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1 | <head><title>Introduction</title></head><body> | |
2 | ||
3 | <h1>Introduction</h1> | |
4 | ||
5 | <h2>Foreword</h2> | |
6 | ||
7 | Enter Micropolis and take control. Be the undisputed ruler of a | |
8 | sophisticated real-time City Simulation. Become the master of existing | |
9 | cities such as San Francisco, Tokyo, and Rio de Janeiro, or create | |
10 | your own dream city (or nightmare slum) from the ground up. <p> | |
11 | ||
12 | Whether you take over an existing city or build your own, you are the | |
13 | Mayor and City Planner with complete authority. <p> | |
14 | ||
15 | Your city is populated by Sims -- Simulated Citizens. Like their human | |
16 | counterparts, they build houses, condos, churches, stores and | |
17 | factories. And, also like humans, they complain about things like | |
18 | taxes, mayors, taxes, city planners, and taxes. If they get unhappy, | |
19 | they move out; you collect fewer taxes, the city deteriorates. <p> | |
20 | ||
21 | The next few sections will explain the overall concept of Micropolis and | |
22 | give information that will help you win Scenarios and design and build | |
23 | better cities. <p> | |
24 | ||
25 | <h2>About System Simulations</h2> | |
26 | ||
27 | Micropolis is the first of a new type of entertainment/educational | |
28 | software, called System Simulations. We provide you with a set of | |
29 | Rules and Tools that describe, create and control a system. In the | |
30 | case of Micropolis the system is a city. <p> | |
31 | ||
32 | The challenge of playing a System Simulation game is to figure out how | |
33 | the system works and take control of it. As master of the system, you | |
34 | are free to use the Tools to create and control an unlimited number of | |
35 | systems (in this case, cities) within the framework and limits | |
36 | provided by the Rules. <p> | |
37 | ||
38 | <h3>Rules</h3> | |
39 | ||
40 | In Micropolis, the Rules to learn are based on city planning and | |
41 | management, including: <p> | |
42 | ||
43 | <ul> | |
44 | ||
45 | <li>Human Factors: Residential space and amenities, availability of | |
46 | jobs, and quality of life. | |
47 | ||
48 | <li>Economic Factors: Land value, industrial and commercial space, | |
49 | unemployment, internal and external markets, electric power, taxation, | |
50 | and funding for city services. | |
51 | ||
52 | <li>Survival Factors: Strategies for dealing with disasters, crime, | |
53 | and pollution. | |
54 | ||
55 | <li>Political Factors: Public opinion, zoning, and keeping residents | |
56 | and businesses satisfied with your city and your performance. | |
57 | ||
58 | </ul> | |
59 | <p> | |
60 | ||
61 | <h3>Tools</h3> | |
62 | ||
63 | The Tools provide you with the ability to plan, lay out, zone, build, | |
64 | bulldoze, re-zone, and manage a city. <p> | |
65 | ||
66 | <ul> | |
67 | ||
68 | <li>Plan: Mapping systems give physical and demographic overviews of | |
69 | the entire city. | |
70 | ||
71 | <li>Layout: Design living and working areas, road and transit systems, | |
72 | and recreational areas. | |
73 | ||
74 | <li>Zone: Set zoning boundaries for parks, residential, commercial and | |
75 | industrial areas. | |
76 | ||
77 | <li>Build: Place roads, rails, airports, seaports, fire and police | |
78 | stations, sports stadiums, and power plants. | |
79 | ||
80 | <li>Bulldoze: Clear forests for city growth, build landfill along | |
81 | waterways, clear and re-zone developed areas. | |
82 | ||
83 | <li>Manage: Using the mapping and graphing systems, gather up-to-date | |
84 | information on traffic density, population trends, power grid status, | |
85 | pollution, crime, land value, police and fire department efficiency, | |
86 | and cash flow. Set the tax rate and funding levels for city services. | |
87 | ||
88 | </ul> | |
89 | <p> | |
90 | ||
91 | But the most important Tool of all is the Simulator itself. Test your | |
92 | plans and ideas as you watch the city grow or shrink through the | |
93 | immigration and emigration of industrious Simulated Citizens. Sims | |
94 | will move in and build homes, hospitals, churches, stores and | |
95 | factories in the zones you provide, or move out in search of jobs or a | |
96 | better life elsewhere. The success of the city is based on the quality | |
97 | of the city you design and manage. <p> | |
98 | ||
99 | <h3>Simulator Reaction Time</h3> | |
100 | ||
101 | The simulator is a very complex multi-tasking piece of software. It is | |
102 | constantly performing many checks, calculations, and updates, as well | |
103 | as keeping watch on the mouse and keyboard to respond to your demands. | |
104 | When you load in a city, give the simulator some time to compile its | |
105 | data and update the maps, graphs, population levels, etc. Some of the | |
106 | other times when the simulator lags behind you are when powering zones | |
107 | and updating the city services map after installing police and fire | |
108 | stations. <p> | |
109 | ||
110 | <h2>The Goals of Micropolis</h2> | |
111 | ||
112 | There are many goals to be pursued and reached in Micropolis. <p> | |
113 | ||
114 | <h3>Scenarios</h3> | |
115 | ||
116 | Each of the eight included scenarios is actually a game in itself, | |
117 | with an unlimited number of ways to win -- or lose. <p> | |
118 | ||
119 | Each Scenario is a city which is either the victim of horrible | |
120 | planning or about to be the victim of a natural disaster. After you | |
121 | load in a Scenario, you will have a limited amount of time to correct | |
122 | or repair the problems. If you are successful, you will be given the | |
123 | key to the city. If not, you may be ridden out of town on a rail. <p> | |
124 | ||
125 | If one strategy doesn't work, try another. There are a million stories | |
126 | in each city, and you write them. <p> | |
127 | ||
