@@CityPlannerPlays Colour blind mode is also very good if you are able to. Also did you know you can make your available assets to stay on screen full time by clicking the lock icon above them? Congrats on the 2000+!!!
Your mulligans have to be way more extensive for higher scores. Also, the main aspect is to segregate movements, not colours. Two colours can use the same motorway if they're going to similar places. You've ddone it this time and it worked. Try expanding upon this concept. :)
Traffic lights also work if you place them on crossroads or most roads with more than 4 connections. You can also reduce congestion if you don’t directly connect a highway to a house or destination, so always have like 1-2 tiles away from the highway ends
And along those lines, the biggest change I've made recently to up my score is segregating neighborhoods of houses of the same color. So like, if you've got 4 pink houses together and 2 pink businesses in different areas, don't connect up all the houses. The 2 houses closest to each business get their own separate connection. Massively simplifies traffic but even more so in late game when you've got a gaggle of houses a long way away from the farthest same-colored business, you'll end up with a majority of cars sent all the way across the map passing closer houses along the way. Houses get the call to visit a business based only on the first available car and the fact that the first available car may be 10x farther from the destination than a house next door whose car is about to pull in the driveway is completely ignored.
the traffic lights work well if the colors are going straight through an intersection. if you needed to make a connection across colors to connect a building, as long as the colors arent merging it should be okay
Try keeping a specific amount of houses to factory, like 4 or 5 when it’s a factory and 6 or 7 when it upgrades. That way there’s a lot less congestion and more organized
The number will vary based on distance between the houses and the building. It's a feeling thing, but I've found generally 1-3 houses per square building, 3-6 per round building, and double that for 2000+ when the game gets faster
Around the 17 minute mark when you were stressing over highway 1's connection to the parking lot - you could have put one piece of road coming out of the parking lot to attache the motorway to. Would have cleaned up the turns speeding up traffic too :)
Just gotta say, this is the best play through of this game I’ve ever seen. Perfect mix of composure, commentary, listing your decision making (which was flawless, almost exactly what i would’ve done), and best of all, you just seem like you’re having a fun time. I hope some day soon you make more of these, because they truly are a pleasure to watch. Thanks for reading :)
Yes, been waiting for this strategy 🥳 Edit 1, 2.28: isn't a crossroads better than going around? The cars don't share a road, there isn't a lot of traffic, the journey is shorter,... Edit 2: mulligan mondays were a bit tame. I was expecting at least 2-3 deletes of the entire city, and starting from scratch. Sort of city planner utopia?
@@ramennoodle9918 cars will slow down for a four way intersection but that's something you have to weigh up with the distance of going around. If you want to max the game out so that everything is full but all the businesses are being serviced adequately then your better off avoiding the intersections. They might be ok earlier in the game but once you reach maximum demand, there will be potential traffic jams wherever traffic is crossing.
One thing that i have found to help is that balancing the number of homes connected to a single building helps. Only chain a set of homes to a destination in last ditch as any home connected can be called to a destination and it may be across the map. I couple of local homes with short travel to a destination is better than a lot of homes connected to multiple destinations
I love that you can't help but make the city super interconnected and also care about it looking good. These are reasons we love your content but it will bite you in mini motorways XD
Asking those who have played this game a lot, wouldn't pre-planning where to put roundabouts the way to go? Y'know, because it's pretty difficult to put them down once the map is more densely-packed?
Great video! Some advice on your strategy: Rearranging roads is fine, but rearranging motorways needs to be done very carefully since cars stop using the old motorway AND can't use the new one until it's ready, so if the factory is starved out you will most likely lose the game. Moving motorways is very helpful when there's an emergency, but moving them frequently doesn't help in the long run. Secondly, rather than having 20 houses all connected to 3 factories of the same color, it's easier to manage if you also segregate between factories of the same color. Roughly 2-3 houses for a basic factory and 5-7 for a level-up one. This also makes it easier to figure out which factory needs help and makes sure that the factory actually gets new cars when they're needed.
