Cities in Motion 2 is the sequel to the popular mass transit simulation game Cities in Motion. Build, manage and lead your transportation network to provide cities with their ever changing needs. CIM2 introduces new features including multiplayer game modes, day and night cycles, timetables and dynamic cities.
User reviews:
Recent:
Mixed (30 reviews) - 40% of the 30 user reviews in the last 30 days are positive.
Overall:
Mixed (1,483 reviews) - 58% of the 1,483 user reviews for this game are positive.
Release Date: Apr 2, 2013

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Packages that include this game

Buy Cities in Motion 2 Collection

Includes 8 items: Cities in Motion 2, Cities in Motion 2: Trekking Trolleys, Cities in Motion 2: Back to the Past, Cities in Motion 2: Bus Mania, Cities in Motion 2: Lofty Landmarks, Cities in Motion 2: Metro Madness, Cities in Motion 2: Olden Times, Cities in Motion 2: Wending Waterbuses

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Buy Cities in Motion 1 and 2 Collection

Includes 20 items: Cities in Motion, Cities in Motion 2, Cities in Motion 2: Trekking Trolleys, Cities in Motion 2: Back to the Past, Cities in Motion 2: Bus Mania, Cities in Motion 2: Lofty Landmarks, Cities in Motion 2: Metro Madness, Cities in Motion 2: Olden Times, Cities in Motion 2: Wending Waterbuses, Cities in Motion: Design Classics, Cities In Motion: Design Dreams, Cities in Motion: Design Marvels, Cities in Motion: Design Now, Cities in Motion: Design Quirks, Cities in Motion: German Cities, Cities in Motion: Metro Stations, Cities in Motion: Paris, Cities in Motion: Tokyo, Cities in Motion: Ulm, Cities in Motion: US Cities

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Buy Paradox Platinum Pack

Includes 6 items: Cities in Motion 2, Crusader Kings II, Europa Universalis IV, Knights of Pen and Paper +1 Edition, Magicka, Warlock 2: The Exiled

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Steam Workshop



Now you can create and share new rules, scenarios, and maps for your cities and vehicles. Tweak game values to increase bus capacity, create new objectives, or create entirely new custom city maps. Subscribe to other modifications made and shared by the community to expand your game.

About This Game

Cities in Motion 2 is the sequel to the popular mass transit simulation game Cities in Motion. Build, manage and lead your transportation network to provide cities with their ever changing needs. CIM2 introduces new features including multiplayer game modes, day and night cycles, timetables and dynamic cities.

Building the transportation network will directly affect how the city grows. Affordable transportation brings middle class housing and work places, while more expensive and exotic choices bring high end businesses. Take advantage of many different types of vehicles including buses, trams, ferries and more.

Build alone or play cooperatively with a friend. Use the newly implemented bus lanes to build efficient traffic free roadways. Tackle rush hour by managing transportation timetables and meeting the needs of the citizens.

Key Features

  • Dynamic cities
  • Player’s choices effect city growth
  • Day and night cycle
  • Manage the timetables
  • Multiplayer with both co-operative and competitive modes
  • Campaign and sandbox modes

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Microsoft Windows XP/Vista/7/8
    • Processor:2 GHz Dual core
    • Memory:3 GB RAM
    • Graphics:nVIDIA GeForce 8800, 512 MB RAM or ATI Radeon HD 3850, 512 MB RAM
    • DirectX®:9.0
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    Recommended:
    • OS:: Microsoft Windows 7/8
    • Processor:3 GHz Quad core
    • Memory:4 GB RAM
    • Graphics:nVIDIA GeForce GTX460, 1 GB RAM or AMD Radeon HD 6850, 1 GB RAM
    • DirectX®:9.0
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    Minimum:
    • OS:OSX Snow Leopard 10.6.3
    • Processor:2 GHz Dual core
    • Memory:3 GB RAM
    • Graphics:nVIDIA GeForce 8800, 512 MB RAM or ATI Radeon HD 3850, 512 MB RAM
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    Recommended:
    • OS:OSX Snow Leopard 10.6.3 or later
    • Processor:3 GHz Quad core
    • Memory:4 GB RAM
    • Graphics: nVIDIA GeForce GTX460, 1 GB RAM or AMD Radeon HD 6850, 1 GB RAM
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    Minimum:
    • OS:Ubuntu 12.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:3 GB RAM
    • Graphics:nVIDIA GeForce 8800, 512 MB RAM or ATI Radeon HD 3850, 512 MB RAM
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    Minimum:
    • OS:Ubuntu 12.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:4 GB RAM
    • Graphics:nVIDIA GeForce 8800, 1024 MB RAM or ATI Radeon HD 3850, 1024 MB RAM
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (30 reviews)
Overall:
Mixed (1,483 reviews)
Recently Posted
KoolKid1091
( 128.3 hrs on record )
Posted: June 25
If you really want more, just buy Cities: Skylines.

