I'd be interested in seeing a grid for the most part, but with no restrictions, use roundabouts at busy crossroads, traffic lights at busy crossroads you cant fit a roundabout in and strategic motorways to ease grid routes and/or satisfy timers.
Yes! I real life the grid system is flexible. Sure, it's mostly a grid but sometimes there's a roundabout, or a diagonal road or even a random wiggly road. Not to mention that many larger city's in the US are right next to an interstate/highway that people use all the time to get from one part of town to the other. The grid system is supposed to be ajustable.
I think that would work really well My city is set up on a good system but there's parks every couple of blocks and there's little parks around about but they're kind of grid-shaped blocky if that makes sense
"The manager of the store really hates it, he gets really angry, so he's like 'if these aren't removed in the next 10 seconds, i'll shut your entire city down'"
There is a way to do this more efficiently if you understand some basic spawning rules. Shops will never spawn touching other buildings, and houses will never spawn touching shops. Knowing this will let you cut down on the amount of blocking roads you need, since all the squares surrounding a shop are protected from spawns.
I wish this game worked the opposite way. Instead of building roads to accommodate shiftily placed houses and shops I wish it worked like the real world in which you build the roads first and then either A) shops and houses automatically spawn only on those roads or you manually placed shops and houses. You would need to manually place houses to keep up with the demand for shops and you could only place more shops if you wanted to increase your score faster but it wasn't forced on you.
One thing I learnt when I tried this is that the map expands faster than normal as it tries to make space for buildings. The more you block, the faster it expands. Unless you can keep up with the amount of roads required for a larger map, the idea of blocking areas off for a grid doesn't work out so well.
A single road tile can block 2 spots. But a Single diagonal road blocks 3 spots. *(1 and 1/2 per side) While not good for long term use, you are always 100% able to block new shops from spawning in. However the enemy then becomes the tiny parking lot of the single shop you do have having a demand greater then physically possible by week 7 or 8 depending on the initial spawn locations of the houses and shop. How to accomplish such a thing with 100% reliability requires a secret trick. Hold the mouse button down to draw new roads off the grid to have the ever expanding grid visible. But you need to hit the space bar to pause the game with-in two seconds of the new space to draw your new diagonal road blockers. And double up on the edges. ⬜⬛🔲⬜⬜⬛🔲⬜⬜⬛🔲⬜⬜ ⬛⬜⬜🔲⬛⬜⬜🔲⬛⬜⬜🔲⬜ ⬜⬜⬛⬜⬜⬜⬛⬜⬜⬜⬛⬜⬜ ⬜⬜⬜⬛⬜⬜⬜⬛⬜⬜⬜⬛⬜ ⬜⬛⬜⬜⬜⬛⬜⬜⬜⬛⬜⬛⬜ ⬛⬜⬜⬜⬛⬜⬜⬜⬛⬜⬜⬜⬛
Something interesting that might help you plan things: The stores are the ones creating demand for shoppers, not the other way around. When a pin pops up at the store, it means that the store requires a car to travel to it to pick it up, rather than a car wanting to get to there. The store will always draw the car from the nearest available house to it rather than picking a house randomly. 4:16 that house will always go to the closer shop since the bottom 3 houses are more than enough to meet the demand of the far away purple shop. Also, you need 2-3 houses to meet the demand of a square shop, and 4-6 to meet the demand of an imax cinema
I would like to see you re-attempt this challenge, but on one of the daily or weekly challenge maps where you have unlimited stop lights. :) Also, while having grids, we in America also have Highways, so I don't see that as a cheat myself.
That's what I was thinking as well. He promotes roundabouts but also is allowed to use motorways alongside them, so I'd like to see him try again but allow himself to use motorways just like in games where he prioritizes roundabouts. (also... yeah the lack of traffic lights being offered did butcher this attempt and that's not his fault)
If they ever make an update they should add that in as another upgrade option. Honestly I feel like one way roads would solve a lot of congestion problems in the mid game where it really ramps up
@@mssnadie cities that have bad congestion usually have 2 ways everywhere, if you have multiple one ways crossed by a few 2 ways it makes a ton of almost T intersections, the traffic on the two way can only ever turn one way, and traffic on the one way only comes from one direction.
The grid pattern works great usually. Since, all the lights are programmed in way that times them to go green all in a row. Also, I don't get why he didn't use any motorways. We have interstates (motorways) going all over.
Grids wouldn’t work for this game anyways since the placement of things is random anyways. A city planner would be strategic in his placement of parks and neighborhoods when using grids.
Also I think it's highly situational depending on the environment. I think it was fitting that he tried using grids in Rio, because it showed that the mountains definitely made it harder. Like if I think about most of the cities where I live (Austria), a grid would seem weird and impractical. Like it would work in the flatter regions of Austria, like Vienna, but making it work in the mountain regions seems like a huge hassle.
I don't know if the grid system is more or less efficient traffic wise, but I like it personally because I'm directionally impaired and grids are so easy to navigate. Like if I don't know where I am, I can think "well my address is *blank* north, and the address of the houses on the street perpendicular to mine is *blank* east" and then I have my coordinates and can just walk down streets until you reach your destination
Honestly I think his problem with the grids was that he only used strait roads and intersections, but I’ve seen American roads use a variety of grids and squiggly roads. My city has 4 roundabouts and we are small.
