]> git.zerfleddert.de Git - micropolis/blame - manual/tutorial.html
XINCLUDE: use /usr/X11R6/include everywhere
[micropolis] / manual / tutorial.html
CommitLineData
6a5fa4e0
MG
1<head><title>Tutorial -- A Walk Through Your City</title></head><body>
2
3<h1>Tutorial -- A Walk Through Your City</h1>
4
5<h2>Starting Up</h2>
6
7To start up Micropolis, go to the Micropolis directory and run the shell
8script named "Micropolis". The computer will chug for a while as
9HyperLook and Micropolis are loaded. You'll know things are going well
10when you see the Introduction Screen. <p>
11
12<i>The Introduction Screen</i><p>
13
14Once Micropolis is loaded, the Introduction Screen will go away and be
15replaced by a Welcome Notice, and a Startup Window with a bunch of
16buttons for cities and scenarios. <p>
17
18<i>The Welcome Notice</i><p>
19
20<i>The Startup Window</i><p>
21
22In case you wonder about any of the buttons or graphics, you can get
23help on anything by pointing at it and pressing the "Help" key. So try
24pressing "Help" over the weird little grill in the upper right corner
25of the Startup Window. This brings up the HyperLook Help stack. Click
26on "Done" to dismiss it. <p>
27
28<i>The Help Stack</i><p>
29
30<h2>Generating a New City</h2>
31
32Now click the left mouse button on the "New City" button. The Welcome
33Notice will turn into a control panel for setting up a New City, and
34the Startup Screen will turn into a Terrain Generator with a map and
35some buttons. <p>
36
37<i>The New City Panel</i><p>
38
39<i>The Terrain Generator</i><p>
40
41<h2>City Name</h2>
42
43You can set the name of your city by clicking the left button on the
44"City Name" text field, and typing the name. The delete key erases the
45last character, and Control-U erases to the beginning of the line. You
46can double or triple click on the name to select it, and it will be
47deleted when you type a new name. <p>
48
49<h2>Game Level</h2>
50
51The three exclusive settings let you select the Game Level. Choose
52"Easy" for now, by clicking the left mouse button. If you're just
53starting out, you can certainly use the extra money! <p>
54
55<h2>Generate New Terrain</h2>
56
57If you're not satisfied with the terrain map you see, just press
58"Generate New Terrain", and you will get a new map. You can do this as
59many times as you like, until you get a nice map. <p>
60
61<i>Randomly Generated Terrain Maps</i><p>
62
63<h2>Use This Map</h2>
64
65When you are happy with the terrain map, press the "Use This Map"
66button, and the game will begin! <p>
67
68<h2>The Edit Window</h2>
69
70You're now playing Micropolis! The Edit Window, which is the main window
71used for controlling Micropolis, will be displayed: <p>
72
73<i>The Edit Window</i><p>
74
75The Edit Window is where you will do the actual building and zoning.
76In the middle of the Edit Window is a detailed map showing part of the
77terrain. Around the edges are controls and fields displaying
78information about the city. <p>
79
80Along the top edge of the window is the City Name, where the name of
81your city or the scenario you selected is displayed. Clicking on it
82brings the window to the front. <p>
83
84In the upper left corner is a picture of the City Simulator.
85If you click on that, the Introduction Screen will be displayed
86to show the credits, version, and copyrights. Click on the
87Introduction Screen to dismiss it. <p>
88
89On the left edge, below the City Simulator, is a Close Box. Clicking
90the left button on the Close Box closes the Edit Window into a small
91icon, a miniature version of the window. Thanks to the way HyperLook
92is designed, when a window is iconified, it continues to animate. You
93can double click on an icon to open it back up to a full sized window.
94<p>
95
96There is a row of Menu Buttons below the title, to the right of the
97Close Box. Pressing the right mouse button down over any of these
98buttons pops up a menu, from which you can select using the right
99mouse button. Clicking the left mouse button over a Menu Button
100selects the menu's default item, without displaying the menu. The
101default menu item has a black ring or rectangle around it. You can set
102the default by pressing the Control key when the menu is up. <p>
103
104There are three fields below the Menu Buttons, that display your
105Current Funds (in dollars), the Current Date (the year and month), and
106important Messages (one at a time). Clicking on them just brings the
107window to the front. <p>
108
109Along the left edge of the window are two columns of colorful Tool
110Icons, used for choosing the city editing mode. Click the mouse over
111an icon to select an editing tool. The currently selected tool is
112highlighted in yellow. The Tool Cost field along the bottom edge of
113the window tells you the name of the selected tool, and how many
114dollars it costs to use. <p>
115
116You can use the selected tool by pressing the left mouse button over
117the map in the middle of the Edit Window. Also, you can pop up a Pie
118Menu to quickly switch between editing tools, by clicking the right
119mouse button over the map. You can easily scroll the map by pressing
120the middle mouse button down over the map and dragging the view
121around. <p>
122
123The Demand Indicator shows the demand levels for Residential (green),
124Commercial (blue), and Industrial zones (yellow), and can be helpful
125in planning your city. <p>
126
127The Zoom Control changes the magnification of the map. You can zoom in
128or out to make the graphics larger or smaller, or press the Zoom Reset
129button to zoom back to normal. The animation is fastest at the normal
130size. <p>
131
132All of the Micropolis windows have Drag Edges with which you can move the
133window around, and Resize Corners to change the size of the window.
