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Cities in Motion 2

Cities in Motion 2 is a developed by and published by . Released on April 2, 2013, for Windows and macOS, with a port to released on January 9, 2014, it is the sequel to the 2011 game . The game centers on managing public transportation networks in fictional, dynamic cities to meet the evolving needs of residents across various social groups. In Cities in Motion 2, players construct and optimize routes using a variety of vehicles, including buses, trams, metros, ferries, and monorails, while balancing factors like ticket pricing, timetables, and vehicle maintenance to maximize efficiency and profitability. The game features a simulation with pause and speed controls, a day-night cycle that affects passenger demand, and tools for route analysis to monitor performance. Player choices directly influence city growth, population distribution, and economic development, with six distinct social classes exhibiting unique travel preferences. Multiplayer support allows up to six players to collaborate or compete in co-operative or versus modes, alongside single-player campaign scenarios and an open-ended sandbox mode. Developed by the Finnish studio , known for the Cities: Skylines series, Cities in Motion 2 builds on its predecessor with enhanced flexibility in route design, such as curvy roads and larger maps, and a more vibrant visual style. The base game has been supported by numerous downloadable content packs, including city expansions like European Cities, as well as vehicle-focused DLCs such as Metro Madness, Bus Mania, and Trekking Trolleys. The Cities in Motion 2 Complete Edition bundles the core game with 12 DLCs, adding new vehicles, buildings, and scenarios. Cities in Motion 2 received generally favorable reviews, earning a score of 72 out of 100 based on 15 aggregated critic reviews. Praise focused on its detailed simulation mechanics and replayability through modular transportation planning, though some critics highlighted the steep and occasional complexities as drawbacks. The game appeals to fans of transportation and city-building simulations, offering depth in logistical management without the broader elements of titles like Cities: Skylines.

Gameplay

Core Mechanics

Cities in Motion 2 centers on the creation and optimization of public transportation networks in dynamically evolving urban environments. Players design routes by placing stops and depots, laying tracks for trams and metros where applicable, and mapping paths for buses and ferries to connect residential, commercial, and industrial zones. Vehicle assignment involves selecting appropriate models from available fleets—such as agile buses for short routes or spacious metros for high-capacity lines—and dispatching them to lines via intuitive depot interfaces. Timetable scheduling allows customization of departure intervals, adjusting for route length and expected load to prevent overcrowding or idle vehicles, ensuring smooth operations across the four primary transport modes. The game's simulation mechanics model a living city where passenger demand emerges from individual citizen agents with fixed homes and workplaces, generating trips that fluctuate based on time-specific needs like or . Urban growth responds dynamically to transportation efficacy: efficient spur building development, such as high-rises in well-served areas, while inadequate coverage stifles expansion and leads to suburban sprawl. metrics reflect citizen satisfaction with reliability, influenced by wait times and comfort, contributing to an overall city score that balances economic vitality against factors like and implied environmental concerns from industrial proximity. is indirectly simulated through zone desirability, where heavy vehicle traffic or poor routing can deter upscale developments, tying into broader economic scoring that evaluates profitability and prosperity. Resource management revolves around fiscal oversight of operations, where players allocate budgets for acquiring , constructing like dedicated bus lanes, and setting fares to attract riders without subsidizing unprofitable lines. Profitability for individual routes is calculated conceptually as revenue from passenger fares minus operational expenses, including consumption, driver wages, and costs scaled by usage and age. For example, a well-patronized bus line might yield steady income during peak demand, but escalating at higher percentages can erode margins if not offset by fare adjustments or route optimizations. The day-night cycle introduces a realistic temporal layer, spanning a full seven-day week with accelerated time progression that visually shifts from dawn to , directly impacting density and volumes. hours, typically mornings and evenings on weekdays, spike as commuters travel to work or return home, necessitating denser timetables to maintain efficiency and avoid bottlenecks that amplify delays in congested areas. Off-peak periods, including nights and weekends, reduce ridership, allowing players to scale back services for cost savings while preparing for event-driven surges, such as festivals that temporarily boost leisure travel.

