![]() ![]() Further, the game’s logic allows parts of the city to actually be downgraded based on the service you provide due to their dynamic nature. Cities do feel a little emptier as a result, but it’s a lesser evil. Another annoyance in the original game was the traffic jams, which are now mostly gone, letting your transportation keep up and not get stuck for hours behind huge line-ups of cars. It’s still a chore to micromanage the ticket prices and wages that fluctuate with the economy though. You can have up to four zones on the map by drawing them out with a brush, and of course there is a ticket pricing system that now accounts for how many zones a person has travelled and charges them extra accordingly. There are other cool updates as well, including a zoning system like you see in some modern urban sprawls. It’s a nice mechanic that helps the cities feel more organic and evolving over time, thus presenting new transportation design challenges. Instead, players are now able to lay down new roads and actually expand these dynamically generated cities, and watch as the population grows and moves out to the newly created areas. ![]() A disadvantage for those who enjoy seeing famous landmarks and accurate locations, but it doesn’t affect the gameplay much. The most notable addition right from the start is the maps and cities themselves the game no longer uses real cities and instead opts to have unnamed metropolises. That much remains the same, but the developers have attempted to address every criticism from the original game while also adding new game changing ideas – with varying results. Just as before, Cities in Motion 2’s main appeal is letting players create a varied and expansive public transportation system within a city. ![]()
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