Buildings so often spawn somewhere rough! I've been experimenting with using small 1 block length sections of road to block off areas I don't as want a building. If there's not 2x3 area spare no building can spawn there and you can somewhat control where they do spawn
Yeah you can and should control spawns. The only problem is blocking off too much because you won't get new tiles on sundays if you dont make enough trips. So the secret is controlling spawns but only so much that the game flow isn't stopped too much.
@@DrBastycore you won't get new tiles? I'm not sure what you mean, you can block everything and it will still give you something at the end of the week. The main problem is that if you don't leave enough space (which is sometimes more than 2x3 because the game is picky about where to spawn destination buildings) it won't spawn new destinations and the demand will rapidly increase for the existing ones.
@@CityPlannerPlays oh no!I don't try block off the whole map, mostly try and avoid having new buildings with entrances too close existing ones or along already busy roads
Hey Phil - one tactic I've been doing is to angle house connections in the direction of traffic rather than having them at a 90 - the cars go slower through a 90 turn than through a 45. Of course, this only works when the direction of traffic is fixed, but that's quite often the case in Mini Motorways...
A minute in and I want to stop and suggest increasing the size of the mouse cursor if possible. The contrast is nice but it's a pretty small blip to try to find, especially on a phone screen. Please keep dark mode though, it makes the colors pop!
Those awkward spawns that ruin everything make me believe in AI. It really feels like the game wants to provoke you into losing your mind for its own amusement.
-Good day, sir! May I take your order? -Hi! What is that City Planner Plays gentleman having? It looks tasty. -Oh, that's our special Motorway Spaghetti! A delicacy! -That's what I'll have then! -Great choice, sir! Great choice!
The problem with moving highways often is that the new highway only starts working when no car is using the old one anymore. This can take a bit of time for the longer ones, during which you basically have no highway. For doing this, you basically need a spare highway.
Please play Transport Fever 2. You said you worked for the department of transport and I think it would be interesting to hear your insight as you play
The first building requires 6 cars and a house has 2 cars so you need 3 houses. Once the building levels up, you need 9 cars because that’s how much before the timer starts. So you need 5 houses. Edit: You know what will be a good idea? If the developers create an overpass and underpass. Basically like a bridge over the road so we don’t need to create intersections. There are plenty of situations where an overpass is needed. To build an overpass, it requires 3 block space. So, if there’s a road in the middle, as long as there’s no house next to the road.
It's a cheesy strategy but I find using any spare road tiles to block areas where it would be bad for shops to spawn very helpful especially in the early game
Hey! I have a request for a build, after you get finished with Clearwater county (which I enjoy thoroughly), which is building a northeastern style city based off of somewhere such as Pittsburgh, Philadelphia, providence, or somewhere else of your choosing.
You want options BUT you don't want the cars to have options!! You only need about 6 houses connected to an upgraded building if it's a relatively short trip. Split the colour groups so that some go one way and others go another... But keep YOUR options open so that you can redirect some houses if needed. ...But you’re having fun and you seem to have cottoned onto the way the game *usually* spawns a business colour when there is an oversupply of houses.
Traffic lights aren’t totally useless, but if you put them directly outside a business with no room for queueing they definitely don’t work. I’ve found them to be very useful for highway connections to businesses if there’s also a local traffic branch. But it needs to have some queueing space, so something like this: Local -v Highway - traffic light - business With each hyphen being a road segment or two. So if you give them more space than even a roundabout, they can handle more traffic by a fairly dramatic amount. (Maybe not more space, it’s like a 3x5 cross, so that’s 7 tiles compared to the roundabouts 9 tiles)
I think you need to segregate further. 3-4 houses to each supermarket is sufficient in the build up. Also if you have a double grocery store, treat it same - 6 houses 3 per color use the same road
It's not only about segregation but also car supply. One "store" can be comfortably supplied by 2-3 houses while "skyscrapers" (or IMAXes) for 4-6 houses (1 House = 2 cars). Cmiiw tho.