Game Modes and Features

Cities in Motion 2 offers a variety of game modes that cater to different playstyles, emphasizing and management of public transportation networks. The single-player campaign consists of scenario-based challenges set in maps inspired by real European cities, such as , , , and . Each scenario presents specific objectives, including expanding transport coverage to key districts and achieving profitability targets, with win conditions typically revolving around meeting citizen transportation needs and maintaining a positive company balance over defined time periods. Completing these scenarios unlocks new challenges and demonstrates how player decisions shape urban development. In addition to the structured campaign, includes a sandbox mode for unrestricted city building and transport simulation. Players can select any map, construct routes and infrastructure without time limits or mandatory goals, and experiment with network designs to optimize efficiency and aesthetics. This mode supports extensive modding through the Workshop, enabling the creation and sharing of custom scenarios, maps, and rulesets that extend replayability by allowing community-driven content like unique objectives or modified economies. Multiplayer modes introduce social and rivalrous elements, supporting up to three players in mode and up to six in mode. In play, participants manage a shared company economy on a large, multi-city map, collaborating to build interconnected lines and respond to collective demands for balanced growth. Competitive mode pits players against each other with individual companies on the same map, where success is measured by customizable goals such as highest company value or market dominance within a set timeframe; players can form teams for coordinated , though direct like is limited to aggressive route placement that diverts passengers from rivals. Beyond core modes, several unique features enhance gameplay depth and . The dynamic system allows urban landscapes to evolve in response to investments, with new buildings and districts emerging based on coverage—such as high-density residential areas near efficient lines—creating emergent challenges like shifting patterns that require adaptive planning. A day-and-night cycle introduces temporal variations, including rush hours that spike volumes and necessitate timetable adjustments for to avoid . While base effects like are absent, events simulate regulatory pressures through timed objectives, such as policy-driven expansions or economic shifts, where players mitigate risks by prioritizing profitable lines and diversifying fleets to meet evolving requirements.

Vehicles and Infrastructure

Cities in Motion 2 provides players with a selection of base vehicles categorized into buses, trams, metros, and ferries, each suited to different urban transport needs. Buses serve as flexible road vehicles for short to medium routes in dense areas, offering capacities typically ranging from 40 to 60 , with speeds and maintenance rates that increase with vehicle size and route demands. Trams operate on dedicated tracks, providing higher capacities exceeding 100 passengers for efficient city-center travel, while benefiting from lower operational costs once is established. Metros enable or elevated high-volume lines connecting suburbs to , with modular cars allowing for scalable passenger loads and relatively low running costs despite high initial construction expenses. Ferries facilitate water-based routes across rivers or harbors, accommodating groups on slower but scenic paths where land options are limited. Infrastructure construction tools allow players to build comprehensive transport networks, starting with stops and stations that vary in attractiveness and upkeep costs to encourage use. Depots are essential for each type, serving as hubs with upgradeable capacities to handle fleet expansion, and must be placed adjacent to compatible roads or tracks. Tracks and rails form the backbone for trams and metros, supporting multi-level configurations for or elevated systems, while roads can be enhanced with bus lanes to reduce . Bridges enable crossings over or obstacles, adhering to rules that restrict placement in residential or protected areas to maintain aesthetics and functionality. upgrades, such as overhead wires for trolleys (a bus variant), transform standard roads into specialized routes, improving efficiency and environmental appeal. Vehicle customization in the base game includes options for applying liveries to match city themes and adjusting capacities through ruleset tweaks for balanced . Players can optimize routes by mixing vehicle types, such as combining high-capacity trams for core segments with agile buses for feeder lines, to enhance overall flow. Integration with the city layout emphasizes traffic management, where intersection signals and dedicated lanes prevent bottlenecks, ensuring smooth operations across varied urban terrains.

Development

Announcement and Production

Paradox Interactive announced at 2012, revealing it as a to the 2011 public transportation simulation game developed by Finnish studio . The initial trailers highlighted enhanced graphics and larger, more detailed city maps compared to the predecessor, emphasizing improved visual fidelity and simulation depth. Development of Cities in Motion 2 began in 2011, shortly after the release of the first game, with aiming to expand the core transit management mechanics. The project was led by a small team of approximately 10-15 developers at the Tampere-based studio, building upon experience from the original title while incorporating the engine to achieve better performance and cross-platform compatibility. Key milestones included the start of developer diaries in November 2012, which detailed ongoing progress, and beta testing phases in early 2013 to refine gameplay elements ahead of the April launch. The design goals centered on addressing fan feedback from , particularly requests for a more intuitive , enhanced camera controls, and greater dynamism in city building. Developers focused on introducing features like multiplayer modes, day-night cycles, and timetable management to deepen strategic planning, while ensuring player-built transport networks directly influenced urban growth. In developer diaries, the team highlighted challenges such as improving for citizens (cims), who now balanced road preferences with direct routes and pedestrian behaviors to create more realistic flows, though limitations like road-dependent tracks required careful balancing to avoid restricting creative route designs.

