for obvious reasons. You are now the master of the basics of Tiny Tower since you've braved through and arrived at this section of the guide. No? Then I think you better go back, re-read, grasp and know the basic mechanics of this game by hard...
I would suggest that for the initial phase of your tower development that you hardcore and play it continuously, non-stop for a good half hour or so, before taking a short break and then continuing again. Or maybe slightly less if you are busy. That's because things are really slow at the beginning. But once your tower has developed from an infant tower, It's ok to let it grow on its own, with occasional interventions. So be prepared to sacrifice a bit of your time. Even if you don't, it's perfectly fine, just that you would be stuck with a pretty stagnant growth at the beginning, which I'm afraid you might get really bored of the game. Rather get it done and over with, right?
You can send bitizens up the elevator while waiting for the stocking procedures to finish. The elevator seems ok as of current when you have only that few floors. That allows you to earn some coins. Also, given the little floors you have, the chances of a bitizen moving in to an apartment is high. That keeps you a bit more occupied when you manage these bitizens. If that isn't enough, the Deliveries & Messages mission seem to pop up pretty often (At least for me), so please take up those missions since they are so easy when you have so few bitizens living in your tower! They earn you your precious Tower Bux. Even if all these are not enough, you are welcome to read the BitBook, which is surprising pretty frequently updated (Again, at least for me), which does manage to entertain especially when you follow every post there. Given the limited number of bitizens, probably half of them there are just jokes. =D Don't be shy, give it a try!
The main reason for you sticking around a seemingly nothing-much-to-do game is because of the Tower Bux! Only when you are at the game, you can get Tower Bux! At a steady rate due to frequent appearances of that mission. Once you get your first 20 Tower Bux, trade them in for coins! Why not 50? Because you'll get too bored waiting for those opportunities to come. Once you do, you can build a nice bunch of new floors! You can then follow The Sequence of building the 6 different sectors. Remember, start construction at the lower floor before adding the new upper floors. Now, with those few floors in construction, it's safe to leave the game alone for a while...
When you come back to it, it's time to grind for more Tower Bux! Do the same thing all over again until you get that mythical number of Tower Bux. Then trade 'em in again! You'll be able to build at least 2 more floors.
When you're back one more time, 20 Tower Bux isn't quite enough to build 2 more floors at the same time anymore...so now you need to get 50 Tower Bux to trade them in. Without saying, that is going to take longer, so take a break when you get about half that number, then come back again soon to grind for the other half. When you are building 2 floors at once, it's quite interesting to bring out the strategy under Destination (No longer) Unknown. All this while, as your tower height increases, you will start complaining about the sluggishness of your stupid Standard Elevator. Just bear with it, ok? The elevator doesn't get you your main bulk of profits anyway, by this time your commercial floors are already starting to take over the profits.
All this time you do need to regulate your influx of bitizens. Keep to the general strategy of residential floors as elaborated below, always keeping 4 bitizens per apartment. Slowly start evicting bitizens that are less versatile, those who cannot work in as much commercial sectors well as the others (I consider a job interest level of 7 and above to be considered good in that sector). At the start, you would most likely have bitizens which are versatile in 2 sectors. When you start to get those with 3, start evicting those with only 2 when the general strategy is violated. You'll occasionally get bitizens who are even less proficient, having only one sector that the bitizen is good at or even none, so get rid of them whenever more proficient bitizens moving in violates the general strategy. Needless to say, keep all dream jobbers (If you don't like those with way too low of a job interest level even in that sector his dream job is in, I'll leave it up to you on whether you want to keep them), even if they are not versatile since they are extremely precious, and a rare find this early. When a new apartment opens, do not rush to fill it up because your Tower Bux are more important. Which also reminds me, do not hurry any stocking or constructions for that same reason. Relax man, you'll more than enough bitizens to cycle around the tower if you manage efficiently. For that, I would suggest reading Stocking section. You can even ignore some of the limitations stated there like not stocking the level 3 products because you are in large excess of bitizens especially if you have enough time to stick around for like 10 minutes, enough to stock most of the lower level products at your current stage.
Sometimes you'll get a dilemma of which bitizen to evict when all your bitizens seem as proficient as each other. To resolve this dilemma, I suggest keeping a personal list of the number of bitizens proficient for each sector. From that list, evict the bitizen that is in the list for generally the most number of bitizens for all the sectors he/she is proficient in. For example, if the bitizen's proficiency is in Service and Retail, and the number of bitizens proficient for both Service and Retail, evict him/her. Of course it's not always straightforward since sometimes the number of bitizens proficient in one sector that the potentially going to be evicted bitizen is the most, yet for another of his/her proficiency, it is the least number. It's difficult to decide, so it really depends on situation, though one tipbit for you is do look at how high is that proficiency in that sector (So look for the 9s in that job interest level).
