| 1 | <head><title>User Reference</title></head><body> |
| 2 | |
| 3 | <h1>User Reference Guide: Controlling Micropolis</h1> |
| 4 | |
| 5 | <h2>Getting Help</h2> |
| 6 | |
| 7 | If you wonder about a control or graphic in Micropolis, you can point at |
| 8 | it with the cursor, hold down shift and click the left button, |
| 9 | to bring up a helpwindow describing it. <p> |
| 10 | |
| 11 | <h2>Using the Mouse</h2> |
| 12 | |
| 13 | In Micropolis, you will primarily use the left mouse button to edit the city. |
| 14 | The main function of the right mouse button is to select from pie menus. |
| 15 | The middle button is used to scroll the view in the Edit Window. <p> |
| 16 | |
| 17 | Clicking a mouse button means to press and release it without moving. |
| 18 | Dragging means to press and hold the button, move the mouse, then |
| 19 | release the button. <p> |
| 20 | |
| 21 | <h2>Pie Menus</h2> |
| 22 | |
| 23 | Pie menus are designed to be very fast and efficient to use. |
| 24 | You can pop up a pie menu by pressing and holding the right button, |
| 25 | then select from it by moving in the direction of the item you want, |
| 26 | then releasing the button. <p> |
| 27 | |
| 28 | Once you are familiar with the directions, you can use pie menus very |
| 29 | quickly by smoothly pressing the right button down, |
| 30 | moving in the direction you want, and releasing. |
| 31 | If you do this without stopping, |
| 32 | the pie menu will not even display on the screen -- |
| 33 | you will just hear the name of the item spoken, |
| 34 | to remind you of the selection. |
| 35 | The more you use pie menus, the easier they are to use. |
| 36 | See how fast you can get! |
| 37 | <p> |
| 38 | |
| 39 | <h2>Micropolis Chooser Window</h2> |
| 40 | |
| 41 | This window lets you select which city to simulate. |
| 42 | You can see what the selected city looks like in the map window. |
| 43 | Give your city a name by typing it into the Name text field. <p> |
| 44 | |
| 45 | Click on "New City" to generate a random map to start a city from scratch. |
| 46 | Click on "Load City" to load a saved city from disk. <p> |
| 47 | |
| 48 | You can go back and forth between your previously selected cities |
| 49 | with the "Previous Map" and "Next Map" buttons. <p> |
| 50 | |
| 51 | Click on any of the Scenario buttons to play any of the eight scenarios. |
| 52 | When you click on any of those buttons, the city is displayed in the Micropolis Map Window. |
| 53 | |
| 54 | The Scenarios provide both real and hypothetical problems for you to |
| 55 | deal with in seven famous (and one not-so-famous) cities. They present |
| 56 | various levels of difficulty. Some problems are in the form of |
| 57 | disasters which will occur some time after you start. Other problems |
| 58 | are more long-term, such as crime. <p> |
| 59 | |
| 60 | Your task is to deal with the problem at hand as well as possible |
| 61 | under the circumstances. After a certain amount of time the city |
| 62 | residents will rate your performance in a special election. If you do |
| 63 | very well you may be given the key to the city. However, if you do |
| 64 | poorly, they just might run you out of town. <p> |
| 65 | |
| 66 | <ul> |
| 67 | |
| 68 | <li>Dullsville, USA 1900 -- Boredom |
| 69 | <p> |
| 70 | |
| 71 | Things haven't changed much around here in the last hundred years and |
| 72 | the residents are beginning to get bored. They think Dullsville could |
| 73 | be the next great city with the right leader. It is your job to |
| 74 | attract new growth and development, turning Dullsville into a |
| 75 | Metropolis by the 21st century. <p> |