If a weekly challenge comes up that fits this (like infinite roads or infinite traffic lights) I'd love to see this again. As a utilitarian (and American) this was so satisfying to watch.
I recently gave the game a go on Apple Arcade, the strategy I’ve been trying is to make a big outer road that surrounds everything and every house and shop connects from the inner side
Grids can actually work, presuming you have enough space for roundabouts at your highest traffic intersections, and you use motorways to provide cross-map shortcuts.
I’m American and I lived in a place with roundabouts, they can be a little scary at first but once you get used to them I wished every small intersection was a roundabout it’s so efficient
If traffic lights could count the cars, count how long they've waited, and weighed out who's more deserving of passing, I reckon they'd be more efficient than roundabouts. Timed traffic lights can make people wait when they don't need to (turning red or staying red when there's no cars coming). They don't take much space. Stop signs make people stop regardless of whether or not there's traffic (you can be the only person in the city, yet you still have to stop). Stop signs don't hold you up for a whole 3 minutes like traffic lights do (assuming there's no others at the intersection). Stop signs take up the least space and cost the least. Roundabouts keep you moving, but will jam if a stream of cars are moving multiple exits ahead constantly, plus take up extra space. Overpasses are the kings of efficiency, but are expensive as h*ck and take up a lot of space.
Matt, you're doing an amazing job. This challenge and your dedication to keeping new viewers in the know about the rules of the game are amazing. Cheers!!
One of the things u should keep in mind is how houses fulfill pings. When a supermarket created a ping, the car closest to it goes. If one house is the closest house for two different supermarkets, it would not be able to fulfill either of them
Traffic lights are useful in three lane junctions where the straight shot is the most used and the other road is barely used. The green light will keep the main traffic going full speed. When the car one the other road needs traffic to stop, it only does so for as long as that car to pass. This really helps traffic problem when 1 same colored neighborhood need to go to both a circle and a square. The square is the secondary road in this case.
Ive noticed at least in the town I live in that the grid patterns work well in the areas that have a lot of foot traffic compared to the areas that are just lots of car traffic. So take that as you will
Mostly because their roads are build on old cart tracks and trails, also why most of them are far more narrow than US roads, which were built with cars in mind (at the expense of public transportation).
thing about American grids is that they’re 1000% percent supported by “motorways”, sometimes cutting through the grid, sometimes on the edge of the grid, but entirely necessary. Like this attempt though 😆
(i believe these are the shortcuts, but the thing is in ur pop-down menu, the first to appear is represented as "1" on the keyboard so you can press that anytime instead, and 2nd is "2", 3rd is "3") 1. For unpause (normal speed) 2. For pause. 3. For turbo. Use the numbers on ur keyboard to make less mouse work, and also hold right-click on empty land to show the grid-lines expand throughout the game 🤘🏻 Rock on Motorway Matt!
This made me want to create a perfect grid. So I did it in LA using unlimited tiles and traffic lights at every intersection, and it worked better than expected! I was able to reach 1500 points.
I like the idea of grids, but it's very hard to get it to work in this game. I don't think the roads represent all of the roads, obviously reds and blues don't hate each other enough to never visit. These are the major roads and control the flow.
Just imagine yr 2045 and matts in his 50s and hes still tryna get a highscore of over 20000 and testing designs ep 50000 : testing decagon design Maybe only then we will call him motorway matt
A bunch of tips: - intersections slow down cars unless there is a roundabout or traffic lights - however, intersections at the entrance to the shop do not slow the cars, you are free to make multi-way junctions there without any speed penalty - car driveway attached directly to a road is not slowing cars down unless they just try to enter the road from the house. Therefore it makes more sense to zigzag the road through driveways to get direct connections instead of adding junctions which would additionally slow down all cars. - In midgame it makes sense to combine 2-3 shops on a single motorway connected to houses, however, in lategame such fork from a single way to 2-3 shops simply can't handle the traffic. - Shops demand replenishes with no relation to cars supply in houses. The game usually provide more cars then needed. The main aspect between matching supply and demand is time of travel. 1 house next to the shop can do the same job as 2 houses sitting at a further distance or 3 houses that are far away. - Having several shops of the same color on a single road vein sounds like a good idea but may cause trouble anyways. Firstly, traffic intensity in later game may jam the road entirely. Also, if cars from nearest houses are not available for the shop, cars from distant places that are available at the time will make the trip, taking more time and compounding the traffic on the whole length of the road. You may end up with cars making trips to distant shops while they could be supplying the nearest shops. - Planning anything makes hardly any sense, just keep in mind spawning patterns (houses and shops spawn according to some rules)
You could try to merge 3 driveways from houses that spawn side to side together so you have only 1 intersection instead of 3, that would increase the flow a little bit. You can also have roundabouts on grids, just put some on the busiest 4-way intersections. Just do 5 by 3 grids instead of 3 by 2s and you should be able to fit roundabouts on most intersections if you need to.
