Table of Contents
- Copyright Information
- FAQ Changelog
- 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 2.2.1
- 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
- Basic Tutorial
- Advanced Tutorial
- Screens showing views of your Tiny Tower
- New Floors
- Commercial Floors
- Residential Floors
- Tower Events
- Menu button
- The Lobby
- General Floor Details
- Technical Terms
- Advanced Strategies & Information
- Frequently Asked Questions (FAQs)
- Contacting Me!
Advanced Strategies & Information (Continued)
Colour Coding and Costumes
You might find it cool to dress your bitizen in a very cool style you like, but can you tell all of them apart, and remember who bears a particular dress code?
This method is also mentioned in the wiki! Here you would like to assign dream jobbers to wear a specific uniform to easily find them during the event Deliveries & Messages! In general, assign the dream jobbers their clothing according to the colour of the commercial sector that they want to work at, or are already working at. Remember, Food is green, Service is blue, Recreation is yellow, Retail is purple and Creative is Red! So a bitizen that wants to work at a Food commercial sector should wear green clothings! You should immediately assign new bitizens that had stabilized in their job immediately their respective dress code to avoid confusion!
You can further distinguish bitizens, as you know, there are only five commercial sectors, and you've so many bitizens to tell apart, and it isn't very possible to make all of them pretty distinct enough! So maybe dream jobbers at the Travel Agency (Service sector) wear light blue clothings while those at the Fortune Teller wear dark blue clothings! Some dream jobbers can wear more unique dress codes, such as dream jobbers at the Architect Office and Art Studio have that very 'cool' and artistic look to tell them apart from the rest! Dream jobbers at the Optometrist could have blue shade clothings with clear, black-frame glasses, and maybe those at the Book Store have purple shirts with clear, black-frame glasses too! It's up to your imagination to decide unique dress codes! Let 'em run wild and you'll start fabricating more of them!
But the best is to buy costumes for your bitizens to create the most unique dress code! For example, you could buy the Doctors coat for dream jobbers at the Doctors Office and Pharmacy, or maybe the Golfer costume for those at the Mini Golf! Using costumes, you could clearly tell them apart from the rest and find them (hopefully), more easily!
Here are some dress codes to consider:
|Dress Code(s)||Dream Jobbers working at commercial floor(s)||Explanation (if applicable)|
|Red clothings with shady sunglasses||Ad Agency||Cool and fashionable people wear cool and fashionable stuff! Walking advertisement for the ad agency maybe?|
|Airline Pilot||Airline Food||Certainly the people who serve you on the airplanes are usually not the pilots of the planes themselves, but the stewardess, but at least they do somewhat look as smart as the pilot himself, albeit a slightly different colour. Besides, putting the dress code as a waiter makes no sense.|
|Robot||Animation Studio||Have you heard of the term animation bots? As for the tech store and the robot store that's quite obvious...|
|Diver||Aquarium||Obvious, bitizens who want to work at the aquarium need to dive into the aquariums to check on their fishes! Duh! =)|
|Red clothings with a 'cool' and artistic look||Architect Office||As they love to design stuff artistically, they naturally want themselves to look artistic as well!|
|Apron||Bakery||Because people working there bake stuff! (Pancakes need to be baked too!)|
|Business Suit||Bank, Stock Exchange||People working at the bank (The Stock Exchange is pretty similar, though it mainly provides services for stock brokers and traders to trade stocks, bonds, and other securities) need to be dressed smartly...|
|Biker||Bike Shop||Another obvious one...|
|Purple Clothings with glasses||Book Store||People working at the Book Store read books often, unfortunately most of the time leading to myopia, shortsightedness...=(|
|Baseball Uniform||Bowling Alley||A sporty look!|
|Clown||Circus||Clowns are funny guys, so are the people who are going to work at the comedy club! Hopefully you've went to a circus before, because the clowns are always the "first line of entertainment".|
|Red Clothings with glasses||Clockmaker||Clockmakers are pretty much closely associated with watchmakers, and as we know watchmakers perform extremely delicate and close-up operations, leading to shortsightedness...=(|
|Barista||Coffee House||That's how the people who work there usually dress...at least that's what I think...the Tiny Tower Wiki suggests as such too...|
|Super Hero||Comic Store||Comic Store sells comic books, and most of them have a super hero in it!|
|Judge||Courthouse||Because there will always be a judge to decide the outcome of a court trial?|
|Surgeon||Dentists Office||Did you even visit a dentist before? If you do, all dentists are dressed something like that!|
|Doctor||Doctors Office||Doctors Office - Obvious lol. Pharmacy - Because their role is quite similar to a doctor...|
|Waiter||Fancy Cuisine||It's a place that serves high class food, so you need employees with a smart look!|
|Bee Suit||Floral Studio||Because bees are happy whenever they see flowers, just like the happy dream jobbers at the floral studio!|
|Mad Hatter||Hat Shop||Because they love hats so much!|
|Ghost||Haunted House||They look spooky in it. Try it! Don't try if you're a faint-hearted person! =P|
|Yellow clothings with clear glasses|
|Boxer||Health Club||If you haven't known, Health Club is just a nicer term for Gynasium, so these people are tough, just like boxers!|
|Engineer||Home Supply||The engineer suit makes them suited to do these manual work of changing oil and tires of automobiles, as well as to clean up those troblesome chokes you have at home! So for the Home Supply...I guess it makes sense for them to know how to fix up those home supply tools in case...someone claims faulty stuff...|
