

After all, just connecting the roads is the easy part! Much like its successor, Mini Metro, Mini Motorways is a game of optimization - making the most of what you’re given.

Each car will travel the shortest possible route to a destination, and they will tend to prefer stores that are closer.This seems inconsequential, but combined with the previous rule makes long “shortest distances” a double-whammy. Each car will return to the house it left from.

This means that no cars will leave “early” to get to a pin before it exists.

These seem underwhelming at first (and often are!), but what they do is allow for one direction of traffic at a time to not have to slow down, providing a small efficiency boost in some situations. It should be noted that there are several different types of buildings, each with a different “pin generation rate”, so to speak.įurthermore, if you’re coming from Mini Metro, you might distress when a few houses are formed way out toward the edge of your map - this is okay! Houses are just “car generation resources” and can’t cause you to lose - it just means you might need shorter roads to the other houses of that color and their destinations to pick up the slack.Īlternate the flow of traffic like a real-life traffic light. If you let that timer build all the way up, it’s game over! If too many build up in a particular building, a timer begins, accompanied with a “ticking” sound. Pins are located at “destinations” (stores and other buildings). They are happy when they can travel to a pin and go home. Keep this in mind when building roads from remote houses to their respective destinations.Ĭars are fairly self-explanatory. The biggest tip I can give you regarding roads is this: Diagonal roads use just as many tiles as North/East/South/West roads do, but are approximately 40% longer. You receive a certain amount each time you choose an upgrade. Allows a car to take a path that you draw. The basic building block of Mini Motorways.