I like to hold down the right click/delete button over empty land whenever I’m idle to watch the map expand. As soon as you see an extra line of grid appear you can pause the game, and block off that mew land from expansion!
even in america, "grid" does not mean "without roundabouts or highways (AKA motorways)". it simply means planning builds to not "pop up" in weird spots. Our roads are "segregated" in terms of having residential districts and business districts. A house lot makes more sense if in a square/rectangle shape for tiling sake compared to just about any other shape. it also means not having roads take off the corner of houses. XD keep in mind that as houses spawn more closely together, you can remove roads to expand housing blocks to be bigger than 2x3. with 2 completed 2x3 blocks, you can remove the road in the center and turn it into a 2x7 block. add another 2x3 to make it a 2x11, then a 2x15, and so on. Same when using the other axis. 2x3 becomes 5x3, then 8x3, and so on. the only question is just the optimal size before the roads between 4 way intersections get too busy (while still providing road access to all, which does mean 2x(Y) is the best and only expansion direction), and with the proper planning, the capacity can be increased even further with strategic roundabouts taking away 1 house per corner of a housing block. (ASCII AHEAD) R=Road, H=House, C=roundabout, V=void(roundabout center) Can be tiled by overlapping outer road boundaries. Residential district: RRRRRRRRRRRRRRRRRRR RHHHHHHHRHHHHHHHR RHHHHHHCCCHHHHHHR RRRRRRRRCVCRRRRRRRR RHHHHHHCCCHHHHHHR RHHHHHHHRHHHHHHHR RRRRRRRRRRRRRRRRRRR
I think we need to start using and teaching more with roundabouts in the US. I had to teach my mom how to use them right, and they make the flow of traffic quite a bit better.
As a Utahn I very much wont need to know how to use them unless I travel cause I can think of 0 roundabouts in the state I mean there probably is one I just couldn't point you to it
Really wish they would have a creative mode that could be unlocked. Would be interesting to see how it would do if you had unlimited roads and unlimited red lights. Or at minimum the ability to put stop signs where you want slowdowns to occur
Funny story from where I am in the US; a stop sign that gets heavy traffic from primarily 2 directions has been green lit to become a roundabout... thing is, everyone here that only seem to know how to drive on the grid method are complaining that roundabouts are "too confusing". So yeah, Americans really don't know how to travel other than in straight lines!
Utah's grid system is top notch and it makes finding place so easy. Forget named streets, just give me two sets of numbers and cardinal directions and boom, I can find the place
As an American who lives in Metro Detroit, your decision to follow the river on a diagonal is 100% a thing that’s been done around here a ton. As it turns out there was a French road system that followed a grid along the Detroit river, but as the British and later American governments built things up further, they chose to align their grid along the cardinal directions. So, at the end of the famous 8 Mile Road, it meets up with the French grid and makes a 45 degree turn as it crosses a trenched freeway, where it continues with another name. If you’re a fan of interesting roads, there are some very interesting things we did here in the Motor City-where it’s all about roads and where mass transit was a joke that the wealthiest class, who designed it back in the day, played upon the poor. The only rail we have is for carrying freight to the auto plants. Now, what some people find interesting is how long our street numbers are along the main thoroughfares. Well, turns out that our grid has 1 mile by 1 mile squares (mostly, there are weird exceptions) which sort of form a cartesian grid, which starts at a road that is the zero point and goes up without the roads being numbered until you hit 8 Mile, which is the northern border of of the city. Those roads didn’t necessarily get names because nobody lived that far north when they came up with the system and they gave each of those roads an incrementally higher number, which eventually taps out just shy of 40. There are negative Mile roads that run east and west that have actual names, so it’s not as helpful. In the norther suburbs, it’s handy because you can drive around without a map if you’re above a certain age. Anyway, there’s a prime meridian of sorts that’s called John R Road, named after someone from local history that probably did something awful, but from that point in both directions there’s roads running parallel, and most living here don’t actually realize this, but every mile road east or west is named as such. So, there’s an 8 Mile Rd East and 8 Mile Road West, and there is only a couple of super tiny areas where you could theoretically have an address in the same city, with the same number on the same street. The city planners made sure that didn’t happen, but if you erroneously punch shit into a GPS and include the E or W after the Mile Rd. then it will put a pin somewhere between real street numbers and confuse your stupid ass that’s as much as a mile from your target. Now the cool part that truly impressed me, which was something the folks at the utility company came up with to make it easier to send out guys in their vehicles to the correct areas without maps or outdated maps. The street numbers follow a formula, and they’re long to accommodate a large number of potential locations along a stretch of road that will never need a weird modification to the address to make it fit. Let’s say you were given an address of 34567 (they are all actually this long, but this one is clearly not real by not impossible). If you knew that it was on major road that runs north and south, you would take the first two digits and subtract by 5, and then divide the result by two. In this example, you would have 34-5=29 and then 29/2=14.5 which means that the address you’re looking for is going to be somewhere in the latter half-mile stretch between 14 and 15 mile road. If the address starts with 33, then that’s going to be in the first half-mile stretch between 14 and 15 mile. If you were looking in the phone book (back when those were a thing) but you only knew the place you were trying to find was a dry cleaner, but you couldn’t remember the name, but you know it’s just north of 8 Mile on a major road. Well, you could run that little calculation backwards, and take 8*2=16 and then 16+5=21, which means the listing you’re going to be looking for will start with 21, or maybe even 22 depending on how good your memory is because even if it felt like the place you saw was just past 8 Mile, maybe you were speeding or not paying close enough attention and you happened to be slightly off. The reason for using that exact calculation is because that numbering system was implemented in 1921, and it was only built out about 5 Miles from the center at the point. So, starting on a street called Fenkell, which is unofficially the equivalent to 5 Mile, which is where that system starts and continues until nobody cares about the people who live out that far. So that means, at Fenkell, the lowest addresses is going to start at 15,000-and stop at 16,999 because 17,000 is the next street, equivalent to 6 Mile. Again, the street names are all different south of 8 Mile-but, if you knew this little trick and were told to find a specific address without using a map or GPS, you could easily get within half a mile without any other information than the street name and number. If you’re as much of a nerd as I am and find it interesting how clever people were 100 years ago when they came up with some far more low tech, but extremely reliable solutions to problems back then. (Feel free to pull up a map and check stuff out for yourself-I did and can confirm everything works out perfectly every time.). That said, addresses to the East and West along the Mile roads aren’t as clever, or I haven’t bothered looking into it-but with the exception of Warren, most cities north of Detroit are just small enough that you can typically find an address within a short enough distance, that it’s not going to result in the need for another clever system.
