Upper Level
Access Towers
The struts up to the upper level in three sizes: catchment below, reach above, cost and why districts next to them become more popular.
Elevator attendant
An access tower links the colony with the upper level. Below, it makes the districts around it more popular, above, it decides where you may build platforms. Access towers need no road and no power.
The three sizes
| Access tower | Base | Catchment below | Reach above | Bus stops | Cost |
|---|---|---|---|---|---|
| small | 1 × 1 | 10 tiles | 12 tiles | up to 1 | 800,000 $, 300 metal, 80 kryptonite, 30 spice |
| medium | 2 × 2 | 16 tiles | 20 tiles | up to 2 | 1,500,000 $, 600 metal, 150 kryptonite, 60 spice |
| large | 4 × 4 | 24 tiles | 32 tiles | up to 3 | 4,000,000 $, 1,600 metal, 400 kryptonite, 150 spice |

Below: the catchment
- Districts within the catchment are more popular for every district type: +15 points of district value.
- Every bus stop or taxi stand nearby extends the catchment by 6 tiles, as many as the table allows.
- An access tower counts like a bus connection for the "very good" level (District Value and Field Info).
- The access tower offers nearby buildings such as casino, cinema, stadium, school or hospital to the residents up top. The window lists them under "Nearby".
Above: the reach
Platforms must lie within the reach of an access tower. Everything built on them uses this tower and is linked to it automatically. The tower's window shows the linked skyscrapers.