| 76 | |
| 77 | <ul> |
| 78 | <li>Difficulty: Easy |
| 79 | <li>Time Limit: 30 years |
| 80 | <li>Win Condition: Metropolis |
| 81 | </ul> |
| 82 | |
| 83 | <li>San Francisco, CA 1906 -- 8.0 Earthquake |
| 84 | <p> |
| 85 | |
| 86 | Damage from the earthquake was minor compared to that of the ensuing |
| 87 | fires, which took days to control. 1500 people died. Controlling the |
| 88 | fires should be your initial concern here. Afterwards, clearing the |
| 89 | remaining rubble will allow the city to start rebuilding. <p> |
| 90 | |
| 91 | <ul> |
| 92 | <li>Difficulty: Very difficult |
| 93 | <li>Time Limit: 5 years |
| 94 | <li>Win Condition: Metropolis |
| 95 | </ul> |
| 96 | |
| 97 | <li>Hamburg, Germany 1944 -- Fire |
| 98 | <p> |
| 99 | |
| 100 | Allied fire-bombing of German cities in WWII caused tremendous damage |
| 101 | and loss of life. People living in the inner cities were at greatest |
| 102 | risk. You must control the firestorms during the bombing and then |
| 103 | rebuild the city after the war. <p> |
| 104 | |
| 105 | <ul> |
| 106 | <li>Difficulty: Very difficult |
| 107 | <li>Time Limit: 5 years |
| 108 | <li>Win Condition: Metropolis |
| 109 | </ul> |
| 110 | |
| 111 | Bern, Switzerland 1965 -- Traffic |
| 112 | <p> |
| 113 | |
| 114 | The roads here are becoming more congested every day, and the |
| 115 | residents are upset. They demand that you do something about it. Some |
| 116 | have suggested a mass transit system as the answer, but this would |
| 117 | require major rezoning in the downtown area. <p> |
| 118 | |
| 119 | <ul> |
| 120 | <li>Difficulty: Easy |
| 121 | <li>Time Limit: 10 years |
| 122 | <li>Win Condition: Low Average Traffic Density |
| 123 | </ul> |
| 124 | |
| 125 | Tokyo, Japan 1957 -- Monster Attack |
| 126 | <p> |
| 127 | |
| 128 | A large reptilian creature has been spotted heading for Tokyo bay. It |
| 129 | seems to be attracted to the heavy levels of industrial pollution |
| 130 | there. Try to control the fires, then rebuild the industrial center. |
| 131 | <p> |
| 132 | |
| 133 | <ul> |
| 134 | <li>Difficulty: Moderately difficult |
| 135 | <li>Time Limit: 5 years |
| 136 | <li>Win Condition: City Score above 500 |
| 137 | </ul> |
| 138 | |
| 139 | Rio de Janeiro, Brazil 2047 -- Flood |
| 140 | <p> |
| 141 | |
| 142 | In the mid-21st century, the greenhouse effect raised global |
| 143 | temperatures 6 degrees F. Polar ice caps melted and raised sea levels |
| 144 | worldwide. Coastal areas were devastated by flood and erosion. |
| 145 | Unfortunately, some of the largest cities in the world are located on |
| 146 | the coast. <p> |
| 147 | |
| 148 | <ul> |
| 149 | <li>Difficulty: Moderately difficult |
| 150 | <li>Time Limit: 10 years |
| 151 | <li>Win Condition: City Score above 500 |
| 152 | </ul> |
| 153 | |
| 154 | Boston, MA 2010 -- Nuclear Meltdown |
| 155 | <p> |
| 156 | |
| 157 | A major meltdown is about to occur at one of the new downtown nuclear |
| 158 | reactors. The area in the vicinity of the reactor will be severely |
| 159 | contaminated by radiation, forcing you to restructure the city around |
| 160 | it. <p> |
| 161 | |
| 162 | <ul> |
| 163 | <li>Difficulty: Very difficult |
| 164 | <li>Time Limit: 5 years |
| 165 | <li>Win Condition: City Score above 500 |
| 166 | </ul> |
| 167 | |
| 168 | Detroit, MI 1927 -- Crime |
| 169 | <p> |
| 170 | |
| 171 | By 1970, competition from overseas and other economic factors pushed |
| 172 | the once "automobile capital of the world" into recession. Plummeting |
| 173 | land values and unemployment then increased crime in the inner-city to |
