![]() ![]() ![]() The most basic principle of efficient network design in Cities in Motion is “ hub and spoke“: Use short bus routes to feed local tram routes, and then use those tram routes to feed cross-city metro routes. Consequently the more interconnected a network, the more passengers any one route will carry. Journeys presume interchange: Passenger journeys may switch from bus to tram to metro, and then vice versa.Passengers attempt to travel to places important to them: Shopping centres, colleges and railway termini typically have greatest draw. ![]() Efficiency varies with demographic density: Sparse villages may only suit bus, while dense city centres may overload even trams.Ferry (mid-volume over water) and helicopter (low-volume over distance) are generally only appropriate where geography limits land-based options. Modes differ in efficiency: Bus is low-volume and cheap to operate, metro is high-volume and expensive, tram in between.The specifics of each campaign scenario are then outlined: The introductory sections describe approaches to Network Design, Development, Engineering, Vehicles and Staff, and Achievements. Strategies should be applicable more widely. This guide is for the base Windows game with no DLC. A gameplay guide and strategic walkthrough to the original Cities in Motion, a game developed by Colossal Order and released by Paradox Interactive in 2011. ![]()
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