So when should you start buying the next elevator upgrade? That is when 50 Tower Bux can no longer get you 2 floors. I don't have quite a reason why but that kinda proves that your tower is ready to develop on its own partially, again with frequent intervention. When you buy your first elevator upgrade, it's safe to move on to adopting other strategies as well...the more advanced ones, at least, whenever you are ready for it. As for the rest of the elevator upgrades, do them when you please, but prioritize on trading in Tower Bux for coins.
Some extra pointers to take away! Do not attempt missions since you are wasting a lot of coins stocking the required mission products. Besides, you probably won't get the required 1, 2 or 3 commercial floors (Yes, there's a mission that actually only needs 1 commercial floor, and that mission is none other than The Heist which only requires the Security Office) needed to complete the mission. But I decided to tell you just in case. Only start attempting them when you have dream jobbers living in your tower capable of doubling the required product. So pick your missions carefully! If the green light is up, don't hesistate to dive straight into the mission! Also, do not upgrade your commercial floors until it is stable, or best wait until it is very or extremely stable. That doubling of additional quantity for the level 3 product is very precious! Lastly, ask your friends with more developed towers to help you along if you can! (And if they're willing. Please be polite!)
To make the most use of these Tower Bux is to organize how you would use them. As in, at this point in time, what would you do best with your Tower Bux. There would be quite a bit of short run and long run planning involved, so sit tight! We're going for the looooooongest roller-coaster ride of your life. =P
Early on, the best way to make use of Bux is to exchange them for coins in the Bank. Only exchange Bux when you get 50 Bux, and get those 100,000 coins! The only exception is the very first time when you started Tiny Tower, because Bux earning is excruciatingly painful. If you can withstand the torture though, then go straight for the 50 Bux option all the time. They accelerate the development of your tower to a great extent! Keep doing this until you get frustrated of your really slow Standard Elevator. Keep up with the exchanging of Bux in the Bank, until you could no longer exchange enough to get you even one floor to build. (That's to the point when you are about to build your 26th floor) If you are the casual management type, Elevator upgrades are not very lucrative to you. However, if you play hardcore, then elevator upgrades are a boost in a certain way. Still, they don't particularly outweigh the benefits of exchanging Bux in the Bank, since the effect of upgrading elevators can only be felt in the very, very long run. However, you still know that you have to upgrade them in the long run anyway, so the decision of when to upgrade elevators is up to your discretion. Just do it when you get way too impatient with sending those bastards up the elevator.
Even when the exchanging of Bux can no longer get you one floor, you may continue to exchange Bux in the Bank if you really wish, which is especially so when you play more hardcore since through that you will earn a lot more Bux than those who play casually. Even for those who manage Tiny Tower casually, it may be still lucrative to continue investing in exchanging Bux for coins due to the generous nature of Tiny Tower to give Bux. It's up to you to decide the theshold of when you would stop using Bux for additional coins, though I personally feel that it must be at least beyond the point where this single exchange can no longer get you one floor by itself. Even when Bux exchange don't get you one floor, it does get you a significant proportion of the amount of coins needed to start building the next floor. And again, this point of stop using Bux for exchange is up to the individual, and your own opinion on whether continuing to exchange Bux does make a difference to how fast you can get the next floor.
After that, Bux should be channelled into upgrading commercial floors, since they reap a lot of benefits, especially in the long run. In fact, when you reach this stage, you are mostly into the long run already. Commercial floors which have more dream jobbers should be upgraded first, especially those with 3 stars already (And thus 3 dream jobbers), since the doubling of the Level 3 product is very significant, and with the upgrades, more Level 3 products will go on sale, making yet even more profits! The focus should also be on low value commercial floors to allow them to have more potential to generate more profit, in addition to very stable commercial floors (Now link that to Michelin stars...and you have more of those extremely prestigious food outlets! =P Michelin stars are awarded for excellence to a selected few establishments. The acquisition or loss of a star can have dramatic effects on the success of a restaurant. It's quite interesting that the company that deals out these rankings is not even a food company, but a French tyre manufacturer...). However, the more hardcore your management style is, the less you need to upgrade such low value commercial floors, so if that's the case, just concentrating on very stable commercial floors will do. Some would disagree with me and direct these Bux to low value commercial floors, but let me ask you: How much can you do with these unstable commercial floors anyway? How much longer can they last? Without doubling of stocks, the Bux would not be that well spent. That's of course, in the dort run. In the long run where they get these dream jobbers, benefits will surface. However, the Bux would be better spent on the floors that have more potential at that point in time to reap benefits both in the short run and long run. Besides, it's better to let a very stable commercial floor sell its higher level products than to let the low value commercial floor sell its low level products (I'll explain why it's better to stock just the low level products later).
