a single bridge can be as long and twisty as you need and it only uses one of your bridge uses, so, you could use one and just snake along the river like some kind of abomination on city planning.
I've got a few tips for you: 1 - When a building wants a car, it will pull from the closest available house. Generally, that's what you want. But it can break down if you have a building (especially a round building) exceeding its local demand and pulling from the far side of the city. That creates more traffic at intersections and is far less efficient than having a small, isolated, local community to serve it. It's better to have one or two houses with a short trip than a lot of houses but some of them are farther away. One single house that has a four tile trip can keep a building satisfied for a long time, but if that house instead gets pulled across town to a different business, then its cars will be tied up in traffic and the local business will ALSO have to pull cars from across town. 2 - As soon as you see traffic starting to build up at a round-a-bout, you have to fix it. Create a by-pass road for one of the colors (maybe someone just needs to turn 90 degrees and could avoid the round-a-bout altogether?) or use a motorway to lessen the traffic through that motorway. 3 - Cars will ALWYAS take the shortest distance trip. Generally, that's what you want. But if you built a motorway to take pressure off an intersection but now ALL the colors want to use your new motorway, you've created a new problem. Watch out for that, and use it to your advantage. Four way intersections are deadly if it's the shortest way for a lot of traffic, but if there's just a few cars crossing it's not a problem. If 90% of a building's demand is met by local houses with no crossings and the last 10% is met by a house that has to cross two four-way intersections, it's not the end of the world. The bulk off the traffic is efficient, and the overflow is good enough to fill the gaps. 4 - Houses will have cars sitting in the driveway when they have a car available to send. You can visually see whether or not you have enough houses linked up to meet demand (because cars will be sitting around) or whether you need to improve something.
Pain begins at 4:25 Pain intensifies at 4:31 Pain becomes unbearable at 4:36 ... But don't worry, pain is diagnosed at 7:38 and treated at 7:45 Thank you for that rollercoaster of emotion
@@CityPlannerPlays Roundabouts do wonders until one of the exit lines gets clogged up. Then they make congestion in every direction. I don't know but I think drivers plan routes there and back ahead of time. So if you get a problem like this it can take time to resolve.
@@thumper8684 Yes! Drivers do plan their trip before leaving the house, so it is fixed in place. I've managed to get a few to take a minor diversion (when moving a road over one tile) but even then, they make a U-turn and take the closest possible road. A lot of the time in these older videos by CPP I'm seeing cars travel across the whole map to get to their destination and it's also where the chaos forms.
Right! He didn't seem to delete any roads. Just keep adding more and more to what was already there. I was almost to the point of shouting at my screen, it was so painful to watch.
At the start you didn’t need two bridges to cross the river, you could have built only one in diagonal. You’re good at the game tho, you survived 5 days more than me in bejing
@@CityPlannerPlays you can make weirdest bendy bridges, i made a bridge that went around an island so i could save some traffic and road tile. the bridges in this game make "the galloping gerti" look like a marvel of engineering.
Great watching you try and solve these issues. 3 tips that have helped me tremendously. 1) Cars always take the shortest route, regardless of how many alternate routes you setup. 2) Before connecting new houses check to see if houses of the same colour have cars in the driveway. 3) Instead of connecting new houses make pre-emptive neighbourhoods ready to be connected when needed.
Getting there... Tips: 1. Always take a motorway unless you *really* need something else. 2. Roundabouts are awesome if you an fit them - think about where they need to go early in the game and 'reserve' space using road tiles. 3. Use road tiles to block-off buildings from spawning in awkward spaces - you can always delete them later if you need them. 4. You can always use a motorway for a while and delete it later if you need it - same goes for roundabouts, traffic lights, etc. 5. There is a point to traffic lights! But only later in the game, when you start to get gridlock at junctions - if you can't fit a motorway, stick in some traffic lights! 6. Try and link motorways and large buildings to roundabouts wherever possible, and try to avoid houses connecting to main roads (especially close to large buildings). It's better to use more road tiles and keep little, isolated 'suburbs' of housing (same colour if possible). 7. Motorways can't go over mountains... but they can go really close to them, so look for the gaps. I think that's as much wisdom as I've gleaned so far!
Next step is meta strats 1: Buildings generate demand proportional to the amount of houses connected to them so you wanna segregate even the same colors and sometimes not even connect some houses. Not connecting houses doesn't harm you. 2: You can place roads preemptively so that buildings don't spawn where you don't want them. 3: When everything gets super complicated and demand is dangerously high, you can delete every road you've built and then rebuild them all.
If you keep playing this game here are a couple tips. 1.) You don't need to connect those individual houses that pop up on the outstretches. They cost more road tiles than they are worth. 2.) Please, for the love of all that is chaos, use the motorways to connect those far spots instead of trying to congregate them all to a roundabout. 3.) Bridges can go longer, just keep them in the water and you can span a huge distance. 4.) Pretend the little AI drivers are stupid and will take the longest way possible. If you connect them all they will go to the smaller factory if they think it needs someone instead of the one that's pinging you. So, you can connect just 2-3 house to a smaller one instead of all on everything.