Technical Aspects

Cities in Motion 2 was released on April 2, 2013, for Microsoft Windows and macOS through digital platforms including , with Linux compatibility added via a subsequent update on January 9, 2014. The game launched at a price of $19.99 USD, positioning it as an accessible entry in the transportation simulation genre. To run the game, minimum system requirements specified Windows XP/Vista/7/8 as the operating system, a 2 GHz dual-core , 3 GB of , a graphics card such as the 8800 or ATI HD 3850 with 512 MB of dedicated supporting 9.0c, and 2 GB of available storage space. Recommended specifications for optimal performance, particularly to handle the simulation's dynamic traffic and city-building elements without significant , included a 3 GHz quad-core , 4 GB of , and a more capable GPU like the GTX 460 with 1 GB of . These requirements reflected the game's emphasis on and multiplayer , ensuring broad compatibility on mid-range hardware of the era. At launch, players reported several technical issues, including errors where citizens failed to select the nearest stops during line interchanges and vehicles like buses did not return to depots after completing routes, leading to inefficient simulations and traffic jams. Additional bugs involved zeroed-out ticket prices and line editor updates not reflecting name changes properly. responded swiftly with a on April 17, 2013, addressing these problems by correcting citizen stop selection (requiring line reactivation in existing saves), fixing depot routing for empty vehicles, resolving ticket pricing anomalies, and ensuring proper minimap icon removal for deleted depots. Support was facilitated through 's official forums, where developers from engaged with community reports to prioritize fixes, alongside ongoing hotfixes for stability. The game offered localization in English, , , and , covering interface text and subtitles to broaden accessibility across markets. Full audio support was limited to English and , with no present, relying instead on textual notifications and sound effects for immersion. Input options centered on and controls, with partial controller compatibility noted but no dedicated full controller scheme, emphasizing precision for route planning and city management.

Expansions and Downloadable Content

Vehicle Packs

The Vehicle Packs for Cities in Motion 2 consist of downloadable content expansions that introduce new vehicles to enhance transportation networks, each themed around specific historical periods, vehicle types, or regional inspirations. These packs integrate seamlessly with the base game's mechanics, allowing players to assign the new vehicles to existing routes while considering factors like speed, capacity, maintenance costs, and compatibility with infrastructure such as tracks or depots. The Vehicle Pack, released on July 17, 2014, adds five vehicles modeled after efficient urban transport in large cities, including the double-decker Roadmaster 2000 bus, the fuel-efficient GL bus, the City 26 , the Galaxie HK train, and the Musketeur 01 train. These vehicles emphasize practicality for dense urban environments, with features like higher passenger capacities on multi-story designs and lower operational costs compared to some base-game options, enabling cost-effective expansions of bus and rail lines. The Olden Times pack, launched on October 3, 2013, brings six vehicles drawn from the original game, representing 1920s to 1950s aesthetics such as two buses (including the fuel-efficient Maurice Futura), three trams (City T13, Railcad Volatio, and ZiA-11E), and one steam ferry (Donau Caravel). These older models offer aesthetic customizations like liveries and are compatible with standard base-game routes, though they typically feature lower speeds and higher breakdown risks balanced by cheaper maintenance and strong passenger appeal for historical simulations. Marvellous Monorails, released on January 9, 2014, introduces five vehicle types as a new elevated transport option, including the large-capacity Toyoka Cybria City (slow but spacious for up to 200 passengers) and the high-speed Stern-Berger Mate (with elevated maintenance needs). The pack includes specialized elevated track-building tools for inner-city circular lines, providing an alternative to costly metro systems while integrating with existing depots for efficient high-volume passenger flow. Metro Madness, available since August 15, 2013, focuses on underground rail with five customizable types, each offering three variants for modular assembly to suit varying timetables like shorter night shifts or extended rush-hour configurations. It enables underground depot placement, enhancing realism in subterranean networks and allowing players to optimize for high-capacity urban cores with modernization options for aging lines. Back to the Past, released on September 17, 2013, delivers six vintage vehicles including two buses, two trams, one ferry, and one , evoking mid-20th-century transport with retro designs suitable for legacy route revivals. These additions support modernization paths, such as upgrading trams for better efficiency, and integrate with base infrastructure for thematic historical gameplay without requiring new tracks. The Modern Collection bundle, announced in early 2013, compiles contemporary vehicles such as buses, trolleybuses, and water buses, along with tram variants and specialized depots optimized for rush-hour operations. It provides depot-specific customizations and tweaks for high-demand modern scenarios, allowing flexible across land and water routes. Bus Mania, released on June 17, 2014, adds five new bus models inspired by real-world designs, focusing on variety in size, , and aesthetics for and suburban routes. It includes options for high-capacity articulated buses and eco-friendly models to improve . Trekking Trolleys, released on October 29, 2013, introduces five trolleybus vehicles, emphasizing electric overhead wire systems for environmentally friendly transport. The pack adds tools for overhead line construction and vehicles with varying speeds and capacities suited for hilly or flat terrains. Players Choice Vehicle Pack, released on June 17, 2014, features five community-selected vehicles including the Tatra 4m tram and Capitol S metro, based on player votes. It enhances track-based options with unique designs for trams, metros, and buses.