134Some windows cannot be resized, so the resize corners just move them
135around. To use them, press the left mouse button down over the corner
136or edge, and move the outline to where you want it. The window will
137move or resize to that location, when you release the button. <p>
138
139The main portion of the map is land. Your available land is made up of
140three types of terrain. The brown areas are Clear Land, the green
141areas are forests and Trees, and the blue areas are Water. You can
142build only on Clear Land. You can clear forest and extend coastlines
143with your bulldozer. You can run roads, rails, and power lines
144straight across the Water. <p>
145
146<h2>The Map Window</h2>
147
148The other window that's shown when you start the game is the Map
149Window, which displays an overview of your entire city map: <p>
150
151<i>The Map Window</i><p>
152
153You can see different demographic views of the city, chosen by the
154icons on the left. The type of map is shown along the top edge of the
155window, to the right of the Close Box. <p>
156
157There is a yellow rectangle in the Map Window that shows the location
158of the detailed city view. (There may be more than one yellow
159rectangles, if multiple views are visible.) Press the mouse button
160down over the yellow rectangle, and drag it around the map, to scroll
161the view. <p>
162
163<h2>Building a City</h2>
164
165To begin a city, we need: places for Sims to live, places for Sims to
166work, and power. <p>
167
168You can only build on Clear Land, so use the Bulldozer to clear away
169some trees. Click the left mouse button on the Bulldozer Icon. Move
170the cursor over to land. It now points to a small square, outlining
171the area that will be bulldozed when you click the left button. The
172Trees under your pointer are now Clear Land. Now, hold the left button
173down and drag the pointer across the Trees. Mass destruction. Clear a
174large area of land to prepare for building. <p>
175
176Click the Residential Icon, then move back to your terrain. Your
177cursor will now point to a large square outline. This outline
178indicates how much clear space you will need to create a Residential
179Zone -- a place for Sims to live. Clicking the left mouse button in
180Clear Land will "zone" that area. The "R" in the zone center indicates
181that it is a Residential Zone. The flashing lightning symbol means
182that the zone has no power. Place a few more Residential Zones next to
183the first one. <p>
184
185<i>Several New Residential Zones</i><p>
186
187Now decide where to position a Power Plant in your city. Point to the
188Power Plant Icon, and press and hold the left mouse button. A menu
189will appear, giving you the option of choosing a Coal or Nuclear
190plant. For now, release the button over "Coal". The outline for a
191Power Plant is even larger than for a Residential Zone. Place the
192Power Plant in some open space near your Residential Zones. If your
193Power Plant is not directly adjacent to a Residential Zone, you'll
194need to run a Power Line from your Power Plant to the Residential
195Zones. <p>
196
197To do this, click the left mouse button over the Power Line Icon. By
198pointing your cursor and pressing the button, lay Power Lines from
199your Power Plant to your Residential Zones. Adjacent Power Line
200sections will automatically connect to each other. Road and Rail lines
201connect in the same manner. <p>
202
203In a moment, the flashing symbols in the Residential Zones will
204disappear, indicating that your zones have been powered. Any zones
205that are adjacent to a powered zone do not need separate Power Lines
206run to them. Soon you will see small houses start to appear. The Sims
207have started to move in! <p>
208
209<i>Here Comes the Neighborhood!</i><p>
210
211Once there are a few Residential Zones, where Sims can live, you need
212to make it possible for your new residents to find jobs. They can't
213all work at the power plant! <p>
214
215<i>Residential, Commercial, and Industrial Zones</i><p>
216
217Now you're ready for Commercial and Industrial areas; places for Sims
218to work, shop, and transact business. Select the Commercial Icon and
219place a few Commercial Zones near your Residential ones. Then select
220the Industrial Icon and place some Industrial Zones. Connect all
221necessary Power Lines. <p>
222
223Notice that as you select different Tool Icons, the icon's description
224and its associated cost will be displayed in the Tool Cost field near
225the lower left corner of the Edit Window. The Current Funds field near
226the top of the window displays your total funds available. <p>
227
228Now click the left button on the Road Icon and add Roads from your
229Residential housing to the Commercial and Industrial areas to allow
230the Sims to commute to work. Road sections connect themselves like
231Power Line sections. Once you have Roads, traffic will be generated.
