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A small residential area
Traffic is becoming a little stuffed for a residential area...
Once all buildings are filled to the max, it means jobs and residences are stretched to the maximum, and new zones need to be opened.
If the player is losing money, the game will provide a warning soon enough
City indicators show what can be improved in the city
Schools require slower streets, so they should be placed in somewhat retracted streets
Several research items will improve the efficiency of a city
building a new school next to a residential area
Creating a new line is a matter of creating stations (or taking advantage of the already existing, link them, and putting enough vehicles so the line is never overcrowded)
By subsidizing these vehicles, the town gains efficiency
Another city, a lot larger, but with plenty of traffic problems waiting to be solved.
Zooming in allows to see very tiny detail put into the game
"Alternative concepts" are expensive to setup, require a lot of study to be effective, but provide steady income and solve many problems in the city.
Trains are even more expensive, require even more study, but move even more people.
Some scenarios feature scenarios where the player has to solve problems around the city.
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