Overall, this game is ok, but Cities: Skylines outdoes this.
Helpful? Yes No Funny
Enderman69
( 259.3 hrs on record )
Posted: June 25
A really good game to play when you feel a bit emotional. (No Pun Intended)

10/10
Helpful? Yes No Funny
White Serperior II
( 247.9 hrs on record )
Posted: June 25
This game is one of the few things a Public Transit Lover like my humble self needs.
With a great community and nice city design, it gave me fun for years.
Note that it doesn't fit office machines at all. Something from 2013 or later would be the sweet spot in performance for me, I guess.
Staying on the technical side, I did get a few softlocks on Windows that could only be resolved by doing CTRL+ALT+DEL and logging out.
Everything has its quirks, but if you were ever interested in Public Transit or are looking for an inexpensive metropolis sim, it might just be for you.
Helpful? Yes No Funny
A Tomato
( 0.3 hrs on record )
Posted: June 23
REALLY REALLY boring I might get a refund!
Helpful? Yes No Funny
Enemy_of_World0
( 8.0 hrs on record )
Posted: June 22
Worst game ever I played. This game is not good enough.
Helpful? Yes No Funny
Audish
( 2.1 hrs on record )
Posted: June 20
What in the world happened here? The original Cities in Motion was a chill little sim that let you fill city streets with buses and trams with just a few clicks. CiM 2 certainly looked like that on the surface, but after just two hours with it I can hardly believe it's from the same developers. I really can't imagine a game that missed the point of its predecessor worse than this one.

Cities in Motion 2 places you in charge of a transit company, challenging you to provide public transportation to a bustling city. Starting from scratch, you place stops for buses and trolleys, lay rails for trams and metros, map out routes for your vehicles, and even select the models of vehicle to use. These basic elements allow you to provide service to the many different people of the city, just as the first game did. CiM 2 goes a bit further, though, giving you control of timetables, charging you with building depots for your fleets, and even granting you the power to lay new roads within the growing city.

Now, when I say "growing" city, that isn't just flowery language. One of the much-touted improvements of this title over the previous is that the cities grow with you. Supposedly your services can influence the growth of the city, and laying your own roads can change the flow of traffic. It's an element of SimCity that feels oddly out of place here, especially after learning to cope with the set traffic patterns of the first game. Similarly the growth mechanic sounds good on paper but has very little obvious effect even after several hours of play.

This leads to the core problem with CiM 2, in fact, because it turns out that none of the new additions to the gameplay are actual improvements. The new control options over your company like timetables and service zones make the game more complex without providing any real benefit. It's just another lever you have to get in the right position, and it's not at all obvious how to best set it. Placing depots is another unnecessary distraction, forcing you to put detours in your lines and cram large buildings into the landscape for no actual benefit. And building your own roads can lead to endless frustration because of how touchy the building tool is.

I need to spend some extra time on the interface now that I've mentioned it because it is a dumpster fire of issues, especially compared to the clean and simple UI of the first game. Building ANYTHING in this new 3D engine is guaranteed to drive you up the wall as it snaps to the wrong spots or jumps over where you want it or simply fails to connect. For one example, trolley and tram lines can be laid in any lane of any road, and also in medians if available. They have to follow the direction of traffic and must be laid by individual road section, so you have to zoom all the way in and make sure your lines are following the right lanes every step of the way. And if you misclick and need to delete a section of track, half the time you'll misclick again and delete the entire road.

Metro tracks became the bane of my existence because of how impossible they are to use. They can't be placed on roads or near buildings, and you have to manually raise and lower them to get them underground or over rivers. Curves that are too tight will break the rails, and rail sections that don't line up perfectly won't connect. The main problem is that the game will happily let you build track that's too steep or too curved for your purposes and then not fully explain why it won't work. Just getting a depot connected to a metro line requires you to manually lay out an entire train yard, usually in far too limited a space.