| 174 | chronic levels. You have just been elected after promising to reduce |
| 175 | crime and rebuild the industrial base of the city. <p> |
| 176 | |
| 177 | <ul> |
| 178 | <li>Difficulty: Moderately difficult |
| 179 | <li>Time Limit: 10 years |
| 180 | <li>Win Condition: Low Average Crime Density |
| 181 | </ul> |
| 182 | |
| 183 | You can select the Game Level from the radio buttons (Easy / Medium / Hard). |
| 184 | Once a city is started, you cannot change the Game Level; |
| 185 | it remains at your initial setting for the life of the city. |
| 186 | The current Game Level is displayed in the evaluation window. <p> |
| 187 | |
| 188 | This level -- Easy, Medium, or Hard -- adjusts the simulation to your |
| 189 | current abilities by altering several factors. A harder setting will |
| 190 | increase the chance of disasters, make residents more intolerant of |
| 191 | taxation, cause maintenance costs to grow, etc. <p> |
| 192 | |
| 193 | Once you have decided which city you want to play, press "Use This Map" and Micropolis will come to life! |
| 194 | <p> |
| 195 | |
| 196 | <h2>Micropolis Controls Window</h2> |
| 197 | |
| 198 | This window contains the main controls to Micropolis, status displays, and a scrolling text message log. |
| 199 | At the top is a row of menus that are enabled when the game is playing. |
| 200 | Beneath that is a status display panel showing the date and the current funds on the left. |
| 201 | In the middle is a graph and bar display of the Residential, Commercial and Industrial rates and demands. |
| 202 | On the right is an icon of the Micropolis simulation machine, |
| 203 | with a red screen when paused and green screen when running. |
| 204 | The bottom half of the window is occupied by a scrolling text window, |
| 205 | that Micropolis uses to display important messages. |
| 206 | <ul> |
| 207 | |
| 208 | <li>Menu Bar |
| 209 | |
| 210 | <ul> |
| 211 | |
| 212 | <li>Micropolis Menu |
| 213 | |
| 214 | <ul> |
| 215 | |
| 216 | <li>About...<br> |
| 217 | Display fascinating and vital information about Micropolis. |
| 218 | |
| 219 | <li>Save City<br> |
| 220 | Write the city to a file. |
| 221 | |
| 222 | <li>Save City As...<br> |
| 223 | Save the city with a new file name. |
| 224 | |
| 225 | <li>Choose City!<br> |
| 226 | Generate a new city, select a scenario or load a pre-existing city. |
| 227 | |
| 228 | <li>Quit Playing!<br> |
| 229 | Exit Micropolis and go back to the real world. |
| 230 | |
| 231 | </ul> |
| 232 | |
| 233 | <li>Options Menu |
| 234 | |
| 235 | <ul> |
| 236 | <li>Auto Budget<br> |
| 237 | Keeps your budget at the same level (or fully funded) |
| 238 | without asking for approval every year. |
| 239 | If there isn't enough money to meet the budget, |
| 240 | then funds will be allocated first to the Transit system, |
| 241 | then to the Fire Department, then to the Police. |
| 242 | If your city runs out of money, |
| 243 | the budget window comes up at the end of |
| 244 | the year anyway, and Auto Budget is turned off. |
| 245 | <li>Auto Bulldozer<br> |
| 246 | Allows you to place zones, roadways, etc., |
| 247 | directly on top of trees, shoreline, power lines, and rubble, |
| 248 | without manually bulldozing first. |
| 249 | You will be charged the same amount as for manual bulldozing. |
| 250 | <li>Disasters<br> |
| 251 | Enables or disables random disasters. |
| 252 | If disasters are disabled, you can still select them manually |
| 253 | from the Disasters Menu. |
| 254 | <li>Sound<br> |
| 255 | Toggles the city sounds on and off. |
| 256 | Preserves the sanity and good will of those who have to work in the same room. |
