This video is a great example of what happens early when you don't keep flexibility by building roads wider than necessary rather than next to water/mountain and don't block evil spawns with unconnected road.
So it's worth noting with the new patch that exit tiles are exempt from slowdown congestion - for both houses and destinations. That actually means that it's less safe to have a three-way intersection one tile *away* from the destination than to have a 4-way intersection *on* the destination exit. It's a real change in how you plan things, but for the first two red circles it would've made a lot of sense to have the road not be straight and instead curve up on the first red destination before turning down again to hit the second. New patch is weird. It's basically about optimizing the use of those slowdown-free tiles. EDIT: Also, placing and removing roundabouts on top of existing roads is super dangerous at the moment - the bug where all the cars stop indefinitely is significantly more prevalent than it used to be!
Blocking is very benificial in this one because they insist on packing all those houses on the bottom left. After you get in your first two reds sequestered, block everything bottem and left, since you get tons of road tiles with double everything. Motorways always come very late this week.
It seems that your buildings were stressed even when they had enough houses supplying them. You seemed to forget some of your earlier plans and left a connected road on the right when you had enough houses to separate the two orange buildings. You also could have moved the arrange motorway from feeding into the roundabout with the red cars, to feeding straight into the unused south end of the red/orange buildings complex. You were getting close to where your buildings should all start flashing red constantly, you just needed to tweak a few things and you probably could have maxed this. I think I need to play the steam version to see if it's harder esp with the recent update. I think this challenge will see all of the top 10 with very high scores that have maxed their cities. In the Apple version double motorways in a challenge makes it too easy and then the high score just becomes about who is willing to sit there for the longest once they have it maxed out and balanced with every building constantly in the red but stable. I scored over 200k once but now I would just kill my city after its maxed for 10k or so. There is no real joy in topping the leaderboard in such an innane way.
I just finished this challenge this afternoon and even with the double weekly rewards I bombed out at around 3,600 having received only 4 Motorways in total (only offered twice). I'm clearly not paying enough bribes to the city officials. But it does show how reliant the whole game is on luck-of-the-draw and how unlevel the playing field is when it comes to these global challenges.
I find that. I tend to bomb out on the regular maps around 700-1000 only ever reached 2000 once and all this talk about Manila being the better map for high score is pointless because it’s luck most of the times and understanding the mechanics.
@@samuelkletz6708 Precisely. I understand the mechanics and have tried the blocking strategies and still get the same results. With blocking, sure, I can limit where the buildings spawn but then the game then just spawns the houses on the far side of the map or in restricted locations as though the game mechanics are punishing me. So it still boils down to shear luck of the draw.
I wish that instead of "this challenge is only available for this week/day" it was more "you get a new challenge every week/day" and you could play all of the old ones if you wanted to, not to mention redo all of your scores on them. Maybe display your best score for when it was live as a seperate thing.
Okay it looks like his staring spawns mirrored mine when I played this challenge. I got screwed when I didn’t plan for separate spawns RIGHT NEXT TO THE CIRCLES. A square building spawned touching the rightmost red circle and I had to share roads… congestion out my butt followed and I got 750 for the level…
@@CyFr i disagree alittle. i agree in theory that there are more effective uses for roundabouts; However, i think he made the best use of the roundabouts at the available time.
This video is a great example of what happens early when you don't keep flexibility by building roads wider than necessary rather than next to water/mountain and don't block evil spawns with unconnected road.
That chuckle after you say "ten!?" was so genuine and wholesome. You had to pause as you seemed at a legitimate loss for words.
waking up to new mini motorways videos from you has become a great joy! thank you for making them
So it's worth noting with the new patch that exit tiles are exempt from slowdown congestion - for both houses and destinations. That actually means that it's less safe to have a three-way intersection one tile *away* from the destination than to have a 4-way intersection *on* the destination exit. It's a real change in how you plan things, but for the first two red circles it would've made a lot of sense to have the road not be straight and instead curve up on the first red destination before turning down again to hit the second.
New patch is weird. It's basically about optimizing the use of those slowdown-free tiles.
EDIT: Also, placing and removing roundabouts on top of existing roads is super dangerous at the moment - the bug where all the cars stop indefinitely is significantly more prevalent than it used to be!
Blocking is very benificial in this one because they insist on packing all those houses on the bottom left. After you get in your first two reds sequestered, block everything bottem and left, since you get tons of road tiles with double everything. Motorways always come very late this week.
I'm so glad they fixed intersections and traffic lights. Hated seeing those as dead weight.
It seems that your buildings were stressed even when they had enough houses supplying them. You seemed to forget some of your earlier plans and left a connected road on the right when you had enough houses to separate the two orange buildings. You also could have moved the arrange motorway from feeding into the roundabout with the red cars, to feeding straight into the unused south end of the red/orange buildings complex. You were getting close to where your buildings should all start flashing red constantly, you just needed to tweak a few things and you probably could have maxed this.
I think I need to play the steam version to see if it's harder esp with the recent update. I think this challenge will see all of the top 10 with very high scores that have maxed their cities.
In the Apple version double motorways in a challenge makes it too easy and then the high score just becomes about who is willing to sit there for the longest once they have it maxed out and balanced with every building constantly in the red but stable. I scored over 200k once but now I would just kill my city after its maxed for 10k or so. There is no real joy in topping the leaderboard in such an innane way.
Looks like a pretty crazy level but also looks pretty fun. It's always interesting to see how an excess can make things more difficult in a way.
I just finished this challenge this afternoon and even with the double weekly rewards I bombed out at around 3,600 having received only 4 Motorways in total (only offered twice). I'm clearly not paying enough bribes to the city officials.
But it does show how reliant the whole game is on luck-of-the-draw and how unlevel the playing field is when it comes to these global challenges.
I find that. I tend to bomb out on the regular maps around 700-1000 only ever reached 2000 once and all this talk about Manila being the better map for high score is pointless because it’s luck most of the times and understanding the mechanics.
@@samuelkletz6708
Precisely. I understand the mechanics and have tried the blocking strategies and still get the same results.
With blocking, sure, I can limit where the buildings spawn but then the game then just spawns the houses on the far side of the map or in restricted locations as though the game mechanics are punishing me.
So it still boils down to shear luck of the draw.
At 21:40 that blue circle could have really been helped with a traffic light at the first intersection after the bridge.
Just want to mention that if a road connects directly to a road (1 tile away) then they don't count as an intersection and cars won't slow down
I wish that instead of "this challenge is only available for this week/day" it was more "you get a new challenge every week/day" and you could play all of the old ones if you wanted to, not to mention redo all of your scores on them. Maybe display your best score for when it was live as a seperate thing.
oh wow top 10!! really enjoyed the video
Okay it looks like his staring spawns mirrored mine when I played this challenge. I got screwed when I didn’t plan for separate spawns RIGHT NEXT TO THE CIRCLES. A square building spawned touching the rightmost red circle and I had to share roads… congestion out my butt followed and I got 750 for the level…
Haha I just did this and I lost because I had no bridges and I couldn’t get round the water lol
At least the weekly allows you to improve your scores.
Ugh, use roundabouts to get to your destination faster... not from your residence. 😭
Also for allowing better filtration between colours.
wdym? he is using them perfectly
@@maxxis4035 he uses it once effectively on the right, all the other ones he placed are more detrimental and slow down traffic
@@CyFr i disagree alittle. i agree in theory that there are more effective uses for roundabouts; However, i think he made the best use of the roundabouts at the available time.
Nice!
Cutie
I am the 10th like and the 2nd comment !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!