I could go on, so I will. The menus and windows are cramped and difficult to parse. Your charts provide less useful information than the excellent data views of the previous game. Advertising options have been removed for some inexplicable reason. Missions don't properly explain your goals, and this is a big one because the first scenario of the game challenges you to provide 15% coverage of the city, but no matter how much I built and how many people I moved, my progress never rose above 0%. And somehow on top of all this, the game is just harder. After two hours with the very first scenario I couldn't make a single dollar of profit. None of the dozen lines I built, of all shapes and sizes and makeups, would carry more than single-digits of passengers.

Everything I loved about Cities in Motion is absent from its sequel. The charm, the accessibility, the convenience, the polish... none of that is to be found here. Somehow it's been replaced with tiresome micro-management, an impossibly bad building interface, vague or non-existent feedback, and the worst part of any sim, trying to cram things into places they won't fit. I seriously can't think of anything positive to say about this one, so I suppose I'll just let my overwhelming disappointment speak for itself.
Helpful? Yes No Funny
obri74
( 10.2 hrs on record )
Posted: June 12
игра полное ♥♥♥♥♥♥♥♥♥♥о почему я не могу протянуть ♥♥♥♥♥♥♥♥ое метро через весь город
Helpful? Yes No Funny
Sarkoth
( 43.4 hrs on record )
Posted: June 11
Play Cities: Skylines instead. Trust me.
Helpful? Yes No Funny
DaveDaversson
( 29.3 hrs on record )
Posted: June 10
Good fun but fairly limited in scope (obviously I suppose), once you've built a few transport networks one is much the same as the next.

However, there's no autosave and it freezes every couple of hours which means it's actually pretty frustrating to play (other steam games such as KSP, Civ, the GTA series, etc. have no issues on this machine).
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
19 of 21 people (90%) found this review helpful
Recommended
45.8 hrs on record
Posted: May 31
for reference i also have over 300 hours logged in CiM1

CiM2 is a very different feeling game than the original despite an identical premise. It definitely took me a lot longer to get into.

Cons:
- Steep learning curve. You'll probably fail a few games before you get the hang of identifying profitable routes.
- The default game mechanics make it ultimately almost impossible to fully serve a densely populated city. If you expand too quickly you'll start losing reputation *very* quickly as your vehicles get stuck in traffic jams and your stops fill up with unhappy passengers. Buses and trolleys are difficult to use for mass transit; you'll find yourself forced to use trams a lot, or else build your own bus-only roads.
- More demanding on hardware even on the lowest settings. I had a fairly decent older computer before this one and the game would overheat the cpu on a regular basis.
- Less user friendly in some respects. There's no confirmation before construction or most demolition. Constructed depots and roads take up more space than you would expect and it's easy to cut into the space mapped for city buildings without realizing it, which will cause them to pop out of existence immediately. Save before any renovation projects.
- Some of the randomized tasks are either worded very unclearly or programmed in a buggy way. A lot of the connections need to go both ways; unfortunately, Some won't be recognized even if you do that and I can't figure out what's going on.

Pros:
- CiM 1 was locked to a two-dimensional grid with some canned elevation differences. This game is 100% freeform 3D, with actual hills and valleys and streets curving all over the place. It feels natural, realistic, and alive.
- Higher level of transport simulation. With all your vehicles coming from and returning to depots it feels a lot more realistic.
- Individual and monthly ticket pricing, transit zones, etc. lets you control rider customer experience to an unparallelled degree. Vehicles can return to the same stop multiple times in a route or even loop back around the same route if you so choose. The freedom is yours to design exactly the transit system you want.
- The financial system is easier to track. Loans are simple to understand and repay; the game quickly informs you if your tickets are far too expensive or cheap in real time; there are graphs for every possible purpose you might want to look at. You can tailor your strategy to the situation seamlessly.
- The ability to build your own roads and tramways is *not* to be underestimated. You're not limited by the routes the scenario designer thought you might need. You can bypass high-traffic areas entirely by building a detour.
- Campaigns with a more free-form structure than the original. You can very much choose your own path to success.
- Game mechanics can be adjusted freely, tailoring the experience to what you want. But it only works for sandbox and custom games, not the built-in campaigns.
- That same feeling of almost zen-like relaxation you can get from the first game is definitely present here.

