
Cities in Motion: Design Marvels
Five extra buses and trams that only earn their keep once a flagship line is turning passengers away. Deep-save fleet tuning, not a starting-out purchase.
GamerScout Verdict
Worth it only if your network is already at capacity; new players get nothing the base roster doesn't cover.
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About Cities in Motion: Design Marvels
My best downtown line was shedding riders at a stop I'd already double-serviced, and swapping in a higher-capacity tram fixed what three reroutes could not. That is the whole pitch for Design Marvels: five extra buses and trams bolted onto Cities in Motion's transit sim, aimed at the point where your fleet spreadsheet stops balancing. It does not add mechanics. It widens the choices inside the ones you already have, which in a game priced on capacity per vehicle against cost per kilometre is not nothing. Whether that matters depends on how deep you are. Early campaign, you are cash-starved and the stock roster covers you fine. Around the point where a single line carries thousands of daily passengers and depot upkeep starts eating profit, having more rungs on the capacity ladder changes route planning. Newcomers should skip it and learn the base game's scheduling first. Veterans running long Helsinki or Vienna saves will slot these in without thinking.

Strategy & simulation
Tags
System Requirements
Minimum
- Processor
- 2 GHz Dual Core or higher
- Memory
- 2 GB RAM Hard Disk Space: 2 GB Video Card: NVIDIA GeForce 8800/ATI Radeon HD 3850 or higher (integrated video cards not supported), 512…
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Reviews & Ratings
Game Info
- Developer
- Colossal Order
- Publisher
- Paradox Interactive
- Release Date
- May 20, 2011