Just a tip: you don’t need to connect every single house a few is enough for a single business. And cars go trough the whole map even if there is a free car closer, that’s why u should not connect everything it will just make the traffic worse.
Yes. Don't even connect all of the same colour ... when he zapped the motorway across to the yellows, it would have been better to _only_ connect it to the set of houses on the right that weren't connected to anything else. Have one set of houses going to one shop and another set of houses going to another shop.
I find 2-3 houses enough for a square building and 4-6 for a round building are enough to service them if they aren't too far away. If I have enough of one color to break a group off from main roads and still leave enough houses for other buildings I will, as the call out for a car won't always come from the closest building creating hectic traffic from the other side of the city.
@@deViant14 that would be handy, or even the same colors but different patterns, like red spot, stripe, checkers etc, but I do like how minimal the game is too, so I'm happy without that. I just pause and count houses lot
There are just so many non used roads. Road hierarchy does exist in this game it was just a different way of doing it. Treat the motorway like an arterial
wish that they would make a sandbox mode, cuz it'd be so satisfying to just build cities in this style without being forced to drop legit every single piece of logic in normal city planning xd
Another tip is to segregate by stores even if they’re the same color. Small stores will usually do well with 3-4 houses attached to them. This helps decrease congestion as the game progresses. Big stores will require many more houses, usually 9-12
this isn’t a tip as much as it is an idea id like to be tested, if you find yourself with a lot of bridges especially in tokyo with the small island you could use a motorway to get just across the water instead of a bridge because cars can drive faster on motorways
I started playing this game after I saw your 1st video. I wasn't doing great because I was approaching it more like a city builder until I watched another video, so now I just see it as a puzzle game where you have to keep lines from crossing. It is still very fun, but I understand fighting your desire to make things look more like a functional city.
I'm not sure if you know this and just don't want to use it but you can make a road inbetween two houses that are on a diagonal. For example the grey house on the bottom right at 15:08 you can make the driveway go inbetween the two grey houses. In that case it's not necessary but in some cases it can save you a lot of road tiles (and neighborhoods are usually not the source of the congestions).
Thanks for the video . . . my OCD is still saying no to all these connections and weird forks created to connect houses and factories / offices. But it works, going to try it as well tonight. Love the game! It is so relaxing and it is something you can do for an hour or even less and then put your laptop aside again.
Just a quick tip: 3:04 at this early stage in the game one house can sustain the place, the red house in top mid could have gone segregated to the right with teal going all around that house to their destination. This would have kept all your colors segregated.
Hi! I only came across your channel in the last Mini Motorways video, and I decided to check out some other videos of yours. You got a like from me in the first 20 seconds simply by addressing a concern as simple as changing your pointer (I saw it in the comments of the last video). Good to see that you respond readily to feedback! :D
Don't forget, you don't always need to connect every house. If a certain house causes traffic problems and the buisness it goes to isn't struggling, you can disconnect the house from the road
The traffic lights do work but they require very specific circumstances to work their best. First, they need to be in a heavily trafficked 4+ way intersection (I’d say 4 but I’m sure someone has made a 5 way intersection). Ideally, the intersection would be two arterials or collectors. Second, the primary turning direction needs to be left, not right. If it’s right, the only time traffic gets stopped is the odd left turn which pulls traffic to a dead stop for no reason. Last, the space needs to be too tight for a roundabout. Roundabouts are still the best bet for any intersections but if the spacing is too tight, stop lights work great. I wish I’d take a picture of the city I used them on but it worked really well for a long time. Just wound up getting screwed by poor destination placements.
I normally watch your city skylines videos… but this game!! I have never seen it before and I was yelling at the screen!! I need it!! Thanks for sharing your frustration, and talking us through the whole thing!
I think the solution with the blue in the upper north west corner was to use a road way and then take it all the way to the blues in the south east corner and there would have been more connectivity with the blues in the north east. Then connecting the blue by the road way 3 to the blues up to the north east.
About 2:41, you can run along the river and it only counts as one bridge, despite the length. ---- About 17:56, I find it's best to only mix two colors to help fight the need to separate versus the random nature of the game to spawn stuff wherever you don't want it to go.
I would definitely prebuilt the main roads through yellow and gray before they start blocking you off. It's about preventing a row of 3 houses walling you off.
