Lodges Tourists temporarily, providing Customers
Hotel is the Tourist Lodgings building available in Old World and Cape Trelawney, and which requires
Tourist Season DLC. Hotels are unlocked after upgrading a
Public Mooring, which is possible after reaching 500
Engineers. As long as a hotel is connected to the
Trading Post it can provide housing for the
Tourists. Fulfilling needs of hotels can increase the tourist population, their workforce, happiness, and income they generate.
Needs[]
For more information, see: Needs
The consumption, supply and income values correspond to a hotel with maximum capacity of 500 tourists (disregarding residents from lifestyle needs).
| Need | Consumption | Supply | Influx | Happiness | Income | Unlock Condition |
|---|---|---|---|---|---|---|
| Basic needs | ||||||
| 45 | ||||||
| 0.008333333 | 2 | 55 | +343.75/+309.375/+275 | 30 tourists | ||
| 25 | +281.25/+253.125/+225 | 50 tourists | ||||
| 25 | +375/+337.5/+300 | 250 tourists | ||||
| 0.01666667 | 1 | 35 | +337.5/+303.75/+270 | 300 tourists | ||
| 55 | +375/+337.5/+300 | 550 tourists | ||||
| 0.008333333 | 2 | 105 | +412.5/+371.25/+330 | 850 tourists | ||
| 75 | +375/+337.5/+300 | 1500 tourists | ||||
| 80 | +843.75/+759.375/+675 | 4000 tourists | ||||
| Luxury needs | ||||||
| 0.01666667 | 1 | 3 | +750/+675/+600 | 50 tourists | ||
| 0.01666667 | 1 | 5 | +1593.75/+1434.375/+1275 | 750 tourists 1750 investors | ||
| 0.01666667 | 1 | 4 | +562.5/+506.25/+450 | 1250 tourists 1750 investors | ||
| 0.03333333 | 0.5 | 4 | +1281.25/+1153.125/+1025 | 2000 tourists | ||
| Hot Spots | ||||||
| 3 | +468.75/+421.875/+375 | 325 tourists | ||||
| 3 | +406.25/+365.625/+325 | 450 tourists | ||||
| 3 | +468.75/+421.875/+375 | 500 tourists | ||||
| 3 | +468.75/+421.875/+375 | 500 tourists 1000 engineers | ||||
| 3 | +468.75/+421.875/+375 | 900 tourists 1 investor | ||||
| 3 | +843.75/+759.375/+675 | 1000 tourists 5000 investors | ||||
| 3 | +843.75/+759.375/+675 | 1000 tourists 5000 investors | ||||
| Lifestyle needs | ||||||
| 0.001 | 16.67 | 17 | - | +212.5/+191.25/+170 | 3000 investors | |
| 0.00325 | 5.128 | 15 | - | +112.5/+101.25/+90 | ||
| 0.0007083333 | 23.53 | 22 | - | +212.5/+191.25/+170 | 1 scholar | |
| 0.002866667 | 5.81 | 20 | - | +75/+67.5/+60 | 1 artista | |
| 0.001666667 | 10 | 25 | - | +281.25/+253.125/+225 | 1800 artistas | |
| 0.0009583333 | 17.39 | 26 | - | +175/+157.5/+140 | 2700 artistas | |
Bus network requirements
For more details, see: Bus Network
Building-based basic needs, such as
Tourist Mooring or
Restaurant as well as the hotspot needs like
Zoo can only be fulfilled when their respective building is within the Bus Network. Bus stops need to be placed nearby to have those buildings within their circular range, and in some cases the bus stops can't be too far away from hotels' bus stops in order to completely fulfill the needs of tourists.
Needs debuffs
Tourists are more picky than other residential tiers - if any of their happiness factors provides negative happiness, particular basic needs of tourists will become limited and their fulfilment will never reach 100%. This means that the basic needs which become limited would provide less tourists and less income per hotel, however, the consumption of goods stays on the same level. Each such debuff comes from one of the happiness factors being negative, the debuff limits specific needs, and disappears as soon as the happiness provided from the factor becomes neutral or positive. If a basic need is affected by several debuffs, their effects are additive thus lowering the maximum fulfilment according to the sum of the debuffs.
The happiness factors and their debuffs if they are negative are as follows:
- Attractiveness: -10% fulfilment from:
Bread,
Variety Theatre,
Restaurant,
Jam,
Bar,
Shampoo,
Cafe,
The Iron Tower
- Attractiveness of the island needs to be equal or higher than a certain threshold, which depends on population living on the island, for the attractiveness factor to be at least neutral in order to avoid the debuff. Tourists gain +3
for each higher attractiveness level that has been surpassed. They lose -3 happiness for each attractiveness level that has not been met and which is lower than the required threshold. The dependency of attractiveness thresholds on island's population is as follows:
- Attractiveness of the island needs to be equal or higher than a certain threshold, which depends on population living on the island, for the attractiveness factor to be at least neutral in order to avoid the debuff. Tourists gain +3
- Hotspots: -20% fulfilment from:
Variety Theatre,
The Iron Tower - Luxury needs: -20% fulfilment from:
Bread,
Jam,
Shampoo - Newspaper: -20% fulfilment from:
Restaurant,
Bar,
Cafe,
The Iron Tower - Peace: -20% fulfilment from:
Bread,
Variety Theatre,
Restaurant,
Jam,
Bar,
Shampoo,
Cafe,
The Iron Tower
Interactions with other DLCs
Some hotspot needs of tourists come from other DLCs:
Botanical Garden from
Botanica
Docklands from
Docklands
Palace from
Seat of Power
Skyline Tower from
The High Life
As other DLCs are required, those needs never have negative impact on the happiness of tourists, thus they are not necessary to be fulfilled to avoid the debuff from the hotspots factor. They do provide additional happiness and income when fulfilled and can effectively replace or compliment other hotspot needs, but they are not mandatory.
Items[]
Some items when equipped in town halls can have an impact on hotels. Given that hotels are actually not a type of residence, items that affect residences cannot affect hotels.
Items that affect hotels[]
Uncommon | ||
|---|---|---|
| The first face every guest will see. | ||
Affects |
Effects Happiness: +15 Chance of Fire: -15% Chance of Illness: -15% |
Expedition Bonus |
Epic | ||
|---|---|---|
| She assures all that no guest will ever witness when things go wrong. | ||
Affects when activated |
When activated Happiness: +10 Reduced Needs: 20% Residents consume 20% less Chance of Fire: -5% Chance of Illness: -5% |
Expedition Bonus |
Legendary | ||
|---|---|---|
| He sees and hears all, knowing and keeping the many secrets of his guests. | ||
Affects |
Effects Bonus Residents: +20 Residences gain bonus residents from Chance of Fire: -10% Chance of Illness: -10% |
Expedition Bonus Trait: Hypnotist |
Items that affect all buildings[]
Common | ||
|---|---|---|
| Keeps the doctor away. | ||
Affects All Buildings when activated |
When activated Chance of Illness -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Common | ||
|---|---|---|
| Foam party! | ||
Affects All Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Its secret was a mouldy petri dish! | ||
Affects All Buildings when activated |
When activated Chance of Illness -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| A cocktail from your kitchen cupboard. | ||
Affects All Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Rare | ||
|---|---|---|
| A marvellous and most modern vapouriser! | ||
Affects All Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus |