![]() Having too few bridges can really constrict the flow of traffic and lead to your untimely loss. Depending on the map, you’ll really want to plan these based on how lucky or unlucky your map layout is. Making a return from Mini Metro are the all-important bridges. If you have a bunch of green houses and a green store separated by red and yellow traffic, use a motorway to improve their commute.Īlternatively, you can observe which stores are building up pins, and use your motorway to ease the pressure off of that store by connecting it to a cluster of houses of that color. You want to use this on your weakest links of your entire map. Hops over everything, from point A to point B, and allows cars to travel quickly. Reserve Traffic lights for small, clustered intersections, and reserve roundabouts for high-traffic single intersections. Generally better than traffic lights, but the downside is that you get fewer of them, and they take up far more space in congested areas. These allow cars to not slow down much at intersections. These seem underwhelming at first (and often are!), but what they do is allow for one direction of traffic at a time to NOT have to slow down, providing a small efficiency boost in some situations. Traffic LightsĪlternate the flow of traffic like a real-life traffic light. It should be noted that there are several different types of buildings, each with a different “pin generation rate”, so to speak.įurthermore, if you’re coming from Mini Metro, you might distress when a few houses are formed way out toward the edge of your map - this is okay! Houses are just “car generation resources” and can’t cause you to lose - it just means you might need shorter roads to the other houses of that color and their destinations to pick up the slack. If you let that timer build all the way up, it’s game over! If too many build up in a particular building, a timer begins, accompanied with a “ticking” sound. Pins are located at “destinations” (stores and other buildings). They are happy when they can travel to a pin and go home. ![]() Cars and PinsĬars are fairly self-explanatory. Keep this in mind when building roads from remote houses to their respective destinations. The biggest tip I can give you regarding roads is this: Diagonal roads use just as many tiles as North/East/South/West roads do, but are approximately 40% longer. You receive a certain amount each time you choose an upgrade. Allows a car to take a path that you draw. ![]() The basic building block of Mini Motorways. Gameplay Elements – Mini Motorways Strategy Guide Roads Welcome to our Mini Motorways Strategy Guide ! Tips, hints, and other information to get you started without overloading your brain. Mini Motorways Strategy Guide Best Strategy Consider Separating Roads by Traffic Color.Optimization – Mini Motorways Strategy Guide.Gameplay Elements – Mini Motorways Strategy Guide.This allows for a bit more freedom since you can draw multiple paths zig-zagging between any two points. Also, you have the freedom to draw roads any way you like instead of being limited to straight lines that snap into place like in Metro. Since the game is all about roads and cars, you are no longer just connecting all the “stops” on a map rather, you have to connect little houses (which contain cars) directly or indirectly to the larger buildings that share their color. ![]() This being a sequel, of course, there are some important differences this time around. Some of the sounds aren’t random at all, and are meant to clue you in to certain events (a new building popping up, or the week ending. The music is minimalist to the extreme, with simple chords droning softly in the background and seemingly random bleeps and bloops chiming away pleasantly as you plan your city. Also returning is the wonderful sound design that continues to perfectly compliment the distinct art style. Various elements are available to the player for the road network. The game ends if too many uncollected items accumulate at a destination. Each item successfully picked up and returned to the house counts as one point. Cars then start from the houses and pick up something from the targets with the same color. These goals and houses each have a color. The city is growing continuously as new destinations (such as shops or companies) and new houses are built. In Mini Motorways, the player has to draw a functioning road network. Overall it’s a very satisfying evolution of the previous game’s visuals that feels new and unique while still maintaining the feel of the original. If Mini Metro looked like a subway map, Motorways looks a bit more like a board game. How long can you keep the cities of the world moving?. Redesign your city to keep the traffic flowing, and carefully manage upgrades to meet the changing demands. Build a road network, one road at a time, to create a bustling metropolis.
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