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Official Highway paper maps are also available by order. The electronic version of the map is available here: Illinois Official Highway Map PDF.
#CITIES IN MOTION 2 MAPS FREE#
The Illinois Official Highway Map is published every other year and is available to the public free of charge.
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If you are a school, library, law enforcement agency or any other institution need of a larger volume, the request will need to be submitted from an official school/library/law enforcement email account. At this time, we are limiting 1 map per email/mailing address. Schedules are an attempt on realism that sadly never materializes due to the inherent mechanics.The Illinois Department of Transportation provides maps upon request to be used strictly for transportation-related purposes. There is also little in-game difference between weekend, rush hour, and evening traffic and passenger loads. So while rush hour busses set out on their suburban-to-downtown trip, by the time they return it could be the next day. So at best, you’re scheduling departure times from the depot, but have little control over where exactly your basses will be at a certain point of the day. You require quite a large number of vehicles per route to keep up with the schedule you’ve set, and because of the time speed the schedules are never actually realistic. While this, once again, sounds fantastic in theory, the game’s actual results fall short of its ambition. Players can create timetables for their routes much like in the real world by adjusting the frequency of service and paying attention to day of the week and rush hour.
#CITIES IN MOTION 2 MAPS FULL#
This means that a brand new bus literally cannot complete a route that’s only 8KM/5 miles without breaking down, and then must waste a lot of valuable time in the depot getting repaired.Īnother design change is the addition of a working schedule system that goes along with the game’s new full day and night cycle. It also highlights a problem with the mechanical system design, as busses now have a terrible habit of losing their ability to drive with every passing minute. Sure it’s more realistic compared to ghostly spawning of busses in the original game, but provides an annoyance factor since the depot requires extra space to be placed and can’t be a customer pickup location. For example, all routes must now begin and end at depots. However, notable design changes have been made that sound great in theory, but falter in execution. You get to choose from busses, trolleys, trams, metro, and water buses to fit your transport design needs each presenting unique design requirements and stop placements. The game’s primary mechanics remain unchanged – you create transportation routes through the city, place stops, lay down tram tracks, and add vehicles to service the routes.
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So serving busses or trams downtown will actually make the game think it’s a suburb and the density of buildings will be reduced similarly, building a metro in the suburbs can suddenly cause a surge in buildings and unrealistic business centers. 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.