It appears vehicles can overtake, I am not clear on that. Lines longer than 9 long are trouble, especially without additional locomotives.īus bunching occurs, and is endogenous. The key question seems to be how interconnected you make the lines, how many lines intersect with each other, and how to minimize transfers, especially at crowded platforms.Įxtending lines is free by adding links, except that it adds to headways without also adding locomotives. No obvious architecture of system works best as far as I can tell (Grid, radial, U-shaped lines) though I am favoring circle lines now, with two locomotives going clockwise and two counter-clockwise. Long lines with limited locomotives have longer headways between vehicles. Since all the game-boards have rivers, some tunnels are necessary, but if you choose the tunnel, you forego either the line or the carriage, so choose wisely. Locomotives are more valuable, but carriages are a second best. Locomotives add frequency, carriages add capacity. I have lately taken the strategy of maximizing capacity on one line before opening the next. I am not sure the extent this feedsback and dampens demand. Long lines with few locomotives have long headways, and thus more crowding. You need to balance the number of lines vs fewer (longer) lines with more locomotives and carriages. A chain of circle nodes is not helpful since circles don’t generate circle demands. So your route should contain as many different shapes as possible, intermixed as much as possible. You need to balance node shapes along the route, to minimize transfers. Locomotives can have additional carriages. There are a maximum number of locomotives (4 per line), and lines in the system. It appears you get 2 of 3, but I can’t determine how you get one rather than the other. Sometimes you can build a new line, and connect more points, sometimes tunnels, sometimes carriages (2 of 3). It seems it is a function of accessibility or connectivity, though I am not clear how this is measured.Įach Sunday (after a week) you get a new locomotive. I can’t figure out the exact formula for this, except it is too fast. you cannot respond fast enough to changing markets (there is no pause while I rework my network) button. I like to think of them as squares representing downtown/employment, circles as residences, triangles as retail, and a bunch of one-time special generators (plus – hospital, wedge (intercity train station), star (airport), pentagon (stadium)). Circles are most common.ĭemand grows in an inflationary way to ensure you lose in the end. There are different types of demand (shapes). These demands are the little black shapes next to the node, which must get delivered to nodes of the same shape. It attracts trips in the shape of the node, and produces demands of every shape but its own (internal trips can presumably satisfied without using the network). Sometimes they show up on the network, sometimes they appear to be on the network, but are bypassed by the network, which is really annoying, since the queue for this is subtle and not obvious on a busy screen.Įach node both produces and attracts trips. Notably, they get demand even without being added to the network (so you better add them). Nodes of activity (larger white shapes, outlined in black) appear pseudo-randomly over time. Development occurs randomly with some contiguity, new nodes are likely to appear near existing existing nodes and lines, allowing a line extension or diversion to serve them. . The game pitches itself as managing the growth of a metro (rail) system, but given the pliability of networks, it is probably better to think of it as a bus network, since lines can easily be moved and reconfigured, as well as extended. I have spent too much time in the last month playing the highly addictive Mini Metro, by Dino Polo Club.
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