if you like, you could also channel Bux into buying costumes, as the Color Coding and Costumes suggests. For me, I only do this in the long run, since they are not entirely necessary although it does help. It helps find for the bitizens in those Deliveries & Messages mission, but there are better ways to do so; see below under Miscellaneous section. The appropriate color coding would usually suffice. If you can't stand bitizens all being about the same (Or if you're such an impatient guy to get the appropriate outfit of bitizens in a particular commercial floor, such as Rock Climbing where getting a helmet is very rare), then by all means go ahead. You will be slightly slower in tower progress, though, as a warning.
Do not ever do any rushing of stocking or construction. Because Tiny Tower is meant to be a casual simulation, one that encourages you to come back at periodic intervals instead of playing it hardcore. You'll get more bored quickly if you play hardcore anyway. So just don't do them. It's the number one way to waste Bux.
Also, don't upgrade commercial floors too early into the game, because the benefits reaped are not substantial, compared to investing them into getting more coins. This is especially so when early on in the game, you only get low value commercial floors. The earlier on you are into the game, the more need to manage your tower the hardcore way. When you get higher value commercial floors though, the style will turn slowly from hardcore to casual. To get more commercial floors is better than getting more stock for a commercial floor, since you sell more products at once with more commercial floors. Even as the lowest value commercial floors close, the others still open will backup the closed ones, making it roughly the same as making low value commercial floors of higher value and sustaining them, just that there are less commercial floors and your tower will be slower to develop around these upgraded floors.
The tutorial forces you to build a residential floor on the second level and a food commercial floor on the third level. After that, continue by building a Service sector on the next floor, then a Residential, then a Recreation, then a Creative, then another Residential, then Food again...and so on...do you get it? So you should build two commercial floors, followed by one residential floor, then again two commercial floors, then one residential floor, and so on...basically you want to try and build all the commercial floors available first to gain massive amounts of profits to slightly speed up the next floor's building process since construction gradually takes hell freaking longer, and longer, and longer...plus the costs of building any new commercial floors is increasing like no tomorrow...but do remember, if you're running really short of bitizens in your tower because of too many (generally) unstable commercial floors, and insufficient job hoppers, do build residential floors even if it breaks the cycle! Preferably for the commercial floors, build in order of food, service, recreation, retail and finally creative to avoid confusion that you forgot to build a certain commercial sector that is not building or built. Remember, if you miss out one sector when you continue to build the next cycle of commercial sector, it'll pull down the demand for the rest of the sectors! Less demand = less business = less profits! You can build in any order for the commercial sectors, but remember: build evenly!
First and for most, please don't waste your Tower Bux choosing a specific commercial floor to build (And even more so for residential floors)! It is extremely expensive and definitely not worth the Bux. Instead just choose the sector to build and let the game decide what to build there.
But is there any way to tell what's building there? Well, yes, but not the straight-forward way. You see, the game still doesn't tell you what the constructing floor is gonna be even if you tap on that floor to bring out the little details in that crammy window. But fear not, there's a way around that. First of all, you're gonna need another empty floor. If you're thinking about deleting a commercial floor or leaving an empty floor, please read on first and weigh the benefits and setbacks before deciding whether to do so! Remember folks, an extra floor in your tower extends your construction time by 30 minutes! But the even bigger implication is, you will incur the opportunity cost of either gaining more coins from another comemrcial floor or more storage space to ease your shortage of bitizens by means of another residential floor! Next, you need somewhere to jolt down stuff. Get your crappy piece of rough work paper (Highly recommended) or go high-tech and use your iDevice's/Android's in-built notepad programme. =P
Now you must first decide what commercial sector to build (I'm not caring so much about residential floors since they are all the same, but if you want, by all means...). Once you've decided what commercial sector to build, tap the empty floor that you want to construct the new floor at and tap the box to build a specific floor. Tap the corresponding commercial sector tab on the top row. Now you're presented with all the commercial floors in that sector that you can build but haven't built. Write down (Or type out if you are a tech-savvy dude) all the commercial floors in that list. Heck the way you want to jolt it down, just as long you understand what are those floors you written down.