| 257 | <li>Animation<br> |
| 258 | Toggles tile animations on and off. |
| 259 | |
| 260 | </ul> |
| 261 | |
| 262 | <li>Disasters Menu<br> |
| 263 | The Disasters Menu allows you to set natural (and unnatural) disasters |
| 264 | loose on your city. Use these disasters to test your ability to deal |
| 265 | with emergencies in your city or just to release some aggression. More |
| 266 | information on disasters, their causes, and dealing with them is |
| 267 | presented later. <p> |
| 268 | |
| 269 | Disasters will randomly occur as you play Micropolis. At higher game |
| 270 | levels the disasters will happen more often. Most disasters can be |
| 271 | activated from the Disasters Menu. Random disasters can be eliminated |
| 272 | by turing off the Disasters setting of the Options Menu. <p> |
| 273 | |
| 274 | <li>Shipwreck: Shipwrecks can occur once you have an operating |
| 275 | seaport. They can cause fires where the ship crashes into a shore or |
| 276 | bridge. Shipwrecks are not available on the Disasters Menu. <p> |
| 277 | |
| 278 | <ul> |
| 279 | <li>Monster<br> |
| 280 | Sets a monster loose on your city. <p> |
| 281 | |
| 282 | Monster Attacks are provoked by high levels of |
| 283 | pollution. A monster destroys everything in its path, starts fires, |
| 284 | and causes planes, helicopters, trains, and ships to crash. <p> |
| 285 | |
| 286 | <li>Fire<br> |
| 287 | Starts a fire somewhere on the map. <p> |
| 288 | |
| 289 | <li>Fires can start anywhere in the city. Fires spread fairly |
| 290 | rapidly through forests and buildings, somewhat slower over roadways. |
| 291 | Fire will not cross water or clear land. <p> |
| 292 | |
| 293 | The effectiveness of the fire department (which can be viewed in the |
| 294 | Map Window) is based on how close it is to the fire, its funding |
| 295 | level, and its transit access. Fires inside this effective radius will |
| 296 | be extinguished automatically. If you have no operational fire |
| 297 | departments in the area you can try to control the fire yourself. |
| 298 | Since fire will not spread across clear terrain, you can build fire |
| 299 | breaks with the bulldozer. Just surround the fire with clear areas and |
| 300 | it will stop spreading and eventually burn itself out. You cannot |
| 301 | directly bulldoze a fire. <p> |
| 302 | |
| 303 | <li>Flood<br> |
| 304 | Causes a flood to occur near the water. <p> |
| 305 | |
| 306 | Floods gradually spread and |
| 307 | destroy buildings and utilities. After a while the flood waters |
| 308 | recede, leaving behind cleared terrain. <p> |
| 309 | |
| 310 | <li>Meltdown<br> |
| 311 | If there's a nuclear power plant, this spills Irn-Bru |
| 312 | in the control room, causing a meltdown. <p> |
| 313 | |
| 314 | Meltdowns are only possible if you are using a nuclear |
| 315 | power plant. If a meltdown occurs, your nuclear plant will explode |
| 316 | into flames. The surrounding area will be unusable for the remainder |
| 317 | of the simulation due to radioactive contamination. <p> |
| 318 | |
| 319 | <li>Tornado<br> |
| 320 | Causes a tornado to appear somewhere on the map. <p> |
| 321 | |
| 322 | Tornados can occur anywhere on the map at any time. Very |
| 323 | fast and unpredictable, they can appear and disappear at a moment's |
| 324 | notice. Tornados destroy everything in their path, and can cause |
| 325 | planes, helicopters, trains, and ships to crash. |
| 326 | <p> |
| 327 | |
| 328 | <li>Earthquake<br> |
| 329 | Causes a MAJOR earthquake. <p> |
| 330 | |
| 331 | Earthquakes are the most devastating disaster. This is |
| 332 | a Major earthquake -- between 8.0 and 9.0 on the Richter Scale. It |