@@CityPlannerPlays yeah it helps. Also sometimes you have to demolish lots of things and turn it inside out is how I think of it. Like if red is the core and yellow goes around make yellow the core and make red go around. It's like right in midgame you'd have to make the decision and run with it.
roundabouts work great with low-mid traffic flow areas, but when you start hitting high traffic areas with gridlock, thats where traffic signals shine.. early on they suck, and make things worse.. late game they give predictable surges and prevent the game crashing gridlock
Honestly, play the game however you want. It's not efficient, but the city that turns out is so pretty! It still *kinda* works in its own way too, it's not like you get these terrible jams for no reason. It's a game more about logic textured as traffic than an actual roadway networking game, but this is honestly quite interesting to watch!
i got this game a few days ago. I like to use roundabouts anytime the colors have to intersect, I place roads anywhere I don’t want a store to spawn, and I use motorways to connect houses to far away stores. But you still can’t control the game completely so, sometimes everything gets ruined
This is amazing, bought the game because of your playthrough its really fun doing random runs, the mini metro one is interesting too! Would watch more of this.
It's real interesting watching the game played from a different perspective, from a gamer to a city planner. Can't say I didn't laugh at your pain, hah!
Phill you're doing a great job as a YT creator I hope you know that. I am in LOVE with clearwater county and verde beach videos, I almost always watch them the day they release and I've also really enjoyed these shorter videos.
To tilt the odds, blocking (2x3) mall areas and stub roads to keep future routes open helps (until you are forced to reclaim the road tiles). Distant houses are ignorable, you see them with 2 cars that never leave early game. A single diagonal bridge looked possible, which is another anti-engineering adaptation to save on bridges 😁
Segregation is the key, at max 6 houses for each business, directly connected to that one singular business, and nothing else Completely avoid 4-way intersections, and if impossible, make just one many way intersection. Traffic lights do not help with anything, and roundabouts are just a little bit better 4-way intersections. Diagonals are key, and bridges only use one bridge no matter how long they are, as long as it is only over water
Tips: Traffic lights prevent people from slowing down at junctions (use at T-junctions). Roundabouts have a lower capacity than they should because cars don't yield (still, use at crossroads when you'd like to prevent left turning). Each house has 2 cars and can take care of two demands at a time (for farther buildings you'll need one house for every single pin because the travel time is longer than the pin spawning timer). Build diagonals anywhere you can to save road tiles. Motorways are king (use them to provide targeted long distance connectivity, not as bypasses). Avoid loading arterials at all cost. You don't have to segregate neighbourhoods, but never connect them if you don't need to. And finally: the AI doesn't know how to use connectivity redundancy to plan routes (it just plans the quickest trip without taking traffic into account), so don't waste your road tiles.
I would love to see you use every bit of road to block areas you don't want spawns in to make the city as logical as possible... Like putting in road segments that only allow house spawns. Just to see how it goes. ❤
FYI you can delete portions that you've already built and get all the road pieces back. People with ridiculous scores often redo their entire cities once or twice!
For not using the 'conventional' strategies as strictly this is a very good score. The 'conventional' strategies are kinda where this game finds its major break from reality
I think your only downfall is trying to connect roads to each other instead of using a different route entirely. Use those road tiles. It also will help to keep things separated based off of how far away they are from each other. Even if something is across the map, if there is no one else available a car will make that extra long trip instead of waiting to go to a closer one.
I see a common trend that you tend to not see new houses pop up even with the flash for long periods of time. Maybe change the flash color to like a constant ping to let the player know that the houses arent linked in. Not just flash the house white.
"Too few cars could get to this destination in time. Your city shut down." Sounds like top level lobbying there. In mini metro, the explanation as to why your metro shut down is a bit more reasonable, but this is just absurd.
Hey CPP! You can also segregate the colors from themselves, if you have 2 houses to a square building it's usually enough and 3 is enough for a circle depending on distance
I’m thinking it might be interesting to see if you’d be able to improve your city if you were to completely ”start over” when things get hairy. Like deleting the roads and bridges and motorways and start again with a clean slate (and a bunch of houses and destinations of course). Would love to see you have a go!
It’s more functional than conventional planning because the cars are programmed. Conventional planning has to make interactions with other cars more clean and clear due to human error.
I think the biggest issues with this one were the yellow building feeding into the left roundabout and the blue building in the bottom right that required all the blue cars coming from further bottom-right to take left turns and cut off traffic to the green and red buildings behind it.
I have a problem watching your videos, I just found you yesterday and watched your first video from city sky lines, and right now I am watching the second episode and reading comments (at 8:40) when I seen this video on the right.... how will I ever finish one of your videos when I see another one I want to see also... in other words and shorter, I cant get enough of your videos :)
The problem from a city planning perspective is that there is no city planning involved, and no transport besides cars. The game is about building a city for cars, which, no matter how you try to do it, is bad city planning. Perhaps this is the underlying message of the game? Because it is an old style "play until thing break down", not a city planning game like City Skylines or Sim City, where your goal (most of the times) is to make an efficient and pleasant city to live and work in.