Conclusion: More to wrap your head around than the first game. This one definitely demands more from your mind and your hardware, but it does start to pay dividends eventually. What you'll find here is a very enticing game which offers the freedom to design the transit system you want to run. It's probably not for everyone, but it can definitely be a very enjoyable experience.
Was this review helpful? Yes No Funny
12 of 13 people (92%) found this review helpful
1 person found this review funny
Not Recommended
2.1 hrs on record
Posted: June 20
What in the world happened here? The original Cities in Motion was a chill little sim that let you fill city streets with buses and trams with just a few clicks. CiM 2 certainly looked like that on the surface, but after just two hours with it I can hardly believe it's from the same developers. I really can't imagine a game that missed the point of its predecessor worse than this one.

Cities in Motion 2 places you in charge of a transit company, challenging you to provide public transportation to a bustling city. Starting from scratch, you place stops for buses and trolleys, lay rails for trams and metros, map out routes for your vehicles, and even select the models of vehicle to use. These basic elements allow you to provide service to the many different people of the city, just as the first game did. CiM 2 goes a bit further, though, giving you control of timetables, charging you with building depots for your fleets, and even granting you the power to lay new roads within the growing city.

Now, when I say "growing" city, that isn't just flowery language. One of the much-touted improvements of this title over the previous is that the cities grow with you. Supposedly your services can influence the growth of the city, and laying your own roads can change the flow of traffic. It's an element of SimCity that feels oddly out of place here, especially after learning to cope with the set traffic patterns of the first game. Similarly the growth mechanic sounds good on paper but has very little obvious effect even after several hours of play.

This leads to the core problem with CiM 2, in fact, because it turns out that none of the new additions to the gameplay are actual improvements. The new control options over your company like timetables and service zones make the game more complex without providing any real benefit. It's just another lever you have to get in the right position, and it's not at all obvious how to best set it. Placing depots is another unnecessary distraction, forcing you to put detours in your lines and cram large buildings into the landscape for no actual benefit. And building your own roads can lead to endless frustration because of how touchy the building tool is.

I need to spend some extra time on the interface now that I've mentioned it because it is a dumpster fire of issues, especially compared to the clean and simple UI of the first game. Building ANYTHING in this new 3D engine is guaranteed to drive you up the wall as it snaps to the wrong spots or jumps over where you want it or simply fails to connect. For one example, trolley and tram lines can be laid in any lane of any road, and also in medians if available. They have to follow the direction of traffic and must be laid by individual road section, so you have to zoom all the way in and make sure your lines are following the right lanes every step of the way. And if you misclick and need to delete a section of track, half the time you'll misclick again and delete the entire road.

Metro tracks became the bane of my existence because of how impossible they are to use. They can't be placed on roads or near buildings, and you have to manually raise and lower them to get them underground or over rivers. Curves that are too tight will break the rails, and rail sections that don't line up perfectly won't connect. The main problem is that the game will happily let you build track that's too steep or too curved for your purposes and then not fully explain why it won't work. Just getting a depot connected to a metro line requires you to manually lay out an entire train yard, usually in far too limited a space.

I could go on, so I will. The menus and windows are cramped and difficult to parse. Your charts provide less useful information than the excellent data views of the previous game. Advertising options have been removed for some inexplicable reason. Missions don't properly explain your goals, and this is a big one because the first scenario of the game challenges you to provide 15% coverage of the city, but no matter how much I built and how many people I moved, my progress never rose above 0%. And somehow on top of all this, the game is just harder. After two hours with the very first scenario I couldn't make a single dollar of profit. None of the dozen lines I built, of all shapes and sizes and makeups, would carry more than single-digits of passengers.

Everything I loved about Cities in Motion is absent from its sequel. The charm, the accessibility, the convenience, the polish... none of that is to be found here. Somehow it's been replaced with tiresome micro-management, an impossibly bad building interface, vague or non-existent feedback, and the worst part of any sim, trying to cram things into places they won't fit. I seriously can't think of anything positive to say about this one, so I suppose I'll just let my overwhelming disappointment speak for itself.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Not Recommended
29.3 hrs on record
Posted: June 10
Good fun but fairly limited in scope (obviously I suppose), once you've built a few transport networks one is much the same as the next.