Once you're done, do not tap any item on that list. Exit the specific floor construction menus, then tap the empty floor again and tap the commercial sector box you want to build. Now the construction starts, which will give you some random floor you are about to find out. Next, build and then tap the other empty floor and navigate to the same place as you did just now to get the whole list of commercial floors you haven't build yet in that sector. Using that list, strike off those commercial floors on your list you created just now that appear again in this new list. You should be left with only one commercial floor in that list of yours --- and that, people, is the commercial floor that is going to open after the construction is finished.
There's a small chance that more than one commercial floor is left on that list. That's when you build the next upper floor and the number of floors of your tower is just adequate to be able to build a higher value commercial floor. For example, you build an unknown creative commercial floor on the 33rd floor that you want to find out, and then you would add the 34th floor above it after you have recorded down the list of possible service commercial floors that can be built at that 33rd floor and started the construction. However, the Film Studio and the Sculpting Studio just becomes available for building only at the 34th floor (And I'm not joking). That means you would have 3 creative floors that are not striked out of that list you have: Film Studio, Sculpting Studio and that unknown creative commercial floor that is currently under construction at that 33rd floor. It sounds obvious what to do when I tell you what floors pop up just at that empty floor you want to take advantage of. But every case differs. So what's the best way out? You think we can just refer to my guide, but I'll let you in on a faster way. Do this only when you have more than one on your list. Now among the remaining floors on your list, further strike out the ones with the highest number of Tower Bux needed to force build them (There should only be 2 non-duplicate numbers, strike out the higher one). If there's a tie, strike out all the contenders. Remember, you are still desperate to find out what is building in that constructing floor so you won't have started building the upper floor yet, giving you access to the statistics on the number of Tower Bux required to build the remaining floors on your list. This will definitely leave you with one, and that is the one you are interested in.
Why does this work? Simply because you can't build a commercial floor twice. So when it's constructing, it has to be taken off the list to prevent that floor from constructing again. Simple concept. You can apply this to any commercial sector, and even residential floors if you're uhm...concerned what is the design of the upcoming residential floor.
What's the rationale behind this strategy? I mean like, why even bother to know what's commercial floor is coming next? This would actually help you in regulating your influx of new bitizens in your tower. When a new bitizen comes to live in your tower, what's the first thing you do? You check out all his/her stats obviously! So if this new bitizen has a dream job in the new constructing commercial floor that you've figured out, don't evict him/her! Aren't there times where you get a new bitizen living in your tower that fills up your apartment to the maximum 5 bitizens, and you thought the new bitizen isn't good enough to be a job hopper, evict him/her, and then realize the dream job that bitizen has is right at the newly opened commercial floor? I'm pretty sure you've experienced that frustration before; I did too. So that's where this strategy resolves this frustration!
Generally when a new residential floor opens, fill it up as soon as possible! Try not to waste your Tower Bux in doing so, unless you've the capability of carrying out Dream Job Gambling. It's known that those bitizens prefer to pay visit to residential floors which have the most number of bitizens living there! So it's quite unlikely that they will visit and move in to an empty residential floor. If a Real Estate Agent comes along, you're in great luck! Send the VIP right up to that emptier residential floor to fill it up immediately! So the general strategy is, to fill apartments up as much as possible, but having enough space for any new bitizens to move in to live! So what does that translate to? Keep all residentials to 4 bitizens living there to maximize the chances of new bitizens moving in and thus saving your Tower Bux.
If a bitizen ever moves in to an emptier residential floor (less than 4 bitizens living there), keep him there no matter how sucky he is to maximize your chances of even newer bitizens moving in. This new bitizen can become a job hopper. If you fill the emptier residential with a Real Estate Agent, try to evict just one bitizen to make it to the optimal 4 bitizens living there. Anyway, it's pretty likely that the Real Estate Agent will definitely move in a sucky bitizen if 3 or more bitizens move in at a time. However, if a new bitizen moves in to a residential floor that is already at its optimum 4 bitizens, try to evict any low skilled bitizens that process low job interest levels and haven't gotten their dream job at all! If you find all of them too good for eviction, then just leave the residential alone full with the maximum 5 bitizens.
No matter what, maximizing your residential floor to 5 bitizens living there is better than just having 4 there especially when the pattern I suggested would eventually lead to a shortage of bitizens to stock products for all 3 very unstable, unstable and semi-stable commercial floors. But from we discussed above, wouldn't that sacrifice the opportunity to get better job hoppers or even dream jobbers? From the surface, many would say Yes. But I beg to differ.