|Fast Food Uniform||Hot Dog Joint||The Sky Burger sells fries, nuggets and burgers, like McDonalds, which is a fast food restaurant. Like McDonalds, Sky Burger employees should have a uniform! Hot Dog stalls are usually fast food since all the employees need to do is to put the hot dog into the pre-preapred bun. But since the Hog Dog Joint in our Tiny Tower is little more restaurant-like instead of a mini push cart store, there needs to be some kind of presentable dress code.|
|Lab Coat||Laboratory||People working at the laboratory are scientists and wear lab coats! (But I don't understand why the lab test product is given to the Doctors Office instead...)|
|Mapple Genius||Mapple Store||Obvious...|
|Karate Outfit||Martial Arts||Umm...quite obvious?|
|Groom||Mens Fashion, Womens Fashion||People who work at well-known and reputable fashion stores wear very nice and formal outfits!|
|Usher||Night Club||That's a person who escort people to their seats, etc...so they escort them to their um, so-called seats to listen to the concerts put up by concert bands and deejays (DJs!)...I don't really know...at least the Tiny Tower Wiki suggests as such...|
|Chef||Mexican Food||In my opinion, the Mexican Food serves kinda restaurant food...but the Pizza Place is obvious!|
|Rockstar||Music Store||The music store sells guitars, like what the rockstar is holding! (Although the one held by the rockstar is an acoustic guitar, not an electric one)|
|Blue Clothings with glasses||Optometrist||As for the tutoring center, they look like a geek with those glasses! And for the optometrist, they sell eye glasses! Not all optometrists wear spectacles, but...|
|Astronaut||Planetarium||The planetarium allows people to go on a planet and solar tour. See it live in front of you is the best experience! So people working at the planetarium must go outer space with their tourists! You'll need the astronaut suit often for that!|
|Plumber A||Plumber||I presume you know that Mario and Luigi were originally supposed to be Italian plumbers before all those rescuing Princess Peach crap? Since each commercial floor can only employ three people, it would be a great idea to dress only one of the three dream jobbers which has the worst stats in the other costume from the other two bitizens with better stats. E.g. Dress the two bitizens with better stats in Plumber A (Mario!) costume while the third one with the lowest stats in Plumber B (Luigi!) costume. This way you can easily evict the third one without too much trouble of re-identifying the one with the worst stats in case a better bitizen with the same dream job comes in.|
|Detective||Private Eye||People working at the private eyes are all detectives as they carry out secret surveillance!|
|Yellow Clothings with Helmet||Rock Climbing||Rock climbing is a pretty dangerous sport of course...so we better be cautious in case we bump our heads into the rocks...or perhaps even suffer a bad fall! Note: If you can't get the Helmet with yellow clothings, then you may substitute the helmet for a hat that looks pretty hard instead, but no fashionable baseball caps or...yah...you get what I mean. It is pretty difficult to get a helmet as your bitizen's headwear even.|
|Security||Security Office||A little too obvious for the Security costume, isn't it? I just felt that dressing them up in the Trooper costume is kinda funny, but what's even better is that troopers (More specifically Imperial Stormtroopers from Star Wars!) fight for the defense of their republic/empire!|
|Horse||Stables||No, stable not as in resistant to change of position or condition, not subject to sudden or extreme change or fluctuation (Definition from The Free Dictionary). I meant STABLE. Okay, never mind, that doesn't help. =P I actually meant the noun form of this word, not the adjective form. A stable is a building in which livestock, especially horses, are kept, commonly meaning a building that is divided into separate stalls for individual animals. (Definition from Uncyclopedia. Nah, just kidding. =P It was from Wikipedia) So that's the stable definition for its noun form. So these bitizens take well care of the horses. And therefore to make their life easier, they decided to befriend the horses by dressing up like one...|
|Purple Clothings with sunglasses||Surf Shop||You don't want your eyes to get damaged from the sun's ultra-violet radiation when you go outside to the sea to surf, right?|
|Phantom||Theater||Have you heard of the 'Phantom of the Opera'?|
|Santa||Toy Store||Because Santa Claus and his elfs gives toys to children! Of course here they sell them, not give them but anyway...|
|Tourist||Travel Agency||Being in the Travel Agency industry means that you have to take those tourists round their travel destination! That means that these guys need to relate to these tourists in order to effectively communicate history and culture of the visiting destination! What's the first step? To make the tourists feel that you are a part of them! That's where dressing like a tourist helps|
|Groom||Wedding Chapel||Hopefully you've a mix of male and female bitizens working at the Wedding Chapel; they can be the walking advertisement to attract newlyweds!|
|Bride||What's a groom without a bride? =)|
For the rest of the dream jobbers at other commercial floors...just dress them up in casuals, but do remember that their clothes colour should follow the corresponding commercial sector! Of course, despite the many ways to dress up your bitizens, there are still going to be a couple of trouble distinguishing a number of them...and furthermore the weakness of this system is that if the required bitizen is at their apartments (You slackers!) so you can't find them at their workplace, and must seek out which floor they live on. Often you don't remember this, so here comes a foolproof method that will work 100% of the time! The details are under the Miscellaneous section...
