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Subway Builder: A realistic subway simulation game

subwaybuilder.com

131–136 of 136 posts

Re: Subway Builder: A realistic subway simulation game

#131
post #69

Earlier quoted context omitted.

Wow. AMA, you say? When do you prefer loops, or lines? Additional lines, or carriages? How much do you tear down at once? if you don't mind me asking I'm like median on Metro, ~60 hours over years (though perhaps just the one hour, 60x, &c). Never too late to learn some strategy, I guess. Never played Motorways.

Loops vs lines: Loops only in a dense core where you can keep shapes alternating and include a square. Use lines for suburb core and river hops. Lines or carriages: Early add lines, midgame add a loco, then carriages on the trunk that is actually redlining. Late add an interchange at the first overloaded transfer before more cars. Tear-down: Hm... how much, not sure how to quantify. Definitely something you must do i…

How did you learn strategies? There are very few reliable sources of strategy for both games, compared to other, more common simulation games.

Re: Subway Builder: A realistic subway simulation game

#132

Earlier quoted context omitted.

> but I clicked off when I came across the list of available cities to build in being exclusively in the US. Huh. I feel like the average US city would require a very different _sort_ of metro to the average European or East Asian city, if it even had the density to make it work at all. Like, more diversity in city types would make it a more interesting game. Does any US city besides NYC even have a full subway netwo…

DC, Chicago both have good coverage (I lived in both without a car, although did need busses at times). Boston and SF in my limited experience have somewhat usable networks but definitely a step below

Boston is very livable without a car, the T is just really janky and old.

Re: Subway Builder: A realistic subway simulation game

#133

Earlier quoted context omitted.

Loops vs lines: Loops only in a dense core where you can keep shapes alternating and include a square. Use lines for suburb core and river hops. Lines or carriages: Early add lines, midgame add a loco, then carriages on the trunk that is actually redlining. Late add an interchange at the first overloaded transfer before more cars. Tear-down: Hm... how much, not sure how to quantify. Definitely something you must do i…

How did you learn strategies? There are very few reliable sources of strategy for both games, compared to other, more common simulation games.

Just by observation/feel, really. I don't think I have looked at any strategy guides. Figuring that out to me is the fun part.

Re: Subway Builder: A realistic subway simulation game

#135
post #27
post #9

no demo? just a link to pay $30?

Not a demo necessarily but Miles In Transit - a delightfully nerdy public transit YouTuber - did a live stream playing the game early a couple of days ago: https://www.youtube.com/watch?v=x3RrlV9YrS4

just released here is another one by City Planner Plays, someone with professional experience in this area: https://youtu.be/YrIpaZQAkFg

Re: Subway Builder: A realistic subway simulation game

#136
post #112

Earlier quoted context omitted.

IMO, Mini Metro is the far better game. In Mini Metro it always feels like the congestion can be solved, it's never hopeless... in Motorways the congestion does really feel impossible to work around, and then you lose. Not sure if that's due to my lack of skill or the difference between rail (discrete, must connect stations) and roads (continuous, can be drawn anywhere on the map)

Transport planner here. Haven't played either game, but it sounds like Motorways has an accurate model behind it. That's how the real world works, too.

c'mon man just build us one more lane, we can get you additional traffic flow next year, you know we're good for it just one more lane will fix all our the problems
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