If you've played Tiny Death Star (Heads up! This small part is a very useful strategy for Tiny Death Star!), normal bitizens in the elevator (Or rather, turbolift, since elevators don't operate in space) tell you right from the start (Even when they are still in the lobby. Or rather, arrival hall for Tiny Death Star) which floor they want to go to. This allows you to make amendments before you send them up. (Note that shifting floors to shift or push the originally intended floor the bitizen wants to go to somewhere else will automatically change the bitizen's request, being how stubborn and smart he is, to insist on going to his wonderland. =P) More importantly, it allows you to evict a bitizen from the residential floor in which the waiting bitizen in the elevator wants to go to. This assumes that you are able to evict the desired bitizen in that residential floor, since he may be busy stocking a product. It also assumes that the intended floor the bitizen in the elevator wants to go to is a residential floor. That way you can exploit this mechanic to allow residential floors to be always completely filled, but have the capability to evict a sucky bitizen appropriately to allow another one in the elevator right now to move in immediately after that.
However, in Tiny Tower, bitizens don't tell you the floor they want to go to until you activate the elevator to bring up the 2 arrows. By then, it seems to be too late, since you can't go to the residential floor the bitizen in the elevator wants to go to, and evict a sucky bitizen there to make space for hopefully a better one (The one in the elevator now). Or is it really too late? Despite this disadvantageous mechanic eventually scrapped in Tiny Death Star, there's still a flaw that can be exploited. Although your screen becomes totally dedicated to operating the elevator, you can still tap that Menu button to bring up the menu! So what you have to do is to activate the elevator, note the floor the bitizen wants to go to, access the menu through the Menu button, and tap "Bitizens". From here on, there's a big hurdle: You must know which 5 bitizens live in that residential floor (Anything lower, I would start asking you why on earth are you even bothered to read on for that floor. =P) which is the floor the bitizen in the elevator wants to go to, since that list doesn't tell you straight away. Assuming you do know, of course you'll be evicting the one that has the worst stats and doesn't have his dream job yet. You can simply tap on that row that showcases all the stats for that bitizen you want to evict, and it'll bring up the bitizen detail window for him and you can evict him using that evilist Evict box. Of course, a second hurdle is that that bitizen cannot be involved in a commercial floor that is currently restocking a product. After this sucky bitizen is evicted, you can now continue moving the elevator to this residential floor which now has a space for the bitizen in the elevator to move into. Bingo! Replacement complete. Now hope for the best...(That this new bitizen is indeed better than the one you just evicted)
The first hurdle can be overcomed by this strategy that couples with the one mentioned later in this guide under the Miscellaneous section. As the strategy later mentions, all you have to do is to list out the floor every single bitizen lives in (The strategy later also lists out the commercial floor every bitizen works at permanently, except for job hoppers, but here that is of no concern). If you like, just include the job hoppers, since they are the ones that you want to evict in this strategy. But really, since both strategies complement each other, why not just do everything? Don't be lazy and record every bitizen that moves in, even though they might be eventually evicted! A simple way to do so is stated under that section way below. Now you just have to look through the list and you'll eventually find the 5 bitizens that live in that residential floor. Remember their names, and look for them in the list. Analyze each of them (Recording down their stats will do a lot of help), and evict the appropriate suckiest of them all. Of course, if they are all great job hoppers, or dream jobbers, do not take any action against any of these guys, and let that poor bitizen in the elevator (which I hope is not suffering from his claustrophobia =P) leave your tower through that residential floor. Don't evict these bitizens or force that bitizen in the elevator to live in your tower when that isn't necessary! Alternatively, a much easier way is to prepare things beforehand. For every residential floor you have, identify the worst bitizen. (If there isn't a worst one, or if all are dream jobbers, then you probably shouldn't bother) Then in the bitizen list you created, italicize all their details (Their name, their residential floor, and...the ?). Of course, you can also bold these details, but italicizing them makes more sense to me. =) If your notepad programme is too simple and doesn't support italics and bold fonts, then improvise! The next best alternative after those 2 would probably be a (bracket) around the details? Once you are looking for a bitizen to evict at the residential floor requested, that entry with the corresponding floor will immediately stand out to you, so you just have to find that bitizen in your bitizen list in-game and evict him. This should completely overcome the first catch.