I'd like to try this game but I'm horribly colorblind and that makes it tough to match some of these colors. Is there a colorblind mode or setting on this game?
i think you are still making too many connections. the people only need access to one of the bigger buildings, not all of them. that way you could maybe make more completely separate connections.
So from playing and watching these videos it seems to me like the building placement is pretty predictable with where they pop up. Am I just insane or anyone else sort of notice it?
I like this series cuz it makes City Planner have a slight panic in his voice, It's good to see professionals panic every now and then.
I like the fact that he laughs when it's all going wrong
The dark mode is super appreciated! Congrats on the anniversary btw!
Glad to hear it and thank you!!
@@CityPlannerPlays this game is so relaxing and infuriating to watch while oing to bed, dark mode is best !
@@CityPlannerPlays Colour blind mode is also very good if you are able to. Also did you know you can make your available assets to stay on screen full time by clicking the lock icon above them? Congrats on the 2000+!!!
@@gwaeron8630 correct me if I'm wrong, but wouldn't it only work for the specific colourblindness that is selected?
@@lachychops2 colorblind mode for games like this generally add symbols or patterns to identify the colors. They don’t change the colors themselves.
Aesthetically pleasing chaos is just a perfect way to start the week!
+1 vote for the dark mode. As a programmer, it kills me to look at white backgrounds now.
Your mulligans have to be way more extensive for higher scores. Also, the main aspect is to segregate movements, not colours. Two colours can use the same motorway if they're going to similar places. You've ddone it this time and it worked. Try expanding upon this concept. :)
Good call! Next time I'll totally blow it up each Monday!
Traffic lights also work if you place them on crossroads or most roads with more than 4 connections. You can also reduce congestion if you don’t directly connect a highway to a house or destination, so always have like 1-2 tiles away from the highway ends
@@CityPlannerPlays That's what I thought you meant in this video. I expected everything to be wiped at least every so often and reworked entirely.
And along those lines, the biggest change I've made recently to up my score is segregating neighborhoods of houses of the same color. So like, if you've got 4 pink houses together and 2 pink businesses in different areas, don't connect up all the houses. The 2 houses closest to each business get their own separate connection. Massively simplifies traffic but even more so in late game when you've got a gaggle of houses a long way away from the farthest same-colored business, you'll end up with a majority of cars sent all the way across the map passing closer houses along the way. Houses get the call to visit a business based only on the first available car and the fact that the first available car may be 10x farther from the destination than a house next door whose car is about to pull in the driveway is completely ignored.
What evidence is there complete segregation is the key to success?
the traffic lights work well if the colors are going straight through an intersection. if you needed to make a connection across colors to connect a building, as long as the colors arent merging it should be okay
Oh thats neat. I used roundabouts for this, but sometimes you have no space for those.
Try keeping a specific amount of houses to factory, like 4 or 5 when it’s a factory and 6 or 7 when it upgrades. That way there’s a lot less congestion and more organized
The number will vary based on distance between the houses and the building. It's a feeling thing, but I've found generally 1-3 houses per square building, 3-6 per round building, and double that for 2000+ when the game gets faster
Around the 17 minute mark when you were stressing over highway 1's connection to the parking lot - you could have put one piece of road coming out of the parking lot to attache the motorway to. Would have cleaned up the turns speeding up traffic too :)
Phils dedication to improving content for the viewer is by far the best ive ever experienced. Dude seriously cares about his work!
Just gotta say, this is the best play through of this game I’ve ever seen. Perfect mix of composure, commentary, listing your decision making (which was flawless, almost exactly what i would’ve done), and best of all, you just seem like you’re having a fun time. I hope some day soon you make more of these, because they truly are a pleasure to watch. Thanks for reading :)
That 'crazy bridge not like reality at all' is actually a lot like several real life bridges in Tokyo.