You were definitely looking for "shortest route" rather than "fastest route" a lot of the time; a segregated system that requires a circuitous connection for some colors is still superior to a roundabout and connected systems at higher traffic volumes. (These motorists don't factor in congestion when picking a route.) You could have also cut some parts of the system into isolated houses-plus-one-business clusters and the like rather than, e.g., that single massive warren of grey. You got some bad spawns in terms of distances, but that's what motorways are for. Heck, stuff connected via motorway doesn't have to connect to the rest of the grid at all, especially if it would otherwise try taking a shorter-but-more-congested path.
how about a main arterial, both ends are roundabouts and look like two spiderweb/"starfish" shaped around each roundabout. I think it would work, and you'd get your legit planning strats back
I think we've finally reached the pinnacle of road simulators until mini motorways gets a DLC or a sequel. I just find this game so fun to watch as it's simple yet got depth to it.
No sequel but they made a game before this one. I've been playing it since the release in 2014 so mini motorways is kinda the sequel. It's called Mini Metro.
Sometimes the cars chooses the longer paths so try to disconnect them from it. And try to tell the houses to focus on a specific market because some of them go all the way to other markets where there are same colored houses near it. But they are just uh u know.
Try placing streets to encourage specific spawn patterns. Think of it kinda like redistricting in city skylines. It helps give you a buffer to maintain segregated roadways.
You can use one bridge, if it goes along on river, not cross it (I know, sounds bad, but it works in this pretty inaccurate simulation) Also you can satisfy one square business with only one house, if it's not too far, no need to connect ALL houses to network. Round business needs two or three.
"I'm gonna keep them segregated" Game and the people who build their houses in spots that make it impossible to keep them segregated:*beats up while laughing*
Haha “im going to keep them segregated” by the end of the episode “I’m going to keep it connected, that’s the key” lol love the content!!
I watch just to see if I was wrong and should just put everyone on a big ole roundabout
America circa. foundation to present
I can't do it. I just can't do it.
"By the end of the episode"? Think you mean 5 min in :D
Its great how fast you went from "let's keep this segregated" to let's connect everything. Apparently can't undo the inner city planner.
a single bridge can be as long and twisty as you need and it only uses one of your bridge uses, so, you could use one and just snake along the river like some kind of abomination on city planning.
The catch is, it will also use road tiles.
I assumed they had to be straight! That's why you don't assume... might need to do another one of these!
I like that joke, well done
I've got a few tips for you:
1 - When a building wants a car, it will pull from the closest available house. Generally, that's what you want. But it can break down if you have a building (especially a round building) exceeding its local demand and pulling from the far side of the city. That creates more traffic at intersections and is far less efficient than having a small, isolated, local community to serve it.
It's better to have one or two houses with a short trip than a lot of houses but some of them are farther away. One single house that has a four tile trip can keep a building satisfied for a long time, but if that house instead gets pulled across town to a different business, then its cars will be tied up in traffic and the local business will ALSO have to pull cars from across town.
2 - As soon as you see traffic starting to build up at a round-a-bout, you have to fix it. Create a by-pass road for one of the colors (maybe someone just needs to turn 90 degrees and could avoid the round-a-bout altogether?) or use a motorway to lessen the traffic through that motorway.
3 - Cars will ALWYAS take the shortest distance trip. Generally, that's what you want. But if you built a motorway to take pressure off an intersection but now ALL the colors want to use your new motorway, you've created a new problem. Watch out for that, and use it to your advantage. Four way intersections are deadly if it's the shortest way for a lot of traffic, but if there's just a few cars crossing it's not a problem. If 90% of a building's demand is met by local houses with no crossings and the last 10% is met by a house that has to cross two four-way intersections, it's not the end of the world. The bulk off the traffic is efficient, and the overflow is good enough to fill the gaps.
4 - Houses will have cars sitting in the driveway when they have a car available to send. You can visually see whether or not you have enough houses linked up to meet demand (because cars will be sitting around) or whether you need to improve something.
Pain begins at 4:25
Pain intensifies at 4:31
Pain becomes unbearable at 4:36
...
But don't worry, pain is diagnosed at 7:38
and treated at 7:45
Thank you for that rollercoaster of emotion
Super fun to watch you play though! I would love to see some other ideas you have :)
Pain starts at 2:45 when he threw out segregation with 45 road tiles left
oh thank god for you, I was d y i n g
I can't believe I let it go that long, haha!
@@CityPlannerPlays I honestly think it’s a mistake we all make in Mini Motorways 😅
Cpp: “we’re gonna segregate all of our uses and our people”
2 minutes later: EVERYONE GO TO THIS ROUNDABOUT
I just need to teach everyone about the wonders of roundabouts. I figure forcing them all into the same one is a good way to do so
@@CityPlannerPlays Roundabouts do wonders until one of the exit lines gets clogged up. Then they make congestion in every direction.
I don't know but I think drivers plan routes there and back ahead of time. So if you get a problem like this it can take time to resolve.
HAHAHAHS SAMEEEE
@@thumper8684 Yes! Drivers do plan their trip before leaving the house, so it is fixed in place.