For the second hurdle, the method to overcome it is unconventional and not foolproof. To avoid bitizens you want to evict involved in restocking, you must put the products on sale for those commercial floors that have finished restocking its product. Stop the restocking of all products. Activate the elevator, and note the floor number he wants to go to. Then go through that rigorous process I said just now, and evict the bitizen you desire. This makes sure that the bitizen you want to evict in that residential floor can be evicted, since no commercial floors are "locking" up any bitizens. At least, only very few are "locking" them up (As not all commercial floors will finish restocking their products the next time you return to the game), but even if you fail to evict the bitizen, it doesn't quite matter since you merely sacrificed an opportunity to gain a new better bitizen. Besides, the new bitizen may not be better, and take comfort in the fact that many people don't even think about this. =)
However, given that you start restocking after the bitizen in the elevator moves in, another bitizen may arrive at the lobby by the time this is half done. To have less chances of this, you have to properly re-assign all job hoppers (And dream jobbers just in case there isn't enough job hoppers. Also, the commercial floors they came from must be fully stocked, as those that are not will incur more costs from restocking other products) without starting any restocking first before activating the elevator and thus starting the process. All you have to do then is to tap-tap-tap to be quick in restocking all the products you want. Since you cannot tell whether a new bitizen waiting in the lobby wants to go to a residential floor of yours, you have to make a decision on when would you like to finally start a tower-wide restocking. It's a gamble. You have approximately one-third of a chance that the bitizen wants to go to a residential floor of yours, assuming you follow my build pattern of 2 commercial floors to 1 residential floor) Or just don't bother. Even after the tower-wide restocking is complete, your sucky job hoppers (Remember you would try to employ the better ones first) may not be required for any of the restocking and are thus unemployed. There is always a chance that this strategy will work, so try out the rigorous process if you want, and never lose hope!
You can classify residentials into 3 different types: Apartments (Just spell it Apts. to conserve space since there's a character limit to each floor name. Anyway the game names apartments as such as well, so just copycat and follow suit!), Cribs, and Suites. The residential type is appended to the back of the unique residential floor name, such as "Devonshire", "Tuscana" and "Ivymoss". So if the residential Brightpoint is to be a suite, rename to "Brightpt. Suites" (I shortened the name Brightpoint because the full name will exceed the floor name character limit!) So what do the different types of residentials mean?
All residentials will start off as apartments (Apts.). Apartments are residentials which are still actively looking for new bitizens to live in here, and will eventually become cribs or suites. They will always have at least one empty slot to accommodate the arrival of new bitizens. When it's full and left like that for a unique reason, the residential type changes!
A residential becomes a crib when there's a mix of job hoppers that you would like to keep and dream jobbers (that you'll definitely want to keep!) living in it. A crib is a full residential with all the 5 available slots taken up, and is likely to be left full unless a bitizen living in the cribs is evicted for any reason, such as having a lower job interest level in the corresponding commercial sector than a newer bitizen with the same dream job. In that case, the residential reverts back to an apartment. The job hoppers in a crib are those who will be stuck in your tower forever until they eventually get their dream job, so only keep the really good ones! Cribs are generally pretty 'stable', since they're likely to remain like that, and you're unlikely to evict bitizens from a crib. Leave cribs full with 5 bitizens unless you have a replacement of bitizens in some commercial floor!
A crib will eventually become a suite when all the job hoppers living in the crib gets their dream job, and those already at their dream job are still around. A suite is therefore, simply a residential that is completely stuffed with their bitizens living there all having their dream job. So there would be the maximum 5 dream jobbers living there. Suites are extremely 'stable', since and again you're not likely to evict any bitizens living in a suite. Leave suites full with 5 bitizens unless you have a replacement of bitizens in some commercial floor!
If you decided to adopt the extreme strategy mentioned above of filling all residential floors no matter what, then residential floors in which are still looking for great job hoppers or dream jobbers and thus harboring sucky job hoppers (illegal immigrants? =P) should still remain as apartments (Apts.). This can help you in deciding whether to go through the troublesome process for the extreme strategy, since only Apts. are required to go through such rigor.
Through this method, you will get your valuable dream jobbers very quickly and see a rise in the profits per minute. As your tower continues to expand towards the skies, you get more commercial floors popping up, and the chances of getting a new bitizen with a dream job in a commercial floor that you have being forced into a residential through Dream Job Gambling becomes higher and higher. This way, as your tower continues to expand and processes more and more commercial floors, with more dream job opportunities for new bitizens, Dream Job Gambling provides a new rising excellent opportunity to gain free Tower Bux---at the cost of merely some patience, but hey, there's no downside to this once you get more commercial floors as you get your required dream jobbers! (preferably you'll wanna hope that the new dream jobbers will stabilize commercial floors) However, when this is first attempted, it would sounds absurd as you don't gain a lot of Tower Bux or sometimes even lose a couple of them. But this is gambling, what do you expect? You should thus only attempt this when you have slightly more than half of the total available commercial floors.