However, there's no autosave and it freezes every couple of hours which means it's actually pretty frustrating to play (other steam games such as KSP, Civ, the GTA series, etc. have no issues on this machine).
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
259.3 hrs on record
Posted: June 25
A really good game to play when you feel a bit emotional. (No Pun Intended)

10/10
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
307 of 358 people (86%) found this review helpful
411 people found this review funny
Recommended
330.4 hrs on record
Posted: November 29, 2014
100% City Coverage by trams
Replace all roads with pedestrian roads
Charge people 300 for tram passes, regardless what zones
Making 600,000/week estimated
0 Reputation, but people take your vehicles anyways, because your their only means of transportation.

Congratulations, you just took over the city with public transportation, and there's nothing they can do about it.
Was this review helpful? Yes No Funny
294 of 347 people (85%) found this review helpful
15 people found this review funny
Not Recommended
49.3 hrs on record
Posted: March 17, 2014
Ahh so much potential. So many bugs. Let me start by saying this is a game that would get a solid 8/10 if the developers had spent just a few more days polishing this off. Want to scroll around the map with the mouse? Too bad. Like a useful tutorial? Nien. Want to connect two metro lines together? ♥♥♥♥♥ you. Made a mistake about 50k$ ago designing that highway? No Undo. Time to load that save from a million years ago. When Chris Saywer made the ambrosia that is RollerCoaster Tycoon, he understood that you wanted to design a path - AND THEN pay for it. This was figured out in 1999 guys. Scenario goals not working? Let's check google; oh hey some people had the same problem six months ago. No patch, just more shít DLC. Here is the secret to winning for those interested: take out a huge loan and build one really good metro right at the start. Now leave your game on overnight and you can come back and have fun when you have actual cashflow. Cities in Motion 2 is a great sandbox game ruined by seemingly arbitrary design decisions at Paradox Interactive. 5/10 for a nice-looking game that doesn't deliver.
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255 of 307 people (83%) found this review helpful
9 people found this review funny
Not Recommended
1.7 hrs on record
Posted: July 18, 2014
This game is a huge disappointment. An unenjoyable experience that is more akin to literally working at your city's transit authority than playing a game which simulates it. If you are interested in this concept, play Cities in Motion 1 instead, for all its flaws, Cities in Motion 1is a far superior and more enjoyable game.

I love Cities in Motion 1 and was excitedly looking forward to the sequel but it fails in every respect. Instead of taking the existing, functioning, and very fun CiM1 and improving upon it, it feels like the developers started from complete scratch. Spreadsheets and boring route planning are the name of the game ("game") in CiM2.

Here are some examples of ways this game is worse than its predecessor, increasing from the nitpicky to the game-destroying:

1. The graphics are much worse, both in quality and art direction

CiM2 looks like the textbook definition of "generic." The colors are drab, the buildings are uninteresting, and all the cities look and feel identical.

2. The UI is cluttered and incredibly confusing

This could have been an excellent area of improvement over CiM1 but instead the UI is just a complete mess. Dialog boxes litter the screen. Important information is buried or not shown. Icons convey little to no information and are reused over and over again providing no distinction between, for example, different buses.

3. Instead of adding depth, they added layers of required and uninteresting micromanagement

For example, in CiM1 one aspect that I felt was severely lacking was the ability to space out vehicles on a route or provide an actual schedule for their arrival. If you had a long bus line, when you started it every bus would start from the same station; leading to an inefficient route where all your buses arrive at a stop back-to-back and then passengers wait for eternity until they all come around again.

It would have been so easy to simply fix this issue by automatically distributing them evenly and providing a timetable scheduling as a more advanced option. Instead, CiM2 provides the most convoluted scheduling interface imaginable.

4. You are required to build depots to support each of your transit routes

There is nothing wrong with this in concept, but in practice they take up such a huge footprint that the cities hardly look like they could support any residents. What city on earth has bus/tram/etc depots seemingly every other block?!

5. Most of the provided cities DON'T ACTUALLY NEED PUBLIC TRANSIT

This was the killer for me. I loaded up one of the biggest cities the game offers, excited to tackle its transit problems. I switched to the heatmap to see areas of congestion, and literally, without exaggeration, there were absolutely no traffic problems in this entire huge city aside from a single highway off-ramp.

So instead of needlessly building out a myriad of complex public transit options, I just demolished the onramp and replaced it with a larger multi-lane one with a left-hand-turn lane. Speed up game-time and after a couple months the problem went away.

So... transit problems solved. That was fun.