I've managed to get a few to take a minor diversion (when moving a road over one tile) but even then, they make a U-turn and take the closest possible road.
A lot of the time in these older videos by CPP I'm seeing cars travel across the whole map to get to their destination and it's also where the chaos forms.
The difference between a British road engineer and an American city planner is crazy
The moment he realizes he can pause the game, erase everything, and start over will be a huge victory!
Going to have to do this in the next one!
Yes, you have to be willing to remove roads and completely change the layout as the game develops.
But they don’t get removed until every trip is done, so traffic is gonna get real bad
Right!
He didn't seem to delete any roads. Just keep adding more and more to what was already there. I was almost to the point of shouting at my screen, it was so painful to watch.
@@stevieinselby THIS!!
This game is equal parts fun and frustration and mad panic, love it :-)
Somehow we need to send a head to head between you guys. 🙏👍
The anxiety while trying to keep up with the madness is the best part!
@@SargonDestroyerofWorlds we need this so much
@@DaciGotYou And bring in Potato
Same! So fun to think you have things under control only have have it all go crazy! 😂
I love how he is laughing about himself. It makes me happy
He sounds like a chill young dude when talking but transforms to a creepy old guy when he laughs.
@@erltonjames
@@CityPlannerPlays did you get this game on steam?
So wholesome
At the start you didn’t need two bridges to cross the river, you could have built only one in diagonal. You’re good at the game tho, you survived 5 days more than me in bejing
Yeah eventually you just give in and build a bridge down the whole length of the Los Angeles River.
Wait, you can place diagonal bridges?? I can't believe I never thought to try that!!
@@CityPlannerPlays you can make weirdest bendy bridges, i made a bridge that went around an island so i could save some traffic and road tile. the bridges in this game make "the galloping gerti" look like a marvel of engineering.
@@CityPlannerPlays o_O
@@RammerDarkSun bridges actually use road tiles, same as tunnels xD
Great watching you try and solve these issues. 3 tips that have helped me tremendously.
1) Cars always take the shortest route, regardless of how many alternate routes you setup.
2) Before connecting new houses check to see if houses of the same colour have cars in the driveway.
3) Instead of connecting new houses make pre-emptive neighbourhoods ready to be connected when needed.
Getting there...
Tips:
1. Always take a motorway unless you *really* need something else.
2. Roundabouts are awesome if you an fit them - think about where they need to go early in the game and 'reserve' space using road tiles.
3. Use road tiles to block-off buildings from spawning in awkward spaces - you can always delete them later if you need them.
4. You can always use a motorway for a while and delete it later if you need it - same goes for roundabouts, traffic lights, etc.
5. There is a point to traffic lights! But only later in the game, when you start to get gridlock at junctions - if you can't fit a motorway, stick in some traffic lights!
6. Try and link motorways and large buildings to roundabouts wherever possible, and try to avoid houses connecting to main roads (especially close to large buildings). It's better to use more road tiles and keep little, isolated 'suburbs' of housing (same colour if possible).
7. Motorways can't go over mountains... but they can go really close to them, so look for the gaps.
I think that's as much wisdom as I've gleaned so far!
CPP in Cities Skylines: "Let's not let perfect be the enemy of good"
CPP in Mini Motorways: "Let's not let good be the enemy of a high score"
Next step is meta strats
1: Buildings generate demand proportional to the amount of houses connected to them so you wanna segregate even the same colors and sometimes not even connect some houses. Not connecting houses doesn't harm you.
2: You can place roads preemptively so that buildings don't spawn where you don't want them.
3: When everything gets super complicated and demand is dangerously high, you can delete every road you've built and then rebuild them all.
The bunch of yellow houses that weren't getting connected annoyed me haha. Love your videos, such a chill vibe
If you keep playing this game here are a couple tips. 1.) You don't need to connect those individual houses that pop up on the outstretches. They cost more road tiles than they are worth. 2.) Please, for the love of all that is chaos, use the motorways to connect those far spots instead of trying to congregate them all to a roundabout. 3.) Bridges can go longer, just keep them in the water and you can span a huge distance. 4.) Pretend the little AI drivers are stupid and will take the longest way possible. If you connect them all they will go to the smaller factory if they think it needs someone instead of the one that's pinging you. So, you can connect just 2-3 house to a smaller one instead of all on everything.
"Motorway! That's going to fix things for us." - every city planner in the US
Hey, CPP. Don't be afraid to tear all the roads up and re build as needed. It helps everynow and again
Just a tip: you don’t need to connect every single house a few is enough for a single business. And cars go trough the whole map even if there is a free car closer, that’s why u should not connect everything it will just make the traffic worse.
Yes. Don't even connect all of the same colour ... when he zapped the motorway across to the yellows, it would have been better to _only_ connect it to the set of houses on the right that weren't connected to anything else. Have one set of houses going to one shop and another set of houses going to another shop.