Map and Scenario Expansions

The Cities in Motion 2 map and scenario expansions primarily consist of the European Cities downloadable content pack, released on March 11, 2014, which introduces new playable environments and structured challenges to the game's transportation simulation framework. This expansion adds three distinct maps modeled after real-world European locales— in the , in , and in the —each designed to capture authentic urban layouts and topographical variations, such as flatter industrial zones in the Liverpool-inspired map and more undulating terrain in the Prague counterpart. These maps integrate seamlessly with the base game's dynamic city growth mechanics, where player decisions in route planning and infrastructure development influence population expansion, economic shifts, and demand patterns over time. Accompanying the new maps is a dedicated campaign comprising six scenarios, extending gameplay by approximately 6 to 10 hours and emphasizing region-specific challenges like optimizing public transit amid high and seasonal influxes. For instance, scenarios set in the denser, tourism-heavy environments draw on historical and cultural elements of the source cities, requiring players to balance commuter efficiency with visitor accommodation through layered transport networks that adapt to fluctuating daily demands, including peak periods. The expansion also incorporates 34 new buildings and structures to enhance visual and functional authenticity, such as period-appropriate architecture that affects land use and route viability without altering core vehicle mechanics. These additions promote varied by leveraging the game's procedural event system, where maps can trigger localized occurrences like cultural festivals or urban redevelopment initiatives that impact transport loads and scoring criteria for efficiency and satisfaction. Overall, the European Cities content enriches the and modes by providing fresh contexts for testing transport solutions against diverse geographical and socioeconomic constraints, encouraging replayability through the integration of old-world urban flavors into the simulation's evolving cityscapes.

Reception

Critical Reviews

Cities in Motion 2 received mixed or average reviews from critics, earning a score of 72/100 based on 15 aggregated reviews. Reviewers frequently praised the game's depth in simulating transportation systems, highlighting its realistic behaviors and layered economic as standout features that create engaging gameplay loops. For instance, commended the title for making "crafting an efficient transport network... so damn fulfilling," emphasizing how the detailed AI and dynamic city responses add immersion and replayability. Critics also appreciated the improvements over its predecessor, , including enhanced graphics for more visually appealing urban environments and the introduction of multiplayer modes for cooperative planning. noted that while the sequel adopts a "more realistic approach [that] may leave it looking a little drabber than its predecessor," it excels in dynamic elements like timetables and evolving city needs, which deepen . However, some challenges from the original persisted, contributing to the game's niche appeal. On the negative side, common criticisms focused on the overly complex and a steep that hindered , particularly in the early game. described the game as a "micromanager's dream, but lacks the smooth UI needed to make all that information digestible," pointing to navigation issues with menus and route-building tools. Similarly, Christ Centered Gamer highlighted the absence of robust tutorials, stating that players must rely on for setup, which can frustrate newcomers despite the simulation's eventual rewards, awarding the game a 70% score. echoed these concerns, calling route construction "frustrating, arduous, and finicky" due to imprecise placement mechanics.

Player Feedback and Legacy

User reviews for Cities in Motion 2 have been mixed, reflecting both appreciation for its depth and frustrations with technical issues. On , the game holds a "Mixed" rating based on 1,172 reviews, with approximately 57% positive feedback; players often praise the engaging simulation of systems and the supportive community, while commonly criticizing persistent bugs, unintuitive , and problems. Similarly, aggregates a user score of 7.1 out of 10 from 165 ratings, where enthusiasts highlight the game's addictive city management mechanics but note drawbacks like steep learning curves and optimization shortcomings. Sales performance for Cities in Motion 2 demonstrated solid initial success and sustained interest through digital platforms. Estimates indicate around 274,000 to 451,000 copies sold across and other channels, with early momentum boosted by bundles that expanded vehicle and scenario options. The 's longevity has been supported by frequent sales, maintaining a niche player base even years after its 2013 release, as evidenced by ongoing community engagement into 2025. The community surrounding Cities in Motion 2 remains active, particularly through the Workshop, which enables sharing of custom content to enhance replayability. Players contribute modifications such as new maps, scenarios, and models, along with tweaks to elements like increased transport capacities or adjusted objectives; notable examples include interconnected collections linked by systems and custom designs inspired by real-world aesthetics. Although tools are more limited compared to later titles, this scene has fostered creative extensions, including experiments with behaviors for more dynamic passenger routing. In terms of legacy, Cities in Motion 2 played a pivotal role in shaping Colossal Order's trajectory, serving as a bridge from specialized transport simulations to broader city-building experiences. Following its release, the studio pitched a comprehensive urban simulator to publisher , leading to Cities: Skylines in , which expanded beyond transport-focused mechanics to encompass full , utilities, and civic while retaining refined honed in Cities in Motion 2. The game's emphasis on modular and community-driven content influenced subsequent titles, contributing to the enduring appeal of simulation games in the as of 2025, where it continues to attract players via updated compatibility and nostalgic streams.

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