If this were real-life I suppose I could use my copious free-time as City Transit Manager to perhaps play some computer games. Since CiM2 supposedly is a game I'm left wondering WTF the point of playing it is.
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77 of 81 people (95%) found this review helpful
5 people found this review funny
Recommended
98.0 hrs on record
Posted: September 23, 2015
The tutorial in this game is useless, since there's a ton of little annoying things that are not intuitive. But once you know, it works:

You have to delete and rebuild roads to get bus lanes. Trams can have tracks on medians and pedestrian paths, and you have to build the tram station appropriately (in the median or on the side of the road). Metros can be built elevated or underground with the page up/page down key (minimum clearance is 8m, which is two page ups/page downs). Building metro track at elevation zero (0 m) will enable your cursor to snap to metro track stubs. Building a metro track/road curve is like using the pen tool in photoshop: you drop a vertex with left click and you undo the last vertex with right click. Waterbuses cannot navigate through/around terrain, so you have to manually waypoint around those. The metro passenger entry point is that tiny "teleportation box" that appears on the nearest roadway when you build the station. Tram tracks/Trolley Wires need to be connected through intersections by clicking on the tracks/wires on one side, then clicking on the side you want to connect to. If there's no routable path to the next station, zoom in and inspect the roads for one-way streets and missing intersections. When you delete intersecting roads/metro tracks, the remaining road can still have remnants of an "intersection" that makes it count as two roads. That "intersection" can be deleted again to turn the road back into a single piece of road/track.

If you do play multiplayer, PAUSE THE GAME OR SLOW IT DOWN BEFORE DEMOLISHING ANYTHING, and try not to demolish a lot of things in rapid succession. Don't play it on the fastest speed. If you do desync, have one person share their save file with everyone else and overwrite their local saves, then try to rehost the game.

You can adjust the rulesets to do things like make the game speed slower (helpful for big, lagtacular maps) and increase depot size (recommended).

Hopefully reading this makes the game playable, since it's pretty fun once you know all the little things. But then again, I was determined to make it work.
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147 of 183 people (80%) found this review helpful
1 person found this review funny
Recommended
1,730.6 hrs on record
Posted: November 26, 2013
This game is awesome! It has a few quirks, and is artificially difficult in "normal" mode, but it is still playable, once you learn how to use the Metros.

I tend to play it with my own rule set in sandbox mode, and I use that same ruleset in multiplayer mode with a close friend. As a result, a "day" lasts six hours! o.O

We enjoy the game for it's challenge, and yet the relaxed atmosphere and pace.
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91 of 111 people (82%) found this review helpful
2 people found this review funny
Not Recommended
19.3 hrs on record
Posted: July 16, 2014
After a lot of hours poured into trying to understand and enjoy this game, I just can't. As much as I love sims and management games, there are too many half-baked ideas and over-simplified systems.

- Zoning is a nice idea, but the brush to set zones is massive and impossible to use with any real precision. The handful of pixels that make up stations, is easily smothered by the massive zoning tool. And precision can be the difference between a perfectly priced line and a total failure.

- Ticket pricing is extremely finicky. Doing absolutely nothing but letting the simulation run can see costs fluctuate from $1 a ticket, up to $30, and back down to $1. All over the course of the week, and with no discernable pattern(rush-hours, night time, mid-day, weekend, doesn't matter). There is no real control, or even logic, to the numbers that are your life-blood.

-Side missions should be a good source of additional income to speed up gameplay, but instead lead the player astray and are not helpful at all. The paths/objectives requested are not lucrative at all and the small rewards do not make up for the costs of the projects requested. Holding onto "population increase" and "vehicle purchase" missions can be helpful, but are passive in nature and can be very time consuming. The point of the game is to build and manage, and to do so well. Why do side missions work to hinder the core mechanic of the game?

- While the game environment will make way for, and adjust to, whatever roads/rail systems you put in place, the control of routing lines, vehicles, and population can be incredibly difficult. Often it is easier to rebuild the existing road system instead of using what exists. But even then, the resulting design or plan the player has can be difficult to implement with the cumbersome and demanding pathing/planning system.

The game has a lot of good ideas and systems that just aren't fully fleshed out, realized, or functional. And what you do get is not very well explained, defined, or even remotely consistent. I did better taking out a massive loan, building two huge subway lines, then letting the game run for hours on end in the background. Trying to build interconnected systems similar to real world cities only lead to spectacular failures and wasted time.
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