An Armchair City Planners Guide to Mini Motorways

An Armchair City Planners Guide to Mini Motorways

Prologue

This guide is a Work In Progress. I plan to release 5 sections (excluding this one) over the coming days or weeks, which includes:

Start: Explains the strategy of choosing the right spawns to start with - Released

Planning: Explanation and Elaboration of City Planning practices into Mini Motorways - Coming up

Process: Things to watch out for as you play through the game - Coming up

Fate: Things to do to slow your inevitable end of the game and the implosion of your city - Coming up

Tips: Tips and tricks to make your life less hellish when playing Mini Motorways - Coming upFeedback on any of the sections or the guide as a whole are welcomed.

This guide is best read together with the guide by WaffleMike here. They had a good guide going, which explains the basics of the game, and it can be applied to any discipline and nearly on any gameplay style.

This guide also assumes that you had played any maps at least once, excluding the tutorial version of LA. If not, go back and play at least one map, fail, then come back. This guide also works best when you have an intuitive understand of how the game work, as most of the tips applied requires intermediate to advanced knowledge of the game itself. But of course, if you're a beginner, I won't stop you from reading this guide.

This guide is also more for people who just want to achieve a score and have fun but also playing the game in a way that doesn't make it counterintuitive against the principles of Mini Motorways. If you simply just want to achieve a high score by all means, then you can ignore most of this guide’s tips. That being said, let's get down to business.

Start


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Choose any map. No really, any. This is literally the first step.

For the purpose of the tutorial, let’s start off in LA.

When you load the maps, you may see something like this:

In most situations, the start of the map can determine whether if you would be able to breach beyond 1000 or not. This may come off as personal preference, but I do have the habit of restarting a map until I get a preferable start spawns for both the initial building and house.

Immediately at start, you will also need to start thinking and planning your basic road hierarchy. If you want, you could read up Wikipedia's article[en.wikipedia.org] on road hierarchy or just refer to the image below:

As Mini Motorways only has 2 lane bidirectional roads, there are only two important hierarchy concepts that you need to know: Suburb - These are low-traffic zones that do not receive regular flowing traffic except for residents living in the area.

Main Road - A road that is used by road users to travel from A to B, which will receive a degree of traffic. In this case, this will be your Major Collector.

Additionally, motorways also serve a purpose in transport planning - as an arterial road. Since they are able to transport cars quickly and have the ability to handle a high amount of cars, they would be treated as an arterial road within the concept of road hierarchy.

Why does this matter? At the beginning of the game, you will need to start planning out potential suburbs and main roads. If your spawn is bad, then this will spell doom for your game in the later stage. As an example, I will attempt to analyse the 5 spawn examples above, but keep in mind that this is subjective and is always dependant on your play style.

While this is a good start, this spawn limits my ability to plan my roads in the south part of the map (where Gardena would be). Decent spawn, but not good enough.

One of the things I like to do is to try and ensure rivers or lakes (that are not facing the sea) are not blocked off by any houses or buildings. Not only this ensures no one will be able to own a waterside property ever again that you have one side of the road that buildings won't spawn (thus reducing congestion on the road), but also you will have the ability to build bridges at your free will without the constraint of any house or building blocking the best or optimal way of placing your bridge.

Same reason as above, but as the southern part of the map (where Long Beach is) isn't as populated as the central area, I might not mind. But in any case, the fact that the building had spawn in the middle once more, it does not make it the most optimal map spawn.

Same reason as 1. Restart.

This is a unique spawn. Why? Sure, the yellow house spawning at the west side of LA (Santa Monica) isn't the most interesting thing, but the initial building spawn just by the top part of the map makes it special, as the northern part of map in Mini Motorways is usually populated by houses with very little commercial activity, and frees the central area for planning future roads.

In any case, there are two distinct points that you can derive from this: Make sure the Central Business District (where a cluster of commercial buildings would spawn) is as free as possible to give yourself an advantage to plan your roads.

Ensure the land adjacent to rivers is free of buildings at start. If not, restart.

The principles of road hierarchy will be elaborated in the next section, amongst others.

For the purpose of the guide, we will go with the 5th spawn.

Planning

Coming soon

Process

Coming soon

Fate

Coming soon

Tips

Coming soon

Epilogue


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I plan to update this guide as much as I can as I have more information on the new strategy and mechanics of the game itself as I can tell that DPC had overhauled the mechanics (and building colours) and strategy in different maps, most notably Tokyo. When I figure out the strategy for the maps, I'll update accordingly.

If you like this guide, then vote it up and tell your friends, parents, dogs, whoever! This is so more people can find such content and I can understand how the community reacts to this guide, which in turn improves the quality of this guide. If you don't like this guide, then tell me about it in the comments.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2558911713					

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