Keeping new bitizens and evicting old ones
As new bitizens move in all the time, it's part and parcel of life to evict less skilled dream jobbers or job hoppers to accommodate the new ones. Sounds sad, I know, but no one's gonna stand up to you since they are after all dumb bitizens. (who don't know how to put the product that already stocked finish on sale!)
If a new bitizen moves in to an apartment, be sure to check out all his details! Of course the least of your concerns are his name and his B-Day. You'll definitely want to look at his job interest levels for each commercial sector and his dream job! If he has a dream job in a commercial floor that you have, be sure to employ there first to grab the 2 Tower Bux! Of course, you need to check if the commercial floor is not stocking or has an empty slot to employ bitizens.
As with the above section of Dream Jobbers & Job Hoppers, you'll like to keep bitizens in that commercial floor and tower if the bitizen has a dream job in a commercial floor you have and a high job interest level for that corresponding sector (I'll recommend 8 or 9). Remember, take dream jobs of a bitizen priority over the relevant job interest level! Dream jobbers double stocks, while job interest levels merely cut off a fraction of the cost to restock any products in the relevant commercial floor! If the bitizen has a dream job at a commercial floor you don't have, and his job interest levels does not fit the mark to be a job hopper, evict him! If his job interest levels are really good at can give 8 or 9 % discounts at least 3 commercial sectors, you can keep him to make him become a job hopper. If he has a dream job in a commercial floor you have but a low corresponding job interest level, please keep the bitizen! Also, if you have a new bitizen that is not too bad and the apartments he lives in has less than 4 bitizens, keep him to increase chances of new bitizens moving in to this apartment, unless you have the capability to carry out Dream Job Gambling.
Sometimes you'll get a dilemma of which job hopper to evict when all your job hoppers seem as proficient as each other. To resolve this dilemma, I suggest keeping a personal list of the number of job hoppers proficient for each sector. From that list, evict the job hoppers 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 job hopper's proficiency is in Service and Retail, and the number of job hoppers proficient for both Service and Retail, evict him/her. Of course it's not always straightforward since sometimes the number of job hoppers 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).
If a new bitizen comes in and he has a dream job at a commercial floor that is already very or extremely stable, then you need to make some careful decisions! First, check out the relevant job interest level for that corresponding sector where his dream job is. Note that job interest level. Now check out the same job relevant interest levels of those who are already employed at that commercial floor in their dream job! Now if any of the 3 bitizens has the relevant job interest level lower than of the new one, evict the bitizen with the lowest relevant job interest level. If it's a tie, then you can first look for strong job interest levels in other commercial sectors (7 and above), and add up the total job interest levels of the bitizens who tied at their relevant job interest level to determine the better guy and evict the lousier guy. If the new bitizen has a lower job interest level than all of the existing bitizens, temporarily unemploy any one bitizen there to temporarily make way for the new bitizen. Then you can steal (Hehehee...) his 2 Tower Bux and thereafter perform the most cruel act ever: Make him happy at his dream job for a few seconds and then evict him!!! It's so evil, but fun... If the relevant job interest level for the new bitizen ties with any bitizens, then do the same and compare their other job interest levels for other commercial sectors, and evict the less skilled one.
So what happens if the new bitizen wants to work at a commercial floor that you have but is stocking and there isn't a point to interfere in the stocking process? Then you can compare the new bitizen with the existing ones first before deciding who to keep, and who to evict, if the commercial floor is very or extremely stable. If not, just look at the new bitizen's relevant job interest level. Now if the commercial floor is going to take quite some time to finish stocking, you aren't gonna wait for it and waste your battery! But if you leave the tower alone, you might forget what to do with the new bitizen! So how? That's when you can also do some colour coding!
If the new bitizen is a desirable one to keep at the commercial floor that is currently restocking, then you can change his appearance to the assigned dress code of that particular commercial floor you have in mind first! If not, change his clothings to a contrasting colour as the colour of the commercial sector he wants to work at. Best change it to a colour that is not green, blue, yellow, purple or red (Since doing so might confuse you to think that he belongs to another commercial floor in some sector, and hence not bother about evicting the bitizen). This way you'll remember whether you want to keep him or not! If there's a bitizen in that particular very or extremely commercial floor that you want to evict thereafter, dress him up like a new undesirable bitizen. Now you just have to remember to not stock the next product when that particular commercial floor finishes stocking 1 product. Look at the bitizen list to know that you've a new bitizen to settle!
