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The moment I have been waiting for: Top 1% player in all scenarios, both Mini Metro and Motorways. AMA. No, they are both really fun (and highly addictive in m
by jstummbillig 1y ago
The moment I have been waiting for: Top 1% player in all scenarios, both Mini Metro and Motorways. AMA.
No, they are both really fun (and highly addictive in my case). I like that you can do a scenario in 30-ish minutes (and even pause if you need to). I personally prefer Motorways over Metro, but alas, both highly recommended. Fantastic game design.
- arh68 1y agoWow. AMA, you say? When do you prefer loops, or lines? Additional lines, or carriages? How much do you tear down at once? if you don't mind me asking I'm like median on Metro, ~60 hours over years (though perhaps just the one hour, 60x, &c). Never too late to learn some strategy, I guess. Never played Motorways.
- jstummbillig 1y agoLoops vs lines: Loops only in a dense core where you can keep shapes alternating and include a square. Use lines for suburb<->core and river hops. Lines or carriages: Early add lines, midgame add a loco, then carriages on the trunk that is actually redlining. Late add an interchange at the first overloaded transfer before more cars. Tear-down: Hm... how much, not sure how to quantify. Definitely something you must do in every long running game but the extend is different. As a heuristic: Pause and rebuild when queues outrun a single weekly upgrade. Reorder shapes, make sure every line touches a square, split any mega-hub into two nearby transfers. As you probably have guessed: There is no real silver bullet. Knowing the best move is basically impossible, the space is too complex. As a most useful general skill, it's important to recognize problems very early and optimize ruthlessly.
- stingraycharles 1y agoHow did you learn strategies? There are very few reliable sources of strategy for both games, compared to other, more common simulation games.
- jstummbillig 1y agoJust by observation/feel, really. I don't think I have looked at any strategy guides. Figuring that out to me is the fun part.
- noduerme 1y agoThanks! I've played the daily Mini Metro challenge for years and very rarely made it into the top 10%. I've gone through phases with widening loops, grids, etc. I always feel like there must be some mysterious "trick" I don't know. Questions: 1. How important is it to make sure you alternate symbols? (Beyond the obvious of not having 3 in a row). Do you go out of your way to avoid two in a row? 2. Is it better to put major junctions at the most common circle/triangle symbols, or on squares, or the rarer ones? 3. How much imortance do you place on the slowdown from lines crossing not at stations? I always go out of my way to avoid doing it but I wonder if I overrate the importance of it in my mind. 4. When you notice that some random station along a single line is getting a lot more traffic than other ones, do you shift other lines to cross it or just add more carriages? One of the most frustrating (but addicting) things with the game is that a couple of my highest scores happened when I first started playing it, before I thought I knew any tricks at all! Wish I could see what the best players' maps end up looking like. Oh yeah, one more question... do you play the secret level? What actually happens there, or is it just a gag?
- jstummbillig 1y ago1. Alternation matters because circles spawn most often, triangles next, squares least. I avoid 3+ in a row almost religiously; 2 in a row is fine unless that segment is already stressed. If I can cheaply flip a segment into triangle-circle-triangle (or similar), I do it. 2. Where to put big junctions: Squares are rare magnets, so giving every line access to at least one square prevents square-bound riders from piling up on transfers. My "major" hub is usually a square near the geographic center or a bridge choke, and I try not to merge too many trunks into one block-split load across two nearby interchanges if possible. If you have special shapes (stars, etc.), connecting each special to exactly one line that meets others only at an interchange keeps flows predictable. 3. Crossing lines away from stations: It's not catastrophic, but on busy trunks the cumulative hit adds up. I'll avoid mid-block crossings on high-throughput segments; elsewhere I don't contort the whole map just to eliminate a single crossing. Net: treat it as a tax, pay it only when it saves tunnels or ugly detours. 4. Random station getting swamped: Triage in this order: turn it into an interchange (boarding speed), add a loco, then a carriage on the most burdened line, and only then re-route another line to cross it. If nothing stabilizes, drop a short "shuttle" micro-line from that station straight to a square/triangle sink, then delete it once the queue clears. Pausing to redraw aggressively is part of the game. On those early "beginner's luck" highs: seed luck is real but also the game rewards ruthless mid-game rebuilds more than early cleverness. Don't be sentimental about lines-pause, re-lay, and keep every line touching a square. I have not heard of or seen a secret level!
- clutchdude 1y agoHow do you balance the struggle to recognize your own greatness while also making time to engage with the little people? Also, how much time would you say it's taken you to refine your skill to get to that 1%?
- jstummbillig 1y ago> How do you balance the struggle to recognize your own greatness while also making time to engage with the little people? Alas! I lie awake many a nights. > Also, how much time would you say it's taken you to refine your skill to get to that 1%? Just checked Steam stats. Surprisingly (well, to me) little: Around 60 hours of Mini Metro and 200 hours of Mini Motorways. I guess it's not exactly competitive esports.