Yes, been waiting for this strategy 🥳
Edit 1, 2.28: isn't a crossroads better than going around? The cars don't share a road, there isn't a lot of traffic, the journey is shorter,...
Edit 2: mulligan mondays were a bit tame. I was expecting at least 2-3 deletes of the entire city, and starting from scratch. Sort of city planner utopia?
Doesn’t intersections slow cars down a lot
@@ramennoodle9918 if there is another car. Maybe not if there are no cars in the way.
cars slow down for 4 way intersects regardless , whether road or driveway 👍
@@ramennoodle9918 cars will slow down for a four way intersection but that's something you have to weigh up with the distance of going around. If you want to max the game out so that everything is full but all the businesses are being serviced adequately then your better off avoiding the intersections. They might be ok earlier in the game but once you reach maximum demand, there will be potential traffic jams wherever traffic is crossing.
That's a fair point. I should really blow it up totally on Mulligan Monday!
One thing that i have found to help is that balancing the number of homes connected to a single building helps. Only chain a set of homes to a destination in last ditch as any home connected can be called to a destination and it may be across the map. I couple of local homes with short travel to a destination is better than a lot of homes connected to multiple destinations
I love that you can't help but make the city super interconnected and also care about it looking good. These are reasons we love your content but it will bite you in mini motorways XD
I'm like a little sad that this isn't an hour long city skylines vid, but still super stoked
Same
I just found at about u him any vid suggestions from him
Variety is better :)
Dark mode is already easier to see on account of being dark mode. ;)
Traffic lights are fantastic in longer grid like areas where colours cross. Don’t underestimate them but I agree they’re not as useful as other things
Yes!!! Thank you Phil for the quality content!
Right!? I love this TH-camr
Asking those who have played this game a lot, wouldn't pre-planning where to put roundabouts the way to go? Y'know, because it's pretty difficult to put them down once the map is more densely-packed?
I've never thought of that, and it makes total sense!
Absolutely plan roundabouts business spawns control house spawns and how many you hook up also segregate not only color but individual businesses
Great video! Some advice on your strategy: Rearranging roads is fine, but rearranging motorways needs to be done very carefully since cars stop using the old motorway AND can't use the new one until it's ready, so if the factory is starved out you will most likely lose the game. Moving motorways is very helpful when there's an emergency, but moving them frequently doesn't help in the long run.
Secondly, rather than having 20 houses all connected to 3 factories of the same color, it's easier to manage if you also segregate between factories of the same color. Roughly 2-3 houses for a basic factory and 5-7 for a level-up one. This also makes it easier to figure out which factory needs help and makes sure that the factory actually gets new cars when they're needed.
Buildings so often spawn somewhere rough! I've been experimenting with using small 1 block length sections of road to block off areas I don't as want a building. If there's not 2x3 area spare no building can spawn there and you can somewhat control where they do spawn
Yeah you can and should control spawns. The only problem is blocking off too much because you won't get new tiles on sundays if you dont make enough trips. So the secret is controlling spawns but only so much that the game flow isn't stopped too much.
@@DrBastycore you won't get new tiles? I'm not sure what you mean, you can block everything and it will still give you something at the end of the week. The main problem is that if you don't leave enough space (which is sometimes more than 2x3 because the game is picky about where to spawn destination buildings) it won't spawn new destinations and the demand will rapidly increase for the existing ones.
I tried that first time around, missed a spot, and have a horrible spawn at week two, lol
@@CityPlannerPlays oh no!I don't try block off the whole map, mostly try and avoid having new buildings with entrances too close existing ones or along already busy roads
So you’re using an exploit.