Hey! A few tips: 1. Houses do NOT need to be connected to a shop. They can stay disconnected. This does not go the other way, though. 2. If a shop spawns that "upside-down shopping bag", it will give the task to the closest house with a car, of the same colour, that has a road to that shop. So no need to worry that it will give the task to the house on the other side of the map. (Unless no other houses are available) These tips should help you in your quest for a highscore. Good luck!
I would recommend placing motorways if you want to be called Motorway Matt.
😅
In America grids are everywhere and roundabouts are no where and all the highway are like 10
Lanes wide on each side.
@@breenseaturtle Chicago yes, New York nope
I went to Chicago and I was amazed by how wide the streets are. New York no
@@breenseaturtle eh where I live there are lots of roundabouts, I live in Florida
I'd be interested in seeing a grid for the most part, but with no restrictions, use roundabouts at busy crossroads, traffic lights at busy crossroads you cant fit a roundabout in and strategic motorways to ease grid routes and/or satisfy timers.
Yes! I real life the grid system is flexible. Sure, it's mostly a grid but sometimes there's a roundabout, or a diagonal road or even a random wiggly road. Not to mention that many larger city's in the US are right next to an interstate/highway that people use all the time to get from one part of town to the other. The grid system is supposed to be ajustable.
So basically the normal method?
@@reallyrehans pretty much, but with grids and not random building placement
@@reallyrehans idk I haven’t watched yet
I think that would work really well My city is set up on a good system but there's parks every couple of blocks and there's little parks around about but they're kind of grid-shaped blocky if that makes sense
As someone that has lived in Rio, this depiction of the city layout you made is perfection
Yeah, Brazil in general tends to be big time grid
As a Carioca i can tell that his grid system is more effective then the we actually have
Good video motorway Matt
One problem, cross roads
É foda hahaha
"The manager of the store really hates it, he gets really angry, so he's like 'if these aren't removed in the next 10 seconds, i'll shut your entire city down'"
basically a karen manager, who calls its manager, the city manager and shut it down
This is what happens when someone performs a dark ritual to combine both a manager AND a Karen. It is the eldritch being known as Karenger! 😂
@@RivkahSong Karen + manager = basically mini motorways super markets/imax cinema managers
Thankyou for quoting this
Basically every walmart in the US lol
There is a way to do this more efficiently if you understand some basic spawning rules. Shops will never spawn touching other buildings, and houses will never spawn touching shops. Knowing this will let you cut down on the amount of blocking roads you need, since all the squares surrounding a shop are protected from spawns.
Oh, that really helps. Thanks!
i don't think you are correct --> 14:15 but i never played it myself
@@thomasmoser7382 That counts as one "building" or shop, and it is not directly touching anything else.
@@areadenial2343 sry i think i got a little picky there. i don't really know much about the mechanics of this game
I wish this game worked the opposite way. Instead of building roads to accommodate shiftily placed houses and shops I wish it worked like the real world in which you build the roads first and then either A) shops and houses automatically spawn only on those roads or you manually placed shops and houses. You would need to manually place houses to keep up with the demand for shops and you could only place more shops if you wanted to increase your score faster but it wasn't forced on you.
One thing I learnt when I tried this is that the map expands faster than normal as it tries to make space for buildings. The more you block, the faster it expands. Unless you can keep up with the amount of roads required for a larger map, the idea of blocking areas off for a grid doesn't work out so well.
A single road tile can block 2 spots. But a Single diagonal road blocks 3 spots. *(1 and 1/2 per side) While not good for long term use, you are always 100% able to block new shops from spawning in.
However the enemy then becomes the tiny parking lot of the single shop you do have having a demand greater then physically possible by week 7 or 8 depending on the initial spawn locations of the houses and shop.
How to accomplish such a thing with 100% reliability requires a secret trick. Hold the mouse button down to draw new roads off the grid to have the ever expanding grid visible. But you need to hit the space bar to pause the game with-in two seconds of the new space to draw your new diagonal road blockers. And double up on the edges.
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I use spawn blocking only for inconvenient spots where a new building would absolutely ruin me
"Motorway Matt" sounds nice. Way better than "Segregation Matt."