As I said, job hoppers are an absolute necessary to keep those big profits rolling in! As their name implies, they often change their jobs and work in random commercial floors that are not yet very of extremely stable. Their purpose is to generally serve the commercial floors that are very unstable, unstable or semi-stable, and help them stock the level 1 and 2 products! It's necessary to keep 2 products on sale all the time, as when one runs out, another will still be on sale, or will be stocking or stocked finish to see less downtimes for that particular commercial floor! Also, they are useful for commercial floors that are stable or semi-stable to stock level 3 products through the long times you're away!
You'll need to cycle your job hoppers extremely carefully to get the big bucks coming in! If you see a commercial floor that requires bitizens to stock a certain product, send just enough job hoppers there (Remember that the highest level of product that can be stocked is equal to the number of employees there!). There's not much added bonus to send an excess, other than that minute discount rate which isn't particularly important, so don't do it!
When the commercial floor is finished stocking the product, it's time to re-organize them! If you stocked the level 1 product of an unstable or very unstable commercial floor but its level 2 product is no longer in stock, send another job hopper to stock that level 2 product! If it's running out, then employ the second one and wait for it to run dry. If both level 1 and 2 products are in stock, then unemploy all job hoppers working there, unless you're planning to stock the level 3 product which fits within the break time interval. Yeah, it's really funny to know that for some reason, bitizens don't do the selling; they do the stocking instead! (In my opinion it's the other around that makes more sense!) After you stock finish the products you want to go on sale, you can simply unemploy all the employees there and desert the commercial floor! Surprising, the commercial floor continues to sell its products without a single soul around to maintain it! Generally always free up job hoppers whenever possible from commercial floors to employ them elsewhere! You can stock the level 3 product of commercial floors if you've too much job hoppers to spare and the stocking time of that product fits within your break time interval, just in case you'll need them again somewhere else!
When you see the notification box that indicates there's a VIP at the lobby, tap on it to bring you to the lobby to see what VIP has appeared, but don't tap the lobby yet as you're forced to send the VIP up, disabling you to make any necessary arrangements to check where is it best to send the VIP to! Now once you checked what VIP is at the lobby, analyze the appropriate floors and send them to that floor that is most suited for the VIP! You can choose to leave the VIP waiting at the lobby (but try not to make them wait in the stuffy elevator for too long; don't torture them and make them develop claustrophobia, the fear of enclosed spaces! =P) if you can't use the VIP for any really useful purposes as of current juncture, then always remember there's an option to store them at your lobby infinitely! Just remember not to tap the wrong option, it's the "Save VIP" option!!! Even if you accidently tap the lobby when the VIP just settled in the elevator and you apparently forgot to analyze your floors...
Most people are likely to just blindly send a construction worker to a construction floor that takes the most amount of time to complete. That isn't very wise all the time. You have to look at how long every floor under construction takes to finish. Don't send a construction worker to a floor that is going to finish at the very early dawn hours when you're not awake! Send them to construction floors that can finish within the play times when you're not going to be away for long after sending him there, ot those that will finish constructing just after these long periods of time when you're away after you send him there! I like to send them to constructing residential floors if there are a couple of possible reasonable construction floors to send the construction worker to, since they are usually in high demand for me if you build in my pattern. If they are no reasonable construction floors to send to, then you can stash them at your lobby by saving them up! Let's hope another construction worker arrives, then you can send the second one up first before the first one that is stored at your lobby! Let's just hope another one even appears then...if not your first construction worker VIP can stone at your lobby...like forever!
And that happens to bring me to my next strategy! (Wow. What a coincidence. Okay, just kidding =P) Now that you can store your VIPs in the lobby like forever, if every floor has finished constructing, then please store your VIPs at your lobby, even if you've finished constructing every single available floor! (That's a tower height of 169!) It's much better to leave them at the lobby than to make them suffocate in your enclosed elevator (Especially when you might have provided some snacks at the lobby =P).
Again most people simply send them to commercial floors that have the longest time remaining time left to be stock. Not very wise all the time, and again. The same method applies for the construction worker, as above, sending them to floors that stock finish within times you're around for some time or just after long periods of time being away from your tower. If you are not going to be away for too long, then it's great to send them to commercial floors that have their lights out too! Do remember to maximize the use of them, and send them to such a commercial floor that still have a long way to go before the lights go on again (But not too long until you're to be away for long!).
However, there's an added strategy to this: You can send them to commercial floors that have job hoppers trapped there! It's really useful especially when you're preparing for the times just before you're going to be away from your tower for long, since you can free up more job hoppers to stock other products at other commercial floors! But do be careful as the Delivery Person only takes off 3 hours stocking times, so if the remaining time left still doesn't fit within your time frame, don't send them there! If you want to free up job hoppers, you'll like to send them to places that can free up the most job hoppers! Then your tower makes more profit while you're away!
