Does floor order matter?

I'm occasionally granted Level Mover droids to shuffle the decks in my Tiny Death Star...but I can't tell if sorting the floors in some unknown way matters at all. Other than using the lift to deliver people to different levels, I don't see any relevance to the position of each part of the tower Death Star.

7 Answers

I don't know if this is a bug or by design, but I found that the "Imperial Items Missions" seem to be based on the actual level, not the item type. So if you needed eg "10 Defense Grids", and you use a Level Mover to swap in the Interrogation level to where the Turbolaser laser was, that mission turns into "10 Rebel Secrets". So you can swap in levels that you already have high item counts for.

However, the reward for completing the mission appears to change accordingly (it would decrease in the above scenario as Rebel Secrets are easier to acquire).

NOTE: This has been changed so that the mission is attached to the item, not the level. Moving levels no longer changes the requirements.

3

Does the order of the floors matter? Somewhat. The higher the floor, the more credits you earn when you bring someone to it. Floors that will get a lot of traffic from arrivals will therefore earn you a tiny bit more if you raise them further up in your tower.

Re-ordering your floors can be useful. For instance, I like all my residential floors to be the even number floors. The reason is that when I want to speed up imperial objects being built, if an arrival wants an even number of floor, I know I can use them to speed up the imperial object without worry about them being useful to speed up a civilian order. But I could have easily put the residential floors together at arrivals, and just remembered that anyone travelling to floor 2 to floor 6 (for instance), can be re-routed to an imperial level with no worries about missing a chance to profit and speed up a shop order.

4

Instead of by type, I sort them by turnover time. By turnover time, I mean the time needed to fully stock and sell a floor. For example, Mos Espa Cafe and Workout Center have short turnover times.

Until and unless I care to raise their ranks like crazy, floors with short turnover times need a lot of active management, so therefore I clump them together to minimize scrolling.

The game never tells you when stock needs ordering so you have to continually inspect all floors by scrolling from very top to very bottom. Clumping often-needs-stock floors minimizes scrolling.

I place this clump close to Arrivals, because such floors are "<1 minute" more often and thus more often useless for incoming Bitizens. I don't bring bitizens to "<1 minute" floors; I quickly dump them DOWN to imperial levels.

1

The order of the floors, at this time, does not particularly matter - unless you have a desire for organization of some sort. In the previous Tiny Tower game, you had the ability to move floors but for the cost of 1 Tower Buck. That feature has been ported to Tiny Death Star, but they made it free if you wait for the random spawn of a mover droid.

When I was playing Tiny Tower, I liked to have the floors organized by types, it was easier to find bitizens, but it was practically raining bux in there, here it's much more difficult to collect some...

In Tiny Death Star I personally like to gather all my residential floors just above Arrivals, so I know all the time, which appartments are full, where should I evict somebody to open a spot etc. It's good to always have at least one place rentable when people/ewoks come by the elevator, because, again, it's expensive to move them in instantly for bux.

I tend to agree with the strategy that you put the residential floors on the lowest levels. In particular, if someone wants to go to floor 2 or 3, which are currently full for me, I just dump them down to the lowest imperial level. Also, I use level movers to move whatever the "assignments" want most to the bottom, so that way it's easier to send the elevator there. I'm currently saving for the 499 buck elevator, so I'm not as concerned about credits at this point, but more on finding people, filling dream jobs, and catching rebels....

1

I advise you to use this format: 1 food level, 1 service level, 1 recreation level, 1 retail level, repeat until done. After that all the residential levels starting from the one you have less full. I observed that this way the visits are more balanced.

2

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