Yeah, I really don't know why he turned down that name. I really know why he turned down "segregation Matt"
Something interesting that might help you plan things: The stores are the ones creating demand for shoppers, not the other way around. When a pin pops up at the store, it means that the store requires a car to travel to it to pick it up, rather than a car wanting to get to there. The store will always draw the car from the nearest available house to it rather than picking a house randomly. 4:16 that house will always go to the closer shop since the bottom 3 houses are more than enough to meet the demand of the far away purple shop.
Also, you need 2-3 houses to meet the demand of a square shop, and 4-6 to meet the demand of an imax cinema
not true if close 1 for square
I swear, RCE is one of those youtubers that can literally play anything and I'll enjoy it
He needs a grass growing series to give us full satisfaction when he mows it
I would like to see you re-attempt this challenge, but on one of the daily or weekly challenge maps where you have unlimited stop lights. :) Also, while having grids, we in America also have Highways, so I don't see that as a cheat myself.
That's what I was thinking as well. He promotes roundabouts but also is allowed to use motorways alongside them, so I'd like to see him try again but allow himself to use motorways just like in games where he prioritizes roundabouts. (also... yeah the lack of traffic lights being offered did butcher this attempt and that's not his fault)
I literally read this as he was saying that
We also have roundabouts
we also have roundabouts
we also have Roundabouts
The accurate title for this should be “Motorway Matt fails to actually build a grid’ 😅
I tried my hardest okay!! 😅
@@RealCivilEngineerGaming good job
Real Civil Engineer
Can you please play Minecraft?
@@JJean64 He already has
@@janexsinframtidigehund2823 but did the kill the dragon Jean?
This Game: Work From Home for Civil Engineers 😂
Since roundabouts need a "plus" shape to place them, they are still quite useful in a grid system like this
Can someone please explain why watching him play this game is so relaxing 😂😴
Perhaps because he plays it so perfekt
@@LoLo-yh1bi I think its his accent for some reason 😂😂
@@GamerZyt could also be😂😀
He has a calm voice
British witch magic
It'd be cool to have a grid system in this game with one way streets, that's how most grids work in the US and the main arteries are two way streets
If they ever make an update they should add that in as another upgrade option. Honestly I feel like one way roads would solve a lot of congestion problems in the mid game where it really ramps up
And that's why cities in the US have congestion everywhere. Surprise!
@@mssnadie cities that have bad congestion usually have 2 ways everywhere, if you have multiple one ways crossed by a few 2 ways it makes a ton of almost T intersections, the traffic on the two way can only ever turn one way, and traffic on the one way only comes from one direction.
@@Prestiged_peck 12 year olds shouldn't think they know enough to argue about civil engineering online. Go play Fortnite or whatever.
@@mssnadie then why are you arguing about it? I'm 20 and I live in a city that makes use of an unhealthy amount of 2 ways
You are still my favorite regular old boring Matt
I feel like this game should let you put two road tiles in parallel to make a 2 lane road and then cars can travel at motorway speeds
Grid systems do work. And we do use both motorways AND roundabouts with them to better them.
The grid pattern works great usually. Since, all the lights are programmed in way that times them to go green all in a row. Also, I don't get why he didn't use any motorways. We have interstates (motorways) going all over.
He needed them road tiles
Grids wouldn’t work for this game anyways since the placement of things is random anyways. A city planner would be strategic in his placement of parks and neighborhoods when using grids.
Also I think it's highly situational depending on the environment. I think it was fitting that he tried using grids in Rio, because it showed that the mountains definitely made it harder. Like if I think about most of the cities where I live (Austria), a grid would seem weird and impractical. Like it would work in the flatter regions of Austria, like Vienna, but making it work in the mountain regions seems like a huge hassle.
@@acmal_8619 he sort of didn't need the road tiles though. Slap a motorway down and boom, 10 extra road pieces are back in your inventory
In this episode Motorway Matt comes to Brazil
If there's a sewage in this game. It's would be the work from home meme for RCE
The traffic lights are still in the game and they're much faster BUT we may have been "scolded" for not using them hardly at all. 🤣
I wonder if this would be effective on one of the daily challenges where traffic lights are free
I don't know if the grid system is more or less efficient traffic wise, but I like it personally because I'm directionally impaired and grids are so easy to navigate. Like if I don't know where I am, I can think "well my address is *blank* north, and the address of the houses on the street perpendicular to mine is *blank* east" and then I have my coordinates and can just walk down streets until you reach your destination
Honestly I think his problem with the grids was that he only used strait roads and intersections, but I’ve seen American roads use a variety of grids and squiggly roads. My city has 4 roundabouts and we are small.
Motorway Matt has been summoned. Architects... Run
Motorway Matt getting to it again today! WHOO!
If a weekly challenge comes up that fits this (like infinite roads or infinite traffic lights) I'd love to see this again.
As a utilitarian (and American) this was so satisfying to watch.
I recently gave the game a go on Apple Arcade, the strategy I’ve been trying is to make a big outer road that surrounds everything and every house and shop connects from the inner side
8:10 "It's not looking too griddy" - Matt
Edit: that's one way to hit the griddy!
That sentance is why I went to the comments 😂
Grids can actually work, presuming you have enough space for roundabouts at your highest traffic intersections, and you use motorways to provide cross-map shortcuts.