As I said above, Delivery People can be used to change unhealthy stock patterns of any commercial floors! You can re-read it at the Stock Patterns section.
It's quite unlikely that you need to store a Delivery Person, since they are generally useful at all times as you would usually have a couple of commercial floors that want your attention. Still, if the need arises, please remember to consider this option!
The celebrity seems like the most useless of all the VIPs ever available so far, at least to most people! I beg to differ though. Celebrities are really useful VIPs that send in a crowd of customers that can kill off the remaining stock of a product that is running really low. Generally, I like to send them to floors that have less than 50 stock left, so that you shorten the time to wait for that particular product to run out, especially when you have a time constraint, like you've been pressured to sleep by your seniors, or you need to rush off to some place. In other words, really useful when you're about to stock a product through the long times when you're away. Also, you would want to save a little battery for your device if you're playing it on a phone or your device's battery is running very low. Then you can stock that product within the play time interval. Furthermore, you could be waiting for a product that you would like to stock using job hoppers, especially if that particular commercial floor is weak. There's usually absolutely no need to store celebrities, since if no such floors with any extremely low stock exist, I would just not crack my brain too much and send them to floors with still very high stocks for all its available products.
If you've read the wiki, they mention about the technique known as 'Big Spender Optimization'. Essentially that's the only best way to use this VIP, since you won't want to use it like a celebrity since you can't make the full use of him. As I said under the Technical Terms section, powerhouses are excellent places to send the Big Spender to! Do follow this advice! It's even better when your level 1 and 2 products are out of stock and the level 3 product is left with still a massive amount of stock, since the big spender is forced to buy out all of the level 3 product stocks! (Hehehe...we just burned a freaking large hole in his pocket! =P) I don't recommend using quick sell to sell off the other level products though, since it's not worth the Tower Bux and there are likely to be other powerhouses to send him to. A great technique to increase the probability of a Big Spender to buy out the level 3 product, assuming it's already in stock, is to hault the accepting of stock for the other products when they are done since the Big Spender can't buy them out yet. You can on the way, stock a product that has already run out. Try not to send the Big Spender to a powerhouse that has only the level 3 product in stock and the next product to be in stock is gonna be a pretty long time since the lights of that powerhouse will go out!
A great way to take advantage of the new feature of stashing the VIPs is to look out for any powerhouses that have their lights out and stocking the level 3 product! When it's done stocking, start stocking the level 1 product (The least amount of time, unless it does not conform to your play intervals) and take him out of your lobby to send him all the way there to burn a crazy large hole in his pocket!
Real Estate Agent
The basic strategy is too obvious: Just send him to a residential floor that has the most number of empty spaces! (includes residential floors that have no bitizens living there yet!) If there's a tie,...just do that lame-old mini-mine-ni-mini-more, catch the spider on the wall among the residential floors that have equal number of empty slots to decide, or whatever means you have like having biasness against a certain residential floor! =)
But then there's a catch: Remember I said to keep new bitizens moving into emptier residential floors (less than 4) no matter what to increase chances of new bitizens requesting an elevator ride to the residential floor and moving in? But now, with the Real Estate Agent, you'll find a fresh set of bitizens to consider for job hoppers! (and definitely dream jobbers!) So when you see that Real Estate Agent at the lobby, do analyze residential floors carefully, evict the sucky bitizens that were living in any one residential floor and just eating up space! Preferably, you'll want to find the residential floor that can evict the most bitizens for more fresh bitizens to move in! Then when the residential floor eventually becomes emptier, it'll be a great choice to send the Real Estate Agent too, in case most of your residential floors have already 4 bitizens!
If there's not a single place to send the real estate agents to, then store them in your lobby (Probably only occurs when every single one of your residential floors are filled) until there's a new residential floor that opens! (Or if there are a significant number of empty spaces in an existing residential floor, like 2?)
Never delete commercial floors!
Of course, don't be stupider and delete a residential floor, since all residential floors serve the exact same purpose! All commercial floors can gain coins for you, no matter how low value they are! Furthermore, you're eventually gonna get them anyway, and you're extremely likely to get them without any job hoppers with a dream job there! Low value floors are an advantage in a way that you can quickly stock them with job hoppers and then leave them alone after having the level 1 and 2 products in stock to stock other products in other commercial floors that require them around! Also, you'll waste time building another commercial floor there again, and remember, the building is going to be probably longer than before; building depends on the height of the tower! If you realize you badly need a new residential floor, wait until you can build the next floor. It's okay to break the cycle of 2 commercial floors, then 1 residential floor since you'll eventually realize you'll run really short of job hoppers as your tower grows. So and again: never ever delete commercial floors!
So as I've already told you, business demand affects the number of customers patronizing your commercial floors and hence the profits per minute! But do you know how to calculate the demand? Every commercial floor type in the game will display a statistic for the Business Demand, as a percentage. The more of each type of floor a player has, the lower the demand will be. The demand percentage is known to obey the following formula!