I find 2-3 houses enough for a square building and 4-6 for a round building are enough to service them if they aren't too far away. If I have enough of one color to break a group off from main roads and still leave enough houses for other buildings I will, as the call out for a car won't always come from the closest building creating hectic traffic from the other side of the city.
2-3 Houses for a supermarket and 4-6 for an IMAX Cinema. Good strategy you have there.
I think it's be cool if you could make your own shades to keep track of your own smaller groupings.
@@deViant14 that would be handy, or even the same colors but different patterns, like red spot, stripe, checkers etc, but I do like how minimal the game is too, so I'm happy without that. I just pause and count houses lot
I need to fight the urge to connect everything!
@@CityPlannerPlays sometimes you have too, lack of roads etc, but reassessing things regularly and moving roads around where you can helps.
There are just so many non used roads. Road hierarchy does exist in this game it was just a different way of doing it. Treat the motorway like an arterial
wish that they would make a sandbox mode, cuz it'd be so satisfying to just build cities in this style without being forced to drop legit every single piece of logic in normal city planning xd
Another tip is to segregate by stores even if they’re the same color. Small stores will usually do well with 3-4 houses attached to them. This helps decrease congestion as the game progresses. Big stores will require many more houses, usually 9-12
“Now everyone’s mad and I get it.”
The unconnected houses: very subtle visual cues! No wonder you’re having trouble seeing them. But you SMASHED your high score!
The funny thng is, to get high scores you should not connect every house
this isn’t a tip as much as it is an idea id like to be tested, if you find yourself with a lot of bridges especially in tokyo with the small island you could use a motorway to get just across the water instead of a bridge because cars can drive faster on motorways
I do think in my game plays. I think, when possible, it is quicker.
Good idea! I'll try it in the next one!
"I hide under my desk as my citizens bang on my doors"
Bruh the traffic is so jammed they can't get to you 😂
Your laugh is literally my favorite thing about your play throughs. Such genuine joy and happiness 🥰
I started playing this game after I saw your 1st video. I wasn't doing great because I was approaching it more like a city builder until I watched another video, so now I just see it as a puzzle game where you have to keep lines from crossing. It is still very fun, but I understand fighting your desire to make things look more like a functional city.
I'm not sure if you know this and just don't want to use it but you can make a road inbetween two houses that are on a diagonal.
For example the grey house on the bottom right at 15:08 you can make the driveway go inbetween the two grey houses. In that case it's not necessary but in some cases it can save you a lot of road tiles (and neighborhoods are usually not the source of the congestions).
Thanks for the video . . . my OCD is still saying no to all these connections and weird forks created to connect houses and factories / offices. But it works, going to try it as well tonight. Love the game! It is so relaxing and it is something you can do for an hour or even less and then put your laptop aside again.
Just a quick tip: 3:04 at this early stage in the game one house can sustain the place, the red house in top mid could have gone segregated to the right with teal going all around that house to their destination. This would have kept all your colors segregated.
Segregation quickly evolved into "your road is my road "
Hi! I only came across your channel in the last Mini Motorways video, and I decided to check out some other videos of yours. You got a like from me in the first 20 seconds simply by addressing a concern as simple as changing your pointer (I saw it in the comments of the last video).
Good to see that you respond readily to feedback!
:D
Voice: Age 35
Laugh: Age 55
Don't forget, you don't always need to connect every house. If a certain house causes traffic problems and the buisness it goes to isn't struggling, you can disconnect the house from the road
The traffic lights do work but they require very specific circumstances to work their best.
First, they need to be in a heavily trafficked 4+ way intersection (I’d say 4 but I’m sure someone has made a 5 way intersection). Ideally, the intersection would be two arterials or collectors. Second, the primary turning direction needs to be left, not right. If it’s right, the only time traffic gets stopped is the odd left turn which pulls traffic to a dead stop for no reason. Last, the space needs to be too tight for a roundabout. Roundabouts are still the best bet for any intersections but if the spacing is too tight, stop lights work great.
I wish I’d take a picture of the city I used them on but it worked really well for a long time. Just wound up getting screwed by poor destination placements.
I normally watch your city skylines videos… but this game!!
I have never seen it before and I was yelling at the screen!! I need it!!
Thanks for sharing your frustration, and talking us through the whole thing!
I think the solution with the blue in the upper north west corner was to use a road way and then take it all the way to the blues in the south east corner and there would have been more connectivity with the blues in the north east. Then connecting the blue by the road way 3 to the blues up to the north east.
About 2:41, you can run along the river and it only counts as one bridge, despite the length.
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About 17:56, I find it's best to only mix two colors to help fight the need to separate versus the random nature of the game to spawn stuff wherever you don't want it to go.
Just a tip:
Both big and small buildings decrease the speed of traffic going through, so always avoid them near roads where you need passing through
17:48 you can hear his pain as a planner right there.