I liked him speaking the words in Portuguese, and he even got the easter egg of Christ the Redeemer, thanks for the video matt motorway 😳😳
Ah yes, Christ the Redeemer, the OG t-pose for dominance.
Just completed the Lawn Mover video and here we are, back again!!!
I'm Brazilian and it's pretty funny to see how you say "Rio de Janeiro"
0:34 Americans hate roundabouts because 90% of them have no idea how they work 💀 -an American
I’m American and I lived in a place with roundabouts, they can be a little scary at first but once you get used to them I wished every small intersection was a roundabout it’s so efficient
“I think I’m going to avoid roundabouts.” Famous words of the man unable to leave Britain.
It would be cool if you could pick a house upgrade and it makes the house have more cars
8:53
look at that big happy derpy face
Hell yeah more Mini Motorways!! keep these coming lad they're so entertaining
3:25 “tImE fLyS wHeN uR hAviNg FuN”💀😂
If traffic lights could count the cars, count how long they've waited, and weighed out who's more deserving of passing, I reckon they'd be more efficient than roundabouts.
Timed traffic lights can make people wait when they don't need to (turning red or staying red when there's no cars coming). They don't take much space.
Stop signs make people stop regardless of whether or not there's traffic (you can be the only person in the city, yet you still have to stop).
Stop signs don't hold you up for a whole 3 minutes like traffic lights do (assuming there's no others at the intersection).
Stop signs take up the least space and cost the least.
Roundabouts keep you moving, but will jam if a stream of cars are moving multiple exits ahead constantly, plus take up extra space.
Overpasses are the kings of efficiency, but are expensive as h*ck and take up a lot of space.
Lights do count the cars and weigh who’s more deserving of passing. They’re still less efficient than roundabouts in most cases
found these videos a couple weeks ago and have been obsessed with them since then. You have a calm voice for a quickly stressful game lol
2:25 both gave 20
Matt, you're doing an amazing job. This challenge and your dedication to keeping new viewers in the know about the rules of the game are amazing. Cheers!!
One of the things u should keep in mind is how houses fulfill pings. When a supermarket created a ping, the car closest to it goes. If one house is the closest house for two different supermarkets, it would not be able to fulfill either of them
The grid system requires motorways. it's not expedient by design, it's convenient, the motorways are needed to make travel times manageable.
Traffic lights are now tolerable after the update. It make the traffic move faster at the junction if there is no car crossing the intersection.
It has always been like that, no?
Mr Motorway Matt has gotten a Magnificent Motorway and has earned the Master Motorway Medal. Congratulations, Motorway Matt
Thanks for the video, Motorway Matt!
Traffic lights are useful in three lane junctions where the straight shot is the most used and the other road is barely used. The green light will keep the main traffic going full speed. When the car one the other road needs traffic to stop, it only does so for as long as that car to pass. This really helps traffic problem when 1 same colored neighborhood need to go to both a circle and a square. The square is the secondary road in this case.
Motorways are normal in a grid system. Somewhat critical for alternates routes actually
they should add a hard mode, with car crashes, road maintanence, bullshit construction to close roads occasionally
My city REALLY isn’t the best for using a grid. The game actually brings down the mountain formations. Rio is shaped like a donut
I heard of this channel 3 days ago and now motorway matt is my favorite RUclipsr
I'd love to see you try Rio again, but without the grid shenanigans 😂
Ive noticed at least in the town I live in that the grid patterns work well in the areas that have a lot of foot traffic compared to the areas that are just lots of car traffic. So take that as you will
Hmm I wonder why Europe doesn't use the grid road system 🤔😂
Mostly because their roads are build on old cart tracks and trails, also why most of them are far more narrow than US roads, which were built with cars in mind (at the expense of public transportation).
@@zeroburn315 the more you know 🌈
With a grid layout, traffic lights will be important
Love these…
thing about American grids is that they’re 1000% percent supported by “motorways”, sometimes cutting through the grid, sometimes on the edge of the grid, but entirely necessary. Like this attempt though 😆
0:36 - Americans do *not* like grids. Where'd you hear that from? :o
I just got a mini motorway ad
I am not joking
British, we don't use grids.
In Matts words "wE hAvE CuL-dE-sAcS "
The British also have Milton Keynes, where parallel lines meet at infinity in three places.
(i believe these are the shortcuts, but the thing is in ur pop-down menu, the first to appear is represented as "1" on the keyboard so you can press that anytime instead, and 2nd is "2", 3rd is "3")
1. For unpause (normal speed)
2. For pause.
3. For turbo.
Use the numbers on ur keyboard to make less mouse work, and also hold right-click on empty land to show the grid-lines expand throughout the game 🤘🏻
Rock on Motorway Matt!
This was very fun to watch, especially since I live in Utah: the motherland of grid systems
This made me want to create a perfect grid.
So I did it in LA using unlimited tiles and traffic lights at every intersection, and it worked better than expected! I was able to reach 1500 points.
they've updated the game and now the cars take more to run through an intersection
Be careful with that. Very nice videos btw :D
The chaotic evil spawn positioning in this game isn't exactly conducive to grids, eh... A respectable effort against great odds!