232<p>
233
234<i>Roads with Traffic</i><p>
235
236Now move the cursor to the Menu Button labelled "Windows", and press
237the right mouse button down. The Windows Menu will pop up below the
238cursor. Drag the cursor to the menu item labelled "Budget", and
239release the right button. This brings up the Budget Window, which lets
240you set the level of funding for your fire, police, and transportation
241departments. <p>
242
243<i>The Budget Window</i> <p>
244
245Click the left mouse button on the up and down arrows, or drag the
246sliders to change the funding levels. You can also adjust the current
247tax rate. If you have no police or fire departments, you can't fund
248them. You cannot fund more than 100%. Since your city is so new, you
249can't do much here now, but come back later. Click the left mouse
250button on the "Go With These Figures" button to make the window go
251away when you're done. If the hour glass runs out, the window will go
252away automatically. You can click on the hourglass to keep that from
253happening. <p>
254
255Now look at the Map Window. You can get an idea of the size of your
256city, and how much room you have left. Try the different map views by
257clicking the left mouse button on the icons along the left edge of the
258Map Window. You will need this information to build and adjust
259conditions in your city. For example, you can pinpoint the areas with
260the highest crime to determine locations for new police stations. <p>
261
262<i>The Map Window</i><p>
263
264Additional information can be gained through the available Graphs.
265Unlike the Maps, which only show the current state of your city, the
266Graphs give you a record of the past so you can gauge trends and
267cycles. You can display the Graph Window by selecting the item
268labelled "Graph" from the Window Menu. <p>
269
270<i>The Graph Window</i><p>
271
272You can toggle the various graph displays on and off, and switch
273between 10 year and 120 year graphs, by clicking on the icons at the
274left of the Graph Window. <p>
275
276Another way to gather information about your city is by using the
277Query Tool. To use this, select the Tool Icon with the magnifying
278glass and question mark, or hold down the "Q" key, then press the left
279mouse button over the map in the Edit Window. You will be shown a
280window filled with information about the zone under the cursor. <p>
281
282<i>The Zone Status Window</i> <p>
283
284Now, let's Save the city to disk. Use the File Menu to select "Save
285City as...". You'll see the Save File dialog. Near the top of the
286window is a text field labelled "File:". You can select a directory by
287typing its name into the text field, or by double clicking in the
288scrolling list. Then you can type in a name for your city, ending with
289the ".city" extension, and press return. Your city will be saved to
290disk, so you can load it later to get back to where you are now. <p>
291
292<i>Save File Dialog</i> <p>
293
294To load a city, use the File Menu and select the item labelled "Load
295City...". The Open File dialog looks and works almost like the Save
296File dialog. It will start out in a directory named "Cities", which
297contains some interesting cities included with Micropolis. You can load
298and play any of them, or navigate to the directory where you saved
299your city, and load that again. <p>
300
301<i>Open File Dialog</i> <p>
302
303This is all the basic information you need to run Micropolis, but we
304suggest reading on. The User Reference section explains in detail how
305to use each program function. Inside Micropolis explains the inner
306workings of the simulator, and gives some brief hints and tips for
307using it. There is also an essay on The History of Cities and City
308Planning, and a Bibliography for serious City Planners. <p>
309
310Have Fun Playing Micropolis! <p>
311
312<p>
313
314<hr>
315<p>
316<h2>Micropolis, Unix Version.</h2>
317This game was released for the Unix platform
318in or about 1990 and has been modified for inclusion in the One Laptop
319Per Child program. Copyright &copy; 1989 - 2007 Electronic Arts Inc. If
320you need assistance with this program, you may contact:
321<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
322</p><p>
323
324This program is free software: you can redistribute it and/or modify
325it under the terms of the GNU General Public License as published by
326the Free Software Foundation, either version 3 of the License, or (at
327your option) any later version.
328</p><p>
329
330This program is distributed in the hope that it will be useful, but
331WITHOUT ANY WARRANTY; without even the implied warranty of
332MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
333General Public License for more details. You should have received a
334copy of the GNU General Public License along with this program. If
335not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
336</p><p>
337
338<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
339
340</p><p>
341No trademark or publicity rights are granted. This license does NOT
342give you any right, title or interest in the trademark SimCity or any
343other Electronic Arts trademark. You may not distribute any
344modification of this program using the trademark SimCity or claim any
345affliation or association with Electronic Arts Inc. or its employees.
346</p><p>
347
348Any propagation or conveyance of this program must include this
349copyright notice and these terms.
350</p><p>
351
352If you convey this program (or any modifications of it) and assume
353contractual liability for the program to recipients of it, you agree
354to indemnify Electronic Arts for any liability that those contractual
355assumptions impose on Electronic Arts.
356</p><p>
357
358You may not misrepresent the origins of this program; modified
359versions of the program must be marked as such and not identified as
360the original program.
361</p><p>
362
363This disclaimer supplements the one included in the General Public
364License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
365PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
366OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
367SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
368DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
369INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
370FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
371RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
372USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
373INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
374MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
375UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
376WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
377CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
378ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
379JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
380WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
381CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
382NOT APPLY TO YOU.</b>
383</p>
384</body>
Impressum, Datenschutz