

You may only get one bridge or three motorways and that’s it. Mini Motorways has daily and weekly challenges and these have mutators on. Sometimes you’ll do well to get over 1000 points. It isn’t long before your sprawling city is a spaghetti mess. At some point though, you will fail and your score will go onto the online and local leaderboards. Similarly you can lay down random road pieces to block new houses and shops being placed there. You don’t have to join all the houses to the road network if its going to cause you issues. There are also some interesting tactics to play too.

I love how you can delete roads and reorganise your layout on the fly and the traffic always finds the best new route to reach somewhere. Roads can be as squiggly as you like but efficiency and redesign is key to success.
#MINI MOTORWAYS HOUSES PER BUILDING UPGRADE#
This games gives in one hand and takes with the other so deliciously.Īs the map zooms out, shops upgrade to have bigger demands and more houses join the party. The problem is that your traffic needs to rejoin somewhere and I often had more problems after solving one with a motorway. These allow high volumes of traffic to zoom at higher road speeds across your map and are handy for when your houses and shops are far apart. You simply connect the two points and let rip. These act like giant cables and are able to cross over buildings. Finding weird and wonderful routes to join everything up is part of the fun. This is because as the level progresses, the map zooms out to give you more possibilities to cover and more ways to fail. The latter are usually must haves as you never know where your next house or shop will spring up. Bridges cross over water which roads cannot do and tunnels go through mountains too. Traffic lights help choked roads have more flow (although I personally didn’t spot much benefit). Placements are random and every in game week you’ll get road tiles and special tiles depending on what is randomly given to you. The shops must have enough cars visiting them or their demands are not met and the road system is declared a failure. You have limited road tiles to draw roads to get the cars from A to B and back to A again. Each are colour coordinated so red houses spawn cars for the red shop, blue for blue and so on. One is a shop, where the cars will visit. One is a house, where cars come from and return to. Those shops are very demanding.Īcross 11 real city maps, you’ll have randomly placed buildings of two types. More freedom means more complexity and this is where the game shines. Mini Motoways is less of an evolution but more of a revolution of the original. I’ve spent days playing Mini Metro, the elegant strategy game that sees you create a transport network of stations that will fall over when passengers demand too much. And optimization with multiple factors is always a balancing act - you can only truly optimize one thing at a time, and our goal in this game is to make sure that the “longest road” (the longest distance any one car will have to make to reach a corresponding destination) is as short as possible.It’s been a few years coming but Mini Motorways, the sequel to Mini Metro, is finally here on PC.

Keep in mind that this does NOT apply in every situation - The more houses you have, the more competing goals you will have in the name of optimization. Firstly, your cars will drive shorter distances on average, and you will also end up using fewer tiles for longer distances, rather than stairstepping everything. This is one of the easiest ways to step up your game, and the benefits are twofold. It might be tempting to just draw a road to the left, like this:īut the more optimal way would be diagonally, which shaves off a fraction of a second for any car pulling in:

Pretend I have to connect this light blue store to some houses that are coming in from the south.