128 | <h3>Your Dream City</h3> | |
129 | ||
130 | Perhaps the main goal of Micropolis is for you to design, manage and | |
131 | maintain the city of your dreams. <p> | |
132 | ||
133 | Your ideal place to live may be a bustling megalopolis, lots of | |
134 | people, lots of cars, tall buildings: high-energy, high density | |
135 | living. Or it may be a small rural community, or a linked group of | |
136 | small communities providing slow-paced country living. <p> | |
137 | ||
138 | As long as your city can provide places for people to live, work, shop | |
139 | and play, it will attract residents. And as long as traffic, | |
140 | pollution, overcrowding, crime or taxes don't drive them away, your | |
141 | city will live. <p> | |
142 | ||
143 | <h1>Getting Started</h1> | |
144 | ||
145 | <h2>Micropolis Requirements</h2> | |
146 | ||
147 | Micropolis requires an Intel processor running the Linux operating | |
148 | system, with the X11 window system installed, a 16 bit deep color graphics display, | |
149 | a kernel with the shared memory option enabled, | |
150 | and at least 32 megabytes of memory. <p> | |
151 | ||
152 | <h2>Micropolis Features</h2> | |
153 | ||
154 | <h3>On-Line Help</h3> | |
155 | ||
156 | You can get help on the Micropolis user interface, by pointing the mouse | |
157 | at anything mysterious, holding down shift, and clicking the left button. | |
158 | The Help window will pop up, giving instructions and useful hints on how | |
159 | to use the controls. <p> | |
160 | ||
161 | <h3>Multiple Views</h3> | |
162 | ||
163 | You can open up any number of animated city maps and editors at once. <p> | |
164 | ||
165 | <h3>Pie Menus</h3> | |
166 | ||
167 | Micropolis features pop up "pie menus" for quickly selecting city editing tools. | |
168 | Pie menus are radial menus with their choices in different directions, | |
169 | and they're very fast and efficient to use. | |
170 | Since you change editing tools quite often while building a city, | |
171 | you can save much time and effort by using the pie menu shortcuts | |
172 | instead of the moving back and forth to the tool pallet. | |
173 | <p> | |
174 | ||
175 | <p> | |
176 | ||
177 | <hr> | |
178 | <p> | |
179 | <h2>Micropolis, Unix Version.</h2> | |
180 | This game was released for the Unix platform | |
181 | in or about 1990 and has been modified for inclusion in the One Laptop | |
182 | Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If | |
183 | you need assistance with this program, you may contact: | |
184 | <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>. | |
185 | </p><p> | |
186 | ||
187 | This program is free software: you can redistribute it and/or modify | |
188 | it under the terms of the GNU General Public License as published by | |
189 | the Free Software Foundation, either version 3 of the License, or (at | |
190 | your option) any later version. | |
191 | </p><p> | |
192 | ||
193 | This program is distributed in the hope that it will be useful, but | |
194 | WITHOUT ANY WARRANTY; without even the implied warranty of | |
195 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
196 | General Public License for more details. You should have received a | |
197 | copy of the GNU General Public License along with this program. If | |
198 | not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>. | |
199 | </p><p> | |
200 | ||
201 | <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3> | |
202 | ||
203 | </p><p> | |
204 | No trademark or publicity rights are granted. This license does NOT | |
205 | give you any right, title or interest in the trademark SimCity or any | |
206 | other Electronic Arts trademark. You may not distribute any | |
207 | modification of this program using the trademark SimCity or claim any | |
208 | affliation or association with Electronic Arts Inc. or its employees. | |
209 | </p><p> | |
210 | ||
211 | Any propagation or conveyance of this program must include this | |
212 | copyright notice and these terms. | |
213 | </p><p> | |
214 | ||
215 | If you convey this program (or any modifications of it) and assume | |
216 | contractual liability for the program to recipients of it, you agree | |
217 | to indemnify Electronic Arts for any liability that those contractual | |
218 | assumptions impose on Electronic Arts. | |
219 | </p><p> | |
220 | ||
221 | You may not misrepresent the origins of this program; modified | |
222 | versions of the program must be marked as such and not identified as | |
223 | the original program. | |
224 | </p><p> | |
225 | ||
226 | This disclaimer supplements the one included in the General Public | |
227 | License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS | |
228 | PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY | |
229 | OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF | |
230 | SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS | |
231 | DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, | |
232 | INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, | |
233 | FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY | |
234 | RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, | |
235 | USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST | |
236 | INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL | |
237 | MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE | |
238 | UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE | |
239 | WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE | |
240 | CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR | |
241 | ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME | |
242 | JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED | |
243 | WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A | |
244 | CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY | |
245 | NOT APPLY TO YOU.</b> | |
246 | </p> | |
247 | </body> | |
248 | ||
249 | ||
250 |