(Total number of commercial floors) Demand in % = ------------------------------------------------------------ * 100% 5 * (Total number of commercial floors in a specific sector)
The demand percentages only exists as whole numbers so any result that will give decimals or fractions will be rounded up! Of course, the maximum demand level is 100%. The demand percentage for a commercial sector will be 100% when no commercial floors of that particular commercial sector exists at all, if you're trying to substitute in zero into "Total no of category floors" and you'll find you get a fraction of something over zero, which is simply undefined in mathematics or some say infinity, with a symbol of an 8 being rotated 90 degrees. Pretty cool sign huh?
This strategy doesn't require too much explanation: Only complete missions when the 2 commercial floors is able to double the required product stock after being stocked, by dream jobbers. So if you need to stock a level 2 product from one of the commercial floors for a mission, make sure you have at least 2 dream jobbers employed there to stock it! This way, you can complete missions much faster, but actually more importantly you save more coins and any job hoppers that may be required to stock other products at other commercial floors! Most of the time a product is required to stock 3 times at a level 1 commercial floor, without any dream jobbers, but then the stock for the third time is completely absorbed by the mission and you must stock it again to put it on sale! However, with dream jobbers, you stock it only 2 times, but there's an added bonus: you still get stock to sell after stocking it the second time, although this time the amount of stock is equivalent to a job hopper stocking it.
For the cost of less coins, you can get the same amount of Tower Bux just like that! Isn't that great? There's no hurry to complete missions, since they will remain in the available column forever until you complete them.
Upgrade Commercial Floors!
In the long run, it's much more worth it than exchanging 50 Tower Bux for 100,000 coins! Only upgrade commercial floors that are very or extremely stable though, it's more worth the Tower Bux! For each upgrade on any commercial floor, the maximum additional profit for every stock cycle of every product will definitely increase! (The increase in the maximum profit depends on which product in a commercial floor are you talking about) A stock cycle just refers to one cycle of spending some coins to restock one product, and then allowing it to sell off till the product stock is completely depleted. Since it costs 3 Tower Bux to upgrade a commercial floor, then if we do some pretty complicated maths...
1 Tower Bux = 250 coins
Since there isn't an exchange rate for 3 Tower Bux, then we have to exchange them one by one! That'll be: 3 Tower Bux for 750 coins!
Now since every upgrade costs 3 Tower Bux, and each upgrade increases the maximum additional profit for every stock cycle for any level 1 product in any commercial floor by 117 coins, level 2 product by 267 coins and level 3 product by 417 coins. A stock cycle refers to when you restock a product when it runs out, and then letting it on the shelf to sell out completely. It'll take only just 7 stock cycles to exceed the exchange rate at the bank assuming you only stock level 1 products, 3 stock cycles if only level 2 products, and 2 stock cycles if only level 3 products! It'll continue to snowball, so upgrading commercial floors are really worth the Tower Bux!
Upgrading is beneficial, especially when you're not playing the game for extended periods of time, for example 6 hours when you go zzzzzzz.....Then you can sell more stock throughout the night without worry of it closing and reducing the sales per minute! Also, super big stock that had run dry can stock through these times, so that when you next attend to the game, the item is stocked finished and ready to rock for the rest of the day! Commercial floors like the Coffee House closes too fast when left unattended, especially when not stocking! Even with it stocking the 3rd item, which is the Frappe, it takes only 20 minutes. If I stock this through times when I'm away for extended periods of time, you're wasting the time in which the floor is closed but finished stocking its Frappe since it wouldn't sell its Frappe until I attend to it and accept the stock. This time wasted could be used to stock an extended stock of the Frappe (say, I upgraded its stock time to 2 hours).
No doubt that if an upgraded store that is closed and had its item stocks upgraded so much that even the first item takes 2hrs to stock, but once its open, it can really rock the day! Of course, in the first place, these stores are unlikely to close.
Upgrading is essential especially to unbalanced commercial floors. Take for example the Arcade and the Scoops. The products of these floors are such that the first two products are quickly stocked with low amounts of stocks, but the last one is a huge jump which takes a very long time to stock. For example, the Arcade first and second items take 5 minutes and 15 minutes to stock, but the last one takes 2 hours to stock! Similarly, the Scoops is even more horribly unstable with first and second items stock times of 3 minutes and 15 minutes, but the last one takes 3 hours to stock! You know what does that means? The store will close while stocking the last item, even with the first and second item stocks doubled by dream jobbers. You don't like that. You don't want that. Upgrading these stores reduces the percentage difference between such items so that when stocking the next item the store won't close. So I can upgrade the Scoops to the point where the first, second and third item stocking times are as follows: 1H 33M, 1H 45M, 4H 30H, assuming I upgraded it 18 times to level 19. Now it's quite likely that the store won't close assuming you stock from the first item to the third one in order and you start the next item stocking almost immediately after the previous one finished stocking. This also applies to stores with wide percentage gaps between the first and second item. E.g. Travel Agency, with first and second item stock times of 15 minutes and 1 hour.