“Boing” 💀💀 literally the only channel I have the bell notifications on for. I gotta get some Verde Beach merch soon
Hey Phil - one tactic I've been doing is to angle house connections in the direction of traffic rather than having them at a 90 - the cars go slower through a 90 turn than through a 45. Of course, this only works when the direction of traffic is fixed, but that's quite often the case in Mini Motorways...
A minute in and I want to stop and suggest increasing the size of the mouse cursor if possible. The contrast is nice but it's a pretty small blip to try to find, especially on a phone screen.
Please keep dark mode though, it makes the colors pop!
Have you learned from your British Road Engineer friend, Mr. American City Planner guy?
I love that you embrace the chaos by purposefully putting the motorway over the houses lmao.
Phil has to be my favourite content creator on this platform! Thanks for the hours of entertainment and city planning knowledge!
Need more landscaping! 🙃good way to start the week
Tree units, tree units, tree units!
Mulligan mondays on a monday morning, yes!
boy, it's that laugh, that god damn laugh gets me everytime
Those awkward spawns that ruin everything make me believe in AI. It really feels like the game wants to provoke you into losing your mind for its own amusement.
I love the dark mode in this game, and seeing your cursor improves the experience A LOT. Thank you!
Your Playlist is smooth, but your narration is smoother. Love the channel
-Good day, sir! May I take your order?
-Hi! What is that City Planner Plays gentleman having? It looks tasty.
-Oh, that's our special Motorway Spaghetti! A delicacy!
-That's what I'll have then!
-Great choice, sir! Great choice!
dont be afraid to clear out the full map and do a completely new design of the map
Excellent way to start the day. ☕️
The problem with moving highways often is that the new highway only starts working when no car is using the old one anymore. This can take a bit of time for the longer ones, during which you basically have no highway. For doing this, you basically need a spare highway.
Everytime you said it's mulligan Monday, it reminded me of Olan Rogers saying "It's a Monday" from his ghost in the stall video 😈
that tokyo map aesthetic with the pink and black is beautiful
i feel the more houses a business is connected to the more demand it generates regardless if the houses are the same color or not.
I like the dark theme with white cursor better. It overall makes the game/video look better.
Thank you sooo much for dark mode! I was starting to get worried that you where some kind of light mode psychopath
Please play Transport Fever 2. You said you worked for the department of transport and I think it would be interesting to hear your insight as you play
I find these videos so fun and relaxing. Personally prefer the light mode but can see why others like the night.
Yes, it's easier to see but if you make the mouse cursor bigger, OBS has a bug recording the default size cursor not the real one.
The first building requires 6 cars and a house has 2 cars so you need 3 houses.
Once the building levels up, you need 9 cars because that’s how much before the timer starts. So you need 5 houses.
Edit: You know what will be a good idea?
If the developers create an overpass and underpass. Basically like a bridge over the road so we don’t need to create intersections. There are plenty of situations where an overpass is needed.
To build an overpass, it requires 3 block space.
So, if there’s a road in the middle, as long as there’s no house next to the road.
this video is my reward for staying up wayyy too late lol
People: "So blue where do you wanna live? near the building,Near the lake or-"
Blue: *100 miles away please*
It's a cheesy strategy but I find using any spare road tiles to block areas where it would be bad for shops to spawn very helpful especially in the early game
Hey! I have a request for a build, after you get finished with Clearwater county (which I enjoy thoroughly), which is building a northeastern style city based off of somewhere such as Pittsburgh, Philadelphia, providence, or somewhere else of your choosing.
I'm so bad at Tokyo and so determined to master it so I'm glad you're covering it haha
This is indeed very pleasing to the eye.
Another minimalist city builder that's fun (but might be too simple for yoir liking [no roads or anything like that]) is Islanders
This is awesome hope you upload more of these soon!
You want options BUT you don't want the cars to have options!! You only need about 6 houses connected to an upgraded building if it's a relatively short trip. Split the colour groups so that some go one way and others go another... But keep YOUR options open so that you can redirect some houses if needed.