I like the idea of grids, but it's very hard to get it to work in this game. I don't think the roads represent all of the roads, obviously reds and blues don't hate each other enough to never visit. These are the major roads and control the flow.
Live in Southern California, and this is a faithful recreation of LA. Segregated neighborhoods and gridlock as far as the eye can see.
i want to see an grid layout with motorways between the ends and if possible, put roundabout and traffic lights in crossing
and see if it works🙂
Always a good day to watch Motorway Matt play Mini Motorways. My days have been brightened up enough to subscribe.
When are you gonna go back to infra, it’s such a good game. This content is still good though :)
Me too waiting since so long
In the grid system we do use motorways. We sometimes use it like a big loop around the city, to travel quickly from one major section to another.
Weee a brazilian place
:3 thx devs
Nice video Moterway Matt! Probably one of my favorites.
Just imagine yr 2045 and matts in his 50s and hes still tryna get a highscore of over 20000 and testing designs ep 50000 : testing decagon design
Maybe only then we will call him motorway matt
Nothing better than sipping on some good ol' tea and watching Real Civil Engineer :) Really love your videos!
U literally got no traffic lights like bruh
15:35 I paused the video at the perfect time, the outro looks like the timer has appeared
Wait this video is... illegal
A bunch of tips:
- intersections slow down cars unless there is a roundabout or traffic lights
- however, intersections at the entrance to the shop do not slow the cars, you are free to make multi-way junctions there without any speed penalty
- car driveway attached directly to a road is not slowing cars down unless they just try to enter the road from the house. Therefore it makes more sense to zigzag the road through driveways to get direct connections instead of adding junctions which would additionally slow down all cars.
- In midgame it makes sense to combine 2-3 shops on a single motorway connected to houses, however, in lategame such fork from a single way to 2-3 shops simply can't handle the traffic.
- Shops demand replenishes with no relation to cars supply in houses. The game usually provide more cars then needed. The main aspect between matching supply and demand is time of travel. 1 house next to the shop can do the same job as 2 houses sitting at a further distance or 3 houses that are far away.
- Having several shops of the same color on a single road vein sounds like a good idea but may cause trouble anyways. Firstly, traffic intensity in later game may jam the road entirely. Also, if cars from nearest houses are not available for the shop, cars from distant places that are available at the time will make the trip, taking more time and compounding the traffic on the whole length of the road. You may end up with cars making trips to distant shops while they could be supplying the nearest shops.
- Planning anything makes hardly any sense, just keep in mind spawning patterns (houses and shops spawn according to some rules)
5:07 Most grid based cities have freeways to connect areas throughout the city.
11:51 This feels right, doing Los Angeles with a grid. As an American (not from Los Angeles), I am quite pleased.
You could try to merge 3 driveways from houses that spawn side to side together so you have only 1 intersection instead of 3, that would increase the flow a little bit. You can also have roundabouts on grids, just put some on the busiest 4-way intersections. Just do 5 by 3 grids instead of 3 by 2s and you should be able to fit roundabouts on most intersections if you need to.
The US relies VERY heavily on motorways to make the grid system work. I think limiting yourself in that way is partially the problem
you'll always be motorway mat in my heart
Hey... look at that! It's Motorway MATT! I didn't expect to find such a legend up in here.
Grids are to prevent getting lost, not for better traffic. Love your content!
I like to hold down the right click/delete button over empty land whenever I’m idle to watch the map expand. As soon as you see an extra line of grid appear you can pause the game, and block off that mew land from expansion!
oh God if I use this once I will never be able to play normally again lmao
even in america, "grid" does not mean "without roundabouts or highways (AKA motorways)". it simply means planning builds to not "pop up" in weird spots. Our roads are "segregated" in terms of having residential districts and business districts. A house lot makes more sense if in a square/rectangle shape for tiling sake compared to just about any other shape. it also means not having roads take off the corner of houses. XD
keep in mind that as houses spawn more closely together, you can remove roads to expand housing blocks to be bigger than 2x3. with 2 completed 2x3 blocks, you can remove the road in the center and turn it into a 2x7 block. add another 2x3 to make it a 2x11, then a 2x15, and so on. Same when using the other axis. 2x3 becomes 5x3, then 8x3, and so on. the only question is just the optimal size before the roads between 4 way intersections get too busy (while still providing road access to all, which does mean 2x(Y) is the best and only expansion direction), and with the proper planning, the capacity can be increased even further with strategic roundabouts taking away 1 house per corner of a housing block.
(ASCII AHEAD) R=Road, H=House, C=roundabout, V=void(roundabout center) Can be tiled by overlapping outer road boundaries.
Residential district:
RRRRRRRRRRRRRRRRRRR
RHHHHHHHRHHHHHHHR
RHHHHHHCCCHHHHHHR
RRRRRRRRCVCRRRRRRRR
RHHHHHHCCCHHHHHHR
RHHHHHHHRHHHHHHHR
RRRRRRRRRRRRRRRRRRR
I think we need to start using and teaching more with roundabouts in the US. I had to teach my mom how to use them right, and they make the flow of traffic quite a bit better.
As a Utahn I very much wont need to know how to use them unless I travel cause I can think of 0 roundabouts in the state I mean there probably is one I just couldn't point you to it
Really wish they would have a creative mode that could be unlocked.
Would be interesting to see how it would do if you had unlimited roads and unlimited red lights.