So when should we start upgrading commercial floors? When you've bought your final elevator upgrade! (The Infini-Lift Lightspeed) Of course, you're not always in a rush to upgrade your elevator in the first place, since you also want to spend sets of 50 Tower Bux to grab 100,000 coins instantly to give your tower a great initial boost in your tower expansion progress! You can buy the final elevator upgrade after you get extremely fed up with sending those irritating bastards up to their desired floors! =P Of course, that's gonna mean that you must save up your Tower Bux like hell. So after you've bought your final elevator upgrade, where do we start? Well, start from the lowest value commercial floor! (Coffee House...) When the lowest commercial floor(s) total stock meet that of the currently second lowest value commercial floor(s), then include them in the next cycle of upgrading! So now that second lowest value commercial floor is considered among the lowest value commercial floors! Keep upgrading your lowest commercial floors so that they all basically share the same amount of total stock before beginning the next cycle of upgrade them all again! The process is pretty much endless and continues...
Deliveries & Messages
So here is the foolproof method! You'll need a notepad programme, so open it now! (Please don't tell me that you don't have one, all iOS and Android devices come pre-installed with at least 1 notepad programme!)
Now we are going to create the bitizen list! It's a very simple format, so it's very user-friendly! Anytime the Deliveries & Messages mission appears and you can't find the required bitizen, whether is it because his name sounds so alien to you or you know where he works but can't find him at his workplace, you can always switch task to your notepad programme that is currently showing the bitizen list for reference! You need to get use to the format you set out yourself to fully utilize this method's potential.
So what's the simple format? Really simple, here you go! You can use other formats, so long it does the job!
(Bitizen name) [Floor number bitizen lives in],[Floor number bitizen works at permanently]
Preferably, You should sort out the list according to alphabetical order to make it easier for yourself, putting the first letter of the following bitizens' name as the header. For example:
A. Montgomery 38,40
Aaron Graham 29,34
Allen Ortiz 17,97
Antonio Woods 65,100
Ashley Horton 77,76
So what about job hoppers who don't have a definite workplace to settle yet? Well, you can leave them out of the list, or you could just include their floor number that they live in. For the floor number the job hopper works at, just put a question mark. For example,
Roberto Allen 8,?
What's the concept behind this method? Pretty simple, really. Every bitizen will only be at either one of two places: Their apartment or their workplace (which you'll prefer them to be at, first of all you'll know their workplace better, and second, you won't like slackers! =P). So you can say these bitizens have no life, not visiting their tenant mates at their workplace or go shopping, huh? =) Oh well, better for us anyway. It's just the game mechanics, so I'm pretty speechless. That's all!
Important! For this method to work, you shouldn't be moving floors up and down, as it'll screw up the entire workplace and residential floor for every (if not almost all) bitizen recorded in the note! Anyway, what's the point of moving floors when you can find bitizens so easily already?
What's the difference between the latest iOS version of the game and the latest Android version of this game?
Okay, for this one, I'm gonna split their differences into 4 sections. There's that much differences, yes. =(
- Tiny Tower was originally developed by NimbleBit. They manage the iOS version of the game. However, the Android version is managed by Mobage, the one who ported this game over to Android.
- The iOS version is always the most updated version of Tiny Tower, but I can't say the same for the Android version...
- The iOS version does not require any privileges to grant user access to play the game (Other than your password at your lock screen, if you even use one of course =P). However, the Android version requires an internet connection and a Mobage account to start up the game and play (Plus any other funny lock screen passcodes including your bizarre lock pattern or your standard text password if applicable). Your active internet connection can be turned off thereafter though.
- For the Android version, there is a small Mobage account icon at the extreme top left hand corner of the screen all the time, and this pushes the indicator icon for the number of bitizens living in your tower just to the right of this icon. Of course, unless you want Mobage to invade the iOS version, there isn't that thingy in the iOS version...
- Your tower is saved on GameCenter for iOS, but on your Mobage account for Android. That means you can uninstall your game on both versions, and have the ability to restore them in case something goes wrong (Like if you want to be naughty and cheat on the game. Shame shame on you!). Both are apparently pretty automatic once you have the appropriate connection.
- The Android version misses out a few commercial and residential floors that the iOS version has.
- Internet is required to retrieve your achievements for iOS since it has to connect to an external GameCenter, but Android's achievements are in-game so you don't need internet for that. Or maybe, since you need internet to start up the game for Android, you never know that your achievements are actually only stored on your Mobage account and retrieved during the start-up of the game...=P Nah...just kidding...
- You can retrieve newly released missions for iOS just by having some kind of connection to the World Wide Web, but for Android, unfortunately, you are going to have to wait for Mobage to update the game and hopefully put in those new missions for you.
- The 'Games' box in the main menu will lead you to the App Store that showcases all of NimbleBit's games for the iOS version, but this box doesn't exist for the Android version.