...But you’re having fun and you seem to have cottoned onto the way the game *usually* spawns a business colour when there is an oversupply of houses.
Traffic lights aren’t totally useless, but if you put them directly outside a business with no room for queueing they definitely don’t work.
I’ve found them to be very useful for highway connections to businesses if there’s also a local traffic branch. But it needs to have some queueing space, so something like this:
Local -v
Highway - traffic light - business
With each hyphen being a road segment or two.
So if you give them more space than even a roundabout, they can handle more traffic by a fairly dramatic amount. (Maybe not more space, it’s like a 3x5 cross, so that’s 7 tiles compared to the roundabouts 9 tiles)
Kudos to the dark mode. Now I have dark mode on in everything I use. Dark mode in the videos are appreciated
Dark mode means I can add this to my sleep playlist! This game is so pretty. 😍
Dark mode and white mouse for the win! It's easier on the eyes and you don't have to change your cursor every time you play
2:47 Pink Guy KEKW
I think you need to segregate further. 3-4 houses to each supermarket is sufficient in the build up. Also if you have a double grocery store, treat it same - 6 houses 3 per color use the same road
And I realize this sounds as weird as your bright gray housing thing. Good fun :)
Id like to see more of this game still, even though it’s been a while since you last played!
Your voice is very soothing to me for some reason
It's not only about segregation but also car supply. One "store" can be comfortably supplied by 2-3 houses while "skyscrapers" (or IMAXes) for 4-6 houses (1 House = 2 cars). Cmiiw tho.
I believe there was a Mulligan Monday premise for this video but no city replanning was performed
Omg - thanks. Dark mode did the trick.
I'd like to try this game but I'm horribly colorblind and that makes it tough to match some of these colors. Is there a colorblind mode or setting on this game?
Yes there’s a colour blind mode
Yes, I play on colorblind mode
Gotta watch the 4 way intersections you create so many! Just look into that!
Happy Channel Anniversary!
I'm still not able to cross 2000 😶 highest till now is 1866
Dark mode is a literal godsend.
I have a chalenge for you, you have to delete everything every 2 weaks and replan your city.
Doing it!
@@CityPlannerPlays Nice
Yay so early! Love your content man
Try keeping to T-junction crossings only! Cars will brake for 4-way crossings, not/hardly for 3-way one's...
I prefer the light mode with the black mouse.
Tweaking tuesday would have been a better name, wasn't much mulligans over this, mulligan would mean more or less total rework of the entire city
This game never does what you think 😆
Separate by more than just color, separate by demand and drive time as well.
Hi city planner, at first i could not understand why you hate traffic lights so much but I mean I get it now they slow things down, use give way signs
Such a great game!
My eyes thank you for Dark Mode!
6:18
Dark mode is a good idea!
Jurassic World Evolution. Phil, I'd like to see you tear into this city builder. Check it out.
for the double factories, please try to input the colours on their correct sides, please
You don’t need to connect all the houses. Save you some roads.
Would you consider doing more of these? I liked the series a lot but this seems to be the last episode :/
Dark mode is a yes for me
i think you are still making too many connections. the people only need access to one of the bigger buildings, not all of them. that way you could maybe make more completely separate connections.
Stores need houses, but not the other way around, right? Like it's fine to leave house not connected if the stores are getting enough business
Let’s gooo!
Ever tried to play anno 1800? Seems a game you might also like. ^^
What about every Monday you delete all your road tiles and completely redesign the entire road system
Optimising early game is a waste of time, you will have to redevelop soon enough.
It's better to focus on preventing evil spawns.
dark mode forever 🎉🎉
CATS WALKING
Your voice sounds like Thomas brush
try a No Mulligans Challenge. Difficulty: extreme
Dark mode is the best
So from playing and watching these videos it seems to me like the building placement is pretty predictable with where they pop up. Am I just insane or anyone else sort of notice it?
6:18 for an out of context video