![]() The only problem with traffic circles is that it’s hard to place them into good places when the city is already built out, which is a problem because you generally don’t start with any. Traffic circles are good too because it generally lets cars pass through an intersection without stopping. In my experience, the interstate is the most powerful tool in your arsenal since it lets you bypass trouble spots and move people directly to businesses. And you are only given the choice of one of two special tiles, so the most you will ever have is one per week of game time. You get to pick a new special tile at the end of each week of game time, which happens about every two or three minutes, but there are never enough to go around. So if you are having trouble getting red cars from a cluster of houses on one end of town to a business on the other, then adding an interstate bridge will let them travel there directly while avoiding any gridlock in the town below.Īll of those special tiles, like the roads, are only available in limited quantity. Meanwhile, interstates basically allow you to almost cheat by constructing a road that goes overtop all the others and makes a strategic bypass. You can also put in traffic circles or street lights to boost throughput at popular intersections. Bridge pieces will let you place a road across the water, like over the rivers that run though most cities in this game. Thankfully, you have several advanced tools to help keep the cars flowing in addition to just the generic road tiles. Large traffic jams will quickly end your game. So you have to make your road network as efficient as possible and avoid gridlock at all costs. If the timer reaches zero before a correct color car can visit, then the game ends. If you get too many unanswered pins sitting on a building then a timer will start. The traffic jams wouldn’t matter so much except for the fact that the commercial buildings generate “pins” to simulate interest which are later removed when the right color car pulls into their parking lot. It’s unavoidable because you only have a limited number of tiles to work with to build your roads, although your piles do get refreshed at the end of each week of game time. So you tend to get traffic jams at intersections or anywhere else when the roads serving one type of driver are shared with another. The challenge is that the roads running between houses and commercial buildings of different colors begin to overlap as buildings get slowly placed randomly all over the city. Cars will leave their homes and proceed to the appropriate commercial building, sit in the parking lot for a few seconds, and then head back home. ![]() A blue car will never visit a red or a yellow building, except maybe to pass through the parking lot in route to their actual destination. A light blue house will spawn a car of the same color, which will then only drive to similarly colored commercial buildings. Both the larger buildings and the little homes are color coded, and the cars only move between buildings of the same color. It’s a bit more complicated than that, but not by much. You just need to build the roads that will allow people to drive between them. As you play, one of two types of buildings will pop up, small single family homes and larger office or commercial buildings. ![]() Your job is to build road networks so that cars in the city can get from place to place. It’s supposedly accurate, but greatly simplified for the game. As you play you will be watching an overhead map of a real city that gradually expands to open up new areas. It’s certainly a casual game where you can learn the rules in about five or ten minutes, but one that will take much longer to fully master. Those are a lot of fun, but this week the vibe is a lot more chill with Mini Motorways, which is available now on Steam. This week’s review is all about cars, and no, I don’t mean the tricked out rides over in Los Santos Tuners.
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