- Your achievements for iOS are accessed by tapping the GameCenter icon at the menu screen, which bears the default GameCenter icon (Hmm...I wonder if this is bound to change when iOS 7 is released...but I hope not! The new GameCenter icon sucks! Ok, personal opinion...). Almost the same for Android, except that it is replaced by the icon which actually says achievements, and bears an uh, strange star icon (And no, I don't call that cute). And the achievement list for iOS is the default (And seriously more cool) GameCenter list, while Android has decided to innovate its own list of rounded rectangles with sad stars (For uncompleted achievements) and uh, tongue sticking out stars (For completed achievements)?!?!
- The bitizens in the iOS version seem to dress more smartly in their ties since their ties are all the way to their necks (And presumingly their collars buttoned), but in the Android version they seem less concerned with their looks since their collars are (presumingly) unbuttoned, creating an open neck and their tie knots below the "V". You can kind of tell because the vertical line that sometimes appear on bitizens' shirt (Bitizens don't always wear a tie) are lower down, nearer to their legs in the Android version compared to the iOS version.
- VIPs have more accessories to wear in the Android version than in the iOS version (E.g. A female construction worker may instead wear a yellow hairband instead of a sunhat).
- There are no comma separators for the digits shown in the missions table and the mission detail window for Android, but it's there for iOS.
Mechanics: (P.S. This has absolutely no reference to the new commercial floor added in the 1.5.2 update! =P)
- After choosing a new employment location for any bitizen (Even if you are unemploying the bitizen) from the commercial floor detail window (Tap on commercial floor > Tap on bitizen > Tap on Job), the iOS version will bring you straight back to normal gameplay (Where you can freely scroll through your tower) after the confirmation window, but the Android version will bring up the bitizen detail window for that particular bitizen you are currently dealing with, and you must close that before closing the commercial floor detail window that bitizen was originally working at to return to normal gameplay.
- The notification bar in the iOS version is a more condensed form, meaning one type of each category has only one box and tapping it will cycle through all the floors that have that notification box. But in the Android version, every notification on every floor has its own box, making one whole long line of boxes that will most of the time exceed the screen width, forcing you to clear the boxes in front first before clearing the others originally off-screen.
- You can store VIPs back into the lobby even after selecting them from your stash in the lobby for the Android version, but not the iOS version. This is because selecting the VIP in the lobby for the iOS will immediately bring out the elevator arrow keys on screen to bring the VIP to the floor you want. But for the Android version, it will "restart" the entire procedure as if a new VIP just entered your lift.
- You cannot select a VIP from the lobby to bring up if your elevator isn't at the lobby for the Android version, but that doesn't matter for the iOS version.
- You can change to the next music track manually by navigating away from the game for even just a second for iOS. But for Android, doing so will lead you back to the first song This Could Be Fun. For both versions, it will go through the imaginery playlist and loop over and over again until you do something to stop it.
At what times should I play this game?
For the first few days you started this game, you'll feel like hardcore-ing this game and play it non-stop, for long periods of time! Tiny Tower can really get you hooked! However, you'll soon get frustrated of waiting for commercial floors to stock finish their products, especially when your tower sees high value floors opening later on! (At least, that's what I feel) Because of this, I recommend you to check in on your tower once every 30 minutes/half an hour if you've the capability to do so, if not once every hour is fine as well. Of course, that's assuming you haven't upgraded your commercial floors very much yet. Generally it'll take you about 2 to 5 minutes to sort out your tower before having another break. I find it very optimal as you'll be less frustrated over waiting times, doing nothing much but sending bitizens up the elevators, and won't be faced with a lot of closed commercial floors just after you check in. But when you first start out, it's natural to hardcore the game, and I may even recommend it to get things going next time.
The play time interval will really depend on how much you've upgraded your commercial floors as a whole. So if you've upgraded most of the commercial floors x times, then you should add 5x minutes to my suggested 30 minutes! (If you are intending to keep Bux-Earning Machines, take them out of the picture)
But don't give your seniors an excuse to do this during any important periods of time! (Any place that requires some controlled forms of behavior...) Neither will you use this excuse to your family to draw out your device with Tiny Tower during family eating times, or worse, to stay awake throughout the night! And please don't say like: "Hey, that light_rock_zz guy on GameFAQs told me to attend to my tower once every 30 minutes or 1 hour. Can I do that now please?" Please...please...don't implicate me...it's just a suggestion...not as if your tower gonna die throughout these times...=P
Why don't I see a save option in this game?!?!
Tiny Tower saves your progress automatically at certain time intervals so chill man! I don't know what the time interval is though. I'm quite sure that your game will get saved if you switch task back to Tiny Tower so that the GameCenter "Welcome back" rounded rectangular notification box appears. The game might be using a double-save system as well (A system where the game creates a separate save file first, and then when the information has finished writing to the new save file, it'll delete the old save file. This system is actually used by Pokemon games), although I'm really not clear as these kind of stuff are a little too technical for me =P, as your save does not corrupt when the game suddenly crashes and force close. I experienced quite a number of crashes already, and not once have my save corrupted (And hopefully it never will!).