After you get slightly more than half of the commercial floors, for every new residential floor that opens, we're gonna gamble and force new bitizens into the residential! Basically we're taking advantage of a game mechanic that exists in the game: It takes only 1 Tower Bux to move in a new bitizen into a residential immediately, but the reward for placing a bitizen into his dream job is 2 Tower Bux! So basically when the new residential floor opens, we would spend Tower Bux to force in new bitizens! But this time if you see any bitizens that has a dream job in a commercial floor that you don't have yet, and don't fit the mark to be a job hopper, evict! This also includes any incapable bitizens previously lived in any residentials! I mean, you'll get newer bitizens with more dream jobs opportunities. If the new bitizen has a dream job in a commercial floor that you have but his relevant job interest level is too low, employ him there to steal his 2 Tower Bux and then evict as well! If the commercial floor is restocking, and this finishes in a long time later, you may want to choose to evict him instead if you've enough commercial floors since there are going to be more commercial floors that are not restocking. If the target commercial floor finishes in an acceptable time remaining, then you can wait for it to finish and move on to forcing in new bitizens if applicable, if not be patient and wait! Statistically, for every 2 Tower Bux spent to move in 2 bitizens, at least one of them should have a dream job in a commercial floor that you have, and get you back the 2 Tower Bux you spent!
Important! Before you begin your gambling spree is to watch your commercial floor restocking times and the time taken for the new residential floor to open. Try to stock products in commercial floors that fits within the time frame of the construction of the new residential floor, or just exceed a tiny bit. Then, the next more important thing is when the new residential floor is open, you must stop restocking of almost every product throughout the entire tower, even if a commercial floor is closed! As you could tell, we're going to get this over and done with in one single shot! So for every dream job gambling spree you'll expect to move in 5 new bitizens, be it dream jobbers or very good job hoppers. That's 4 new bitizens in the new apartment and 1 bitizen in the last apartment (Remember? Always try to leave just one space empty in one apartment to facilitate Real Estate Agent VIPs!). You may, however, stock products that are quick replenishing; I'll recommend to stock only products that take up to 4 minutes. This is to facilitate any new bitizens that has a dream job in a commercial floor that you have. This way, you can manipulate the new incoming bitizens and the dream jobbers that are already there very easily without waiting. You can easily steal the 2 Tower Bux from the new suckier bitizen (and evict him thereafter!), or easily replace an older, suckier bitizen with the newer and better one instantly.
This part is pretty optional and does not have an impact on your tower's development, but it'll make your job much easier while dream job gambling! Basically you'll want to sort out your bitizen list according to happiness level! Other than the fact its actually the most useful way to sort out your bitizen list, it makes locating the new bitizens who were forced into your apartments easier to manage as they are at the very top of the list! Also, older bitizens that have to be unemployed to temporarily or permanently make way for any new bitizens are also easier to manage. Furthermore, you can easily compare the new bitizen with the old one to determine which one to keep since they are all at the top of the list! Secondly, you'll want to employ all your current job hoppers into any commercial floor that do not have 2 or 3 bitizens already employed there! Basically, employ job hoppers at very unstable, unstable or semi-stable commercial floors. Employ all of them at whatever commercial floors that are suitable to uptake them, just try your best not to don't fill them completely to 3 bitizens! 2 bitizens employed at any commercial floor is optimal, as new undesirable bitizens with any dream job at that particular commercial floor can be easily employed there without unemploying any bitizens currently employed there, and then he can be selected again easily at his apartment and promptly evicted. So why are we doing this? This makes sure that your current job hoppers are not mixed up among the new bitizens or any existing bitizens that need to be unemployed in the section of frowny face bitizens (Right at the top). Instead, they will be shown below this section separately under the neutral face section. Now you won't have much trouble finding for that bitizen that you want to manage immediately!
Another pretty useful method for dream job gambling, especially when you want to swap out bitizens to have a permanent replacement or just stealing the 2 Tower Bux out of the new undesirable bitizen, is to actually use the notifications bar at the bottom of your screen (The row of boxes that showcases the tower events). Since you wouldn't be clearing it completely due to leaving closed commercial floors that are not restocking anything closed, these notification boxes can become very useful! Of course, you'll want to clear the rest of the notifications to avoid wasting spaces for more of the closed notifications, unless they exceeded the screen. But you'll still want to clear the stocked notifications, since you can't unemploy bitizens without accepting the stock!
Wasting spaces no longer applies from v2.2 update onwards since the notification bar is now collapsed into categories. One of each notification type only has one box. That means you don't have to remember which closed commercial floor notification box correspond to which floor anymore! =D Just spam tap and you'll eventually get there. Be warned that although most of the time the next tap will bring you to the nearest upper commercial floor (Or bring you back to the commercial floor on the lowest floor that is closed without any re-stocking) that is closed without any re-stocking, sometimes the order might screw up when you are still doing dream job gambling and some commercial floors close halfway without re-stocking, since these floors will be added to the back of the "line".