Love this series. Such a "controlled" chaos! :D
I would definitely prebuilt the main roads through yellow and gray before they start blocking you off. It's about preventing a row of 3 houses walling you off.
That's what I need to do next.... try to preplan roads!
@@CityPlannerPlays yeah it helps. Also sometimes you have to demolish lots of things and turn it inside out is how I think of it. Like if red is the core and yellow goes around make yellow the core and make red go around. It's like right in midgame you'd have to make the decision and run with it.
roundabouts work great with low-mid traffic flow areas, but when you start hitting high traffic areas with gridlock, thats where traffic signals shine.. early on they suck, and make things worse.. late game they give predictable surges and prevent the game crashing gridlock
Honestly, play the game however you want. It's not efficient, but the city that turns out is so pretty! It still *kinda* works in its own way too, it's not like you get these terrible jams for no reason. It's a game more about logic textured as traffic than an actual roadway networking game, but this is honestly quite interesting to watch!
i got this game a few days ago. I like to use roundabouts anytime the colors have to intersect, I place roads anywhere I don’t want a store to spawn, and I use motorways to connect houses to far away stores. But you still can’t control the game completely so, sometimes everything gets ruined
This is amazing, bought the game because of your playthrough its really fun doing random runs, the mini metro one is interesting too! Would watch more of this.
Almost playing more Mini Motorways then CS.... fun and addicting game! Great content again CPP!
**Adds second roundabout**
That should alleviate that...
**Watches as roundabout Hell engages in mere moments for some reason**
It's real interesting watching the game played from a different perspective, from a gamer to a city planner. Can't say I didn't laugh at your pain, hah!
Haha the citizens are banging on the City Planner's door, and he's curled under the desk laughing hysterically at the situation 😂🤣😂
Watching this makes me feel like Mini Motorways is a game they'd make city planners play in their personal purgatory.
Phill you're doing a great job as a YT creator I hope you know that. I am in LOVE with clearwater county and verde beach videos, I almost always watch them the day they release and I've also really enjoyed these shorter videos.
THANK YOU! I really, really appreciate that!
At the end when you got everything going crazy, you should delete everything and see how well you can plan from scratch with the building locations
You can't re use any roads that still have cars traveling on them. So by end game this causes you to fail
Thank you for the mouse change. Improved the experience of your content instantly.
Just discovered your channel not long ago. Very zen, extremely enjoyable! And your video editing is really good. Thanks for the entertainment!
It would be fun if you could add more lanes to roads. That would be a nice alternative for segregation.
It still doesn't
As long as you don't need to mix colours segregarion will be optimal
I can just feel him going. “THIS IS NOT NATURAL!” “WHY?!?!?” And it’s great
Things get so crazy and that’s where the fun is! It’s great that you’re enjoying this!
To tilt the odds, blocking (2x3) mall areas and stub roads to keep future routes open helps (until you are forced to reclaim the road tiles). Distant houses are ignorable, you see them with 2 cars that never leave early game.
A single diagonal bridge looked possible, which is another anti-engineering adaptation to save on bridges 😁
Segregation is the key, at max 6 houses for each business, directly connected to that one singular business, and nothing else
Completely avoid 4-way intersections, and if impossible, make just one many way intersection.
Traffic lights do not help with anything, and roundabouts are just a little bit better 4-way intersections.
Diagonals are key, and bridges only use one bridge no matter how long they are, as long as it is only over water
If I had a dollar for every time Phil said ‘humming along’ I would be rolling in the money
Bridges also can span longer than one Tile and do not require being straight. you can Fill an entire Coastline with a wiggle if desired.
Tips: Traffic lights prevent people from slowing down at junctions (use at T-junctions). Roundabouts have a lower capacity than they should because cars don't yield (still, use at crossroads when you'd like to prevent left turning). Each house has 2 cars and can take care of two demands at a time (for farther buildings you'll need one house for every single pin because the travel time is longer than the pin spawning timer). Build diagonals anywhere you can to save road tiles. Motorways are king (use them to provide targeted long distance connectivity, not as bypasses). Avoid loading arterials at all cost. You don't have to segregate neighbourhoods, but never connect them if you don't need to. And finally: the AI doesn't know how to use connectivity redundancy to plan routes (it just plans the quickest trip without taking traffic into account), so don't waste your road tiles.
Use diagonal bridges since it allows to reduce amount of bridges used
Him not connecting the houses for days after they spawned while the factories go on timers is p a i n f u l
City Planner at the start: Imma keep things segregated
City Planner after 2 minutes: jOIn AlL ThE THiNGs
I would love to see you use every bit of road to block areas you don't want spawns in to make the city as logical as possible...
Like putting in road segments that only allow house spawns. Just to see how it goes. ❤
A motorway from bottom centre to top right, to transport blues south and greys north, might have worked well.
Only connect houses when you need them.
FYI you can delete portions that you've already built and get all the road pieces back. People with ridiculous scores often redo their entire cities once or twice!