Or at minimum the ability to put stop signs where you want slowdowns to occur
FINALLY someone tried it! cant wait to see the end
Funny story from where I am in the US; a stop sign that gets heavy traffic from primarily 2 directions has been green lit to become a roundabout... thing is, everyone here that only seem to know how to drive on the grid method are complaining that roundabouts are "too confusing".
So yeah, Americans really don't know how to travel other than in straight lines!
Utah's grid system is top notch and it makes finding place so easy. Forget named streets, just give me two sets of numbers and cardinal directions and boom, I can find the place
As an American who lives in Metro Detroit, your decision to follow the river on a diagonal is 100% a thing that’s been done around here a ton. As it turns out there was a French road system that followed a grid along the Detroit river, but as the British and later American governments built things up further, they chose to align their grid along the cardinal directions. So, at the end of the famous 8 Mile Road, it meets up with the French grid and makes a 45 degree turn as it crosses a trenched freeway, where it continues with another name.
If you’re a fan of interesting roads, there are some very interesting things we did here in the Motor City-where it’s all about roads and where mass transit was a joke that the wealthiest class, who designed it back in the day, played upon the poor. The only rail we have is for carrying freight to the auto plants.
Now, what some people find interesting is how long our street numbers are along the main thoroughfares. Well, turns out that our grid has 1 mile by 1 mile squares (mostly, there are weird exceptions) which sort of form a cartesian grid, which starts at a road that is the zero point and goes up without the roads being numbered until you hit 8 Mile, which is the northern border of of the city. Those roads didn’t necessarily get names because nobody lived that far north when they came up with the system and they gave each of those roads an incrementally higher number, which eventually taps out just shy of 40. There are negative Mile roads that run east and west that have actual names, so it’s not as helpful. In the norther suburbs, it’s handy because you can drive around without a map if you’re above a certain age.
Anyway, there’s a prime meridian of sorts that’s called John R Road, named after someone from local history that probably did something awful, but from that point in both directions there’s roads running parallel, and most living here don’t actually realize this, but every mile road east or west is named as such. So, there’s an 8 Mile Rd East and 8 Mile Road West, and there is only a couple of super tiny areas where you could theoretically have an address in the same city, with the same number on the same street. The city planners made sure that didn’t happen, but if you erroneously punch shit into a GPS and include the E or W after the Mile Rd. then it will put a pin somewhere between real street numbers and confuse your stupid ass that’s as much as a mile from your target.
Now the cool part that truly impressed me, which was something the folks at the utility company came up with to make it easier to send out guys in their vehicles to the correct areas without maps or outdated maps. The street numbers follow a formula, and they’re long to accommodate a large number of potential locations along a stretch of road that will never need a weird modification to the address to make it fit. Let’s say you were given an address of 34567 (they are all actually this long, but this one is clearly not real by not impossible). If you knew that it was on major road that runs north and south, you would take the first two digits and subtract by 5, and then divide the result by two. In this example, you would have 34-5=29 and then 29/2=14.5 which means that the address you’re looking for is going to be somewhere in the latter half-mile stretch between 14 and 15 mile road. If the address starts with 33, then that’s going to be in the first half-mile stretch between 14 and 15 mile. If you were looking in the phone book (back when those were a thing) but you only knew the place you were trying to find was a dry cleaner, but you couldn’t remember the name, but you know it’s just north of 8 Mile on a major road. Well, you could run that little calculation backwards, and take 8*2=16 and then 16+5=21, which means the listing you’re going to be looking for will start with 21, or maybe even 22 depending on how good your memory is because even if it felt like the place you saw was just past 8 Mile, maybe you were speeding or not paying close enough attention and you happened to be slightly off.
The reason for using that exact calculation is because that numbering system was implemented in 1921, and it was only built out about 5 Miles from the center at the point. So, starting on a street called Fenkell, which is unofficially the equivalent to 5 Mile, which is where that system starts and continues until nobody cares about the people who live out that far. So that means, at Fenkell, the lowest addresses is going to start at 15,000-and stop at 16,999 because 17,000 is the next street, equivalent to 6 Mile. Again, the street names are all different south of 8 Mile-but, if you knew this little trick and were told to find a specific address without using a map or GPS, you could easily get within half a mile without any other information than the street name and number.
If you’re as much of a nerd as I am and find it interesting how clever people were 100 years ago when they came up with some far more low tech, but extremely reliable solutions to problems back then. (Feel free to pull up a map and check stuff out for yourself-I did and can confirm everything works out perfectly every time.). That said, addresses to the East and West along the Mile roads aren’t as clever, or I haven’t bothered looking into it-but with the exception of Warren, most cities north of Detroit are just small enough that you can typically find an address within a short enough distance, that it’s not going to result in the need for another clever system.
Finally, an authentic media representation of Rio
Hey! A few tips:
1. Houses do NOT need to be connected to a shop. They can stay disconnected. This does not go the other way, though.
2. If a shop spawns that "upside-down shopping bag", it will give the task to the closest house with a car, of the same colour, that has a road to that shop. So no need to worry that it will give the task to the house on the other side of the map. (Unless no other houses are available)
These tips should help you in your quest for a highscore. Good luck!
Why am I obsessed with your channel I found it 2 days ago