So how are they useful? They can be used as your 'bookmarks'! Each closed notification will bring you to a specific floor, right? Using these notifications, you'll be brought to different floors based on which one you tap on! Effectively, they are your bookmarks! So your notification bar should only see closed notifications to maximize the number of bookmarks! The feeling sucks to see so much closed commercial floors, I know, but it's for a good cause! Knowing which bookmark correspond to which floor will help you significantly! Don't need to be crazy and memorize all of them though (All the better if you can! =P), knowing 3 bookmarks is essentially enough. So instead of scrolling through your tower to get to the required commercial or residential floor you need, you just need to tap on the closed notification that brings you to the closed commercial floor closest to the required floor you need! Useful, huh?
However, it's not very possible to stop the commercial floors which are stocking products that take a very long time to complete even when initiated a long time ago, isn't it? Or maybe you've forgotten to stop stocking them? (Perhaps you should pay more attention in class next time, avoid these as you get less Tower Bux profits!) Don't worry too much. If you find a bitizen, whether desirable or not, which has a dream job in a commercial sector which is still restocking, instead of just blindly evicting them, you can manipulate them at your will (Hehe...), so check the time left for that commercial floor to finish stocking that product! This process applies to situations where employing the bitizen there is not possible at current stage because of the commercial floor being fully stuffed with 3 employees, or applying to any bitizen being employed at his dream job despite not desirable to keep even though if the process is profitable or not through the method of Crashing the party while dream job gambling. If that time is less than 2 hours left, then hurry the restocking of that product! If you spend 2 Tower Bux to hurry that product which takes more than 1 hour but less than 2 hours (Remember, if the game shows 2H, you'll need 3 Tower Bux! Wait for another minute or less to bring it down to 1H 59M!), then you'll get back the 2 Tower Bux spent to hurry the product restocking by putting that bitizen in his dream job, instead of just evicting him straight and not getting the advantage of maximizing the opportunity to hurry restocking! (This is also very useful in curing unhealthy Cyclical Unstockment) If you spend 1 Tower Bux to hurry the product, all the better, you also get back the 1 Tower Bux used to force him into the residential of yours! Depending whether the bitizen is desirable or not, do as such. If the product takes 3 Tower Bux to hurry its restocking, and you can't wait for it to go below 2 hours, then just evict him straight.
Since there's not much more need to wait for new bitizens to move into your residentials, you might as well fill all the residentials with the maximum bitizens---it'll minimize the need to build more residentials and enable you to build more commercial floors to further enhance the Dream Job Gambling process, and so that you don't have to spend massive amount of coins which takes a hell long time to earn to build the commercial floors. Remember, take priority of commercial floors over residential floors as far as possible; commercial floors are the ones that contributes the main bulk of coins! By ensuring your residentials to be full, you get the required number of bitizens, both dream jobbers and job hoppers, to stabilize the entire tower, making it enable to accelerate its profits per minute to humongous amounts, by ensuring no commercial floors will be closed without restocking due to lack of bitizens!
Of course, do remember to leave just one empty slot in one residential, just in case here comes a Real Estate Agent, so that you wouldn't be wasting this VIP. If the Real Estate Agent, though, moves in a very desirable bitizen, whether is it an excellent job hopper, so a dream jobber in a commercial floor that is not yet very or extremely stable, where his job interest level is very high in that relevant sector, then keep him and don't bother to make another empty slot in any residentials! You won't want to evict an excellent job hopper or a dream jobber just for that, would you?
Eventually when everyone in your tower has his dream job, and you've built all available floors, it's time to replace bitizens whose job interest level for his commercial sector of his dream job is not 9. Evict all such bitizens, and continue your dream job gambling. Because, finally, this is the last one you need to do (For the current version update you have, of course). But as you would expect, it's probably the longest one you must endure through. In view of a perfect tower, everyone's corresponding job interest level for their dream job is a 9, leading to the maximum 27% discount in restocking costs for all commercial floors, which translates to maximum profits for your tower. By then, you don't quite need to care about my guide anymore since all you have to do (If you even decide to continue playing Tiny Tower, waiting for new commercial floors), is to put the product on sale, and then stock another one. Minimal thinking is needed from here on, though of course Stocking strategies would still be useful. It's just tap-tap-tap all the way. =) Once again, this part to have the maximum discount for all commercial floors is probably optional, since you would probably be looking for another game by then...