For not using the 'conventional' strategies as strictly this is a very good score. The 'conventional' strategies are kinda where this game finds its major break from reality
I think your only downfall is trying to connect roads to each other instead of using a different route entirely. Use those road tiles. It also will help to keep things separated based off of how far away they are from each other. Even if something is across the map, if there is no one else available a car will make that extra long trip instead of waiting to go to a closer one.
CPP: **7 minutes in** Everything is running efficiently!
Those 3 forgotten yellow houses sharing one driveway: 👁👄👁
I see a common trend that you tend to not see new houses pop up even with the flash for long periods of time. Maybe change the flash color to like a constant ping to let the player know that the houses arent linked in. Not just flash the house white.
"Too few cars could get to this destination in time. Your city shut down."
Sounds like top level lobbying there. In mini metro, the explanation as to why your metro shut down is a bit more reasonable, but this is just absurd.
Hey CPP! You can also segregate the colors from themselves, if you have 2 houses to a square building it's usually enough and 3 is enough for a circle depending on distance
2:40
I believe you could use one bridge by cutting the corner diagonally across the river.
You are definitely a planner kind of guy. When this game rushes you..chaos!
I love to hear you laughing. If it was me, I'd be shouting at the monitor :-)
I’m thinking it might be interesting to see if you’d be able to improve your city if you were to completely ”start over” when things get hairy. Like deleting the roads and bridges and motorways and start again with a clean slate (and a bunch of houses and destinations of course). Would love to see you have a go!
yea but it takes like a hour to get all ur roads back
It’s more functional than conventional planning because the cars are programmed. Conventional planning has to make interactions with other cars more clean and clear due to human error.
I think the biggest issues with this one were the yellow building feeding into the left roundabout and the blue building in the bottom right that required all the blue cars coming from further bottom-right to take left turns and cut off traffic to the green and red buildings behind it.
Tbh, I see so many ways to make the whole thing simpler but sadly I can't play the game yet. KEEP UP THE GOOD CONTENT!!! 👍
I have a problem watching your videos, I just found you yesterday and watched your first video from city sky lines, and right now I am watching the second episode and reading comments (at 8:40) when I seen this video on the right.... how will I ever finish one of your videos when I see another one I want to see also... in other words and shorter, I cant get enough of your videos :)
Not sure if you know, but you can use the left and right arrow keys to adjust the speed, so you don't have to keep moving the mouse up to the clock :)
Really enjoying this series 😊
The problem from a city planning perspective is that there is no city planning involved, and no transport besides cars. The game is about building a city for cars, which, no matter how you try to do it, is bad city planning.
Perhaps this is the underlying message of the game? Because it is an old style "play until thing break down", not a city planning game like City Skylines or Sim City, where your goal (most of the times) is to make an efficient and pleasant city to live and work in.
I’ve never seen a better case study for why we needs more public transportation
I was watching another video and I literally stopped to watch this instead. Love your content!
I'm pretty sure stoplights are for situations like that beginning intersection, where one exclusive color goes through another exclusive color.
You were definitely looking for "shortest route" rather than "fastest route" a lot of the time; a segregated system that requires a circuitous connection for some colors is still superior to a roundabout and connected systems at higher traffic volumes. (These motorists don't factor in congestion when picking a route.) You could have also cut some parts of the system into isolated houses-plus-one-business clusters and the like rather than, e.g., that single massive warren of grey. You got some bad spawns in terms of distances, but that's what motorways are for. Heck, stuff connected via motorway doesn't have to connect to the rest of the grid at all, especially if it would otherwise try taking a shorter-but-more-congested path.
Man, I enjoyed watching this! Earned a new sub!
how about a main arterial, both ends are roundabouts and look like two spiderweb/"starfish" shaped around each roundabout. I think it would work, and you'd get your legit planning strats back
That roundabout does map to a major road intersection and tourist attrraction IRL in Beijing: Wangfujing Street.
I think we've finally reached the pinnacle of road simulators until mini motorways gets a DLC or a sequel. I just find this game so fun to watch as it's simple yet got depth to it.
No sequel but they made a game before this one. I've been playing it since the release in 2014 so mini motorways is kinda the sequel. It's called Mini Metro.
Sometimes the cars chooses the longer paths so try to disconnect them from it. And try to tell the houses to focus on a specific market because some of them go all the way to other markets where there are same colored houses near it. But they are just uh u know.
Try placing streets to encourage specific spawn patterns. Think of it kinda like redistricting in city skylines. It helps give you a buffer to maintain segregated roadways.
You can use one bridge, if it goes along on river, not cross it (I know, sounds bad, but it works in this pretty inaccurate simulation)
Also you can satisfy one square business with only one house, if it's not too far, no need to connect ALL houses to network. Round business needs two or three.
"I'm gonna keep them segregated"
Game and the people who build their houses in spots that make it impossible to keep them segregated:*beats up while laughing*