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The other one is, placing 'high-way exit' directly near shop is a bad idea, since even same coloured cars are messing with each other if 15+ of them pile together.
For a square destination, you need 2-3 houses connected, and for a circle destination 4-5.
Then simply have every single destination on its own connection to a few houses, which almost completely eliminates traffic problems you might face.
Another useful thing to know is that motorways are AMAZING, always pick one if you get the option, as later in the game everything depends on how fast your cars can get to their destination. If you have to route some cars from one side of the city to the other, having a spare motorway makes it easy.
I can confirm traffic lights are almost always useless, except when you have some unused houses that you can't avoid connecting to a main road. Adding a traffic light just stops the main flow of traffic from slowing down, as the unused house won't be outputting cars anyway.
Yea, I figured that out immediately and was concerned for the depth of strategy in this game.
Here is a screenshot of what it looked like at the end:
https://steamcommunity.com/sharedfiles/filedetails/?id=2553246568
As you can see, everything is kept as separated as possible
While that is true, there anyway is next to no traffic management anyway, because of the way the car AI works. All cars simply pick the fastest route, no matter how much traffic there is there. So adding different routes to go places doesn't even help unfortunately
Back when I thought houses chose the mall they wanted to go to at random (yesterday lol), I thought the game was a lot more interesting :(
I agree with you 100%, and I wish it was like that, it would make the game way more fun to play
Yea, I strongly agree.
You can ignore inconvenient houses. Focus on efficient, discrete clusters. You don't even need to route with the ridiculous highways.
Take a shooter games — the best strategy is to hide behind few other teammates to not die and attack from hiding spot, which eliminates action from the game turning it into camper boredoom.
Take Transport Tycoon Deluxe as another example, it's a game about transportation, but instead of making complicated mega roads intersecting with many stations, you just make separate roards for each station and ruin transportation element. Cus this is simply faster, more efficient and safer.
In Binding of Isaac randomness is main aspect of game, but people restarting first floor until they get desired first free item and only then continue run, which ruins roguelike+randomness.
OH MY GOD IT MAKES SO MUCH SENSE.
Metro had passengers spawn randomly, meaning your entire network needed to be ready to service both massive groups of common shapes and the awkward rarer shapes. This game doesnt have that. Its strictly colour-coded, you dont actually need to make a 'proper' system of interconnected roads like cities actually have, because cars only need 1 destination and malls only need 1 type of visitor. You already know what they spawn, and you already know what they want. You just need to create as little overlap as possible and 'feed' the Mallsǃ
Have some awards, you just opened my eyes xD
It didn't feel like they *really* listened to me, though. Start a petition, and I'll give it to them! :)
It's simpler than this.
Malls need cars at a rate determined by their size. Connect ONLY as many as it needs.
Homes don't need anything.