| 333 | will destroy buildings and start fires. The initial damage will vary |
| 334 | with the severity of the earthquake, and the eventual fire damage |
| 335 | depends on your fire-control efforts. <p> |
| 336 | |
| 337 | |
| 338 | When an Earthquake occurs, the Edit Window will shake for a while. |
| 339 | When it stops you will have to take charge and control the scattered |
| 340 | fires. Use the bulldozer to contain the largest fires first and work |
| 341 | your way down to the smaller ones. <p> |
| 342 | |
| 343 | <li>Clipper<br> |
| 344 | The Clipper disaster violates the privacy of your simulated citizens, |
| 345 | and encrypts the city so only the NSA can decode it. <p> |
| 346 | |
| 347 | Do not use this unless you work for the National Security Agency, |
| 348 | and routinely subvert the Constitution of the United States |
| 349 | by spying on American citizens with the Echelon Surveillance System. <p> |
| 350 | |
| 351 | </ul> |
| 352 | <li>Time Menu |
| 353 | <ul> |
| 354 | <li>Pause<br> |
| 355 | Stops the passage of time entirely. |
| 356 | <li>Slow<br> |
| 357 | Months pass by slowly. |
| 358 | <li>Medium<br> |
| 359 | Months pass by normally. |
| 360 | <li>Fast<br> |
| 361 | Months pass by fast. |
| 362 | |
| 363 | </ul> |
| 364 | <li>Priority Menu |
| 365 | <ul> |
| 366 | <li>Flat Out!<br> |
| 367 | Micropolis runs really fast, hogging the CPU. |
| 368 | <li>Zoom Zoom<br> |
| 369 | Micropolis runs pretty fast, but leaves some time for other programs. |
| 370 | <li>Buzz Buzz<br> |
| 371 | Micropolis runs fairly quickly. |
| 372 | <li>Putter Putter<br> |
| 373 | Micropolis runs slower. |
| 374 | <li>Snore Snore<br> |
| 375 | Micropolis runs very slowly. |
| 376 | |
| 377 | </ul> |
| 378 | <li>Windows Menu |
| 379 | <ul> |
| 380 | <li>Budget<br> |
| 381 | Open the Budget Window. |
| 382 | The simulation is paused as long as the budget window is open. |
| 383 | <li>Evaluation<br> |
| 384 | Open the Evaluation Window. |
| 385 | <li>Graph<br> |
| 386 | Open the Graph Window. |
| 387 | <li>Map<br> |
| 388 | Open the Map Window. |
| 389 | <li>Editor<br> |
| 390 | Open the Editor Window. |
| 391 | <li>Frob<br> |
| 392 | Open the Frob-O-Matic Window. |
| 393 | <li>Map Copy<br> |
| 394 | Open another copy of the Map Window. |
| 395 | <li>Editor Copy<br> |
| 396 | Open another copy of the Editor Window. |
| 397 | |
| 398 | </ul> |
| 399 | </ul> |
| 400 | |
| 401 | <li>Status Panel |
| 402 | <ul> |
| 403 | <li>License Owner Name<br> |
| 404 | <li>Date<br> |
| 405 | <li>Funds<br> |
| 406 | <li>Residential, Commercial, Industrial History Graph<br> |
| 407 | <li>Residential, Commercial, Industrial Demand Chart<br> |
| 408 | The Demand Indicator shows the demand levels for Residential (green), |
| 409 | Commercial (blue), and Industrial zones (yellow), and can be helpful |
| 410 | in planning your city. |
| 411 | <li>Micropolis Simulator Icon<br> |
| 412 | <li>Scrolling Text Message Window<br> |
| 413 | <li>Text Input Field<br> |
| 414 | </ul> |
| 415 | </ul> |
| 416 | |
| 417 | |
| 418 | |
| 419 | <h2>Micropolis Edit Window Window</h2> |
| 420 | |
| 421 | This is where all actual zoning and building takes place. |
| 422 | <p> |
| 423 | |
| 424 | <h3>Terrain</h3> |
| 425 | |
| 426 | There are three types of terrain in the Edit Window: Open Land, Trees, |
| 427 | and Water. <p> |
| 428 | |
| 429 | Open Land is where you can zone and build. It is shown as brown with |
| 430 | dark brown speckles. <p> |
| 431 | |
| 432 | Trees and Forests are shown as green, with dark green speckles. You |
| 433 | cannot zone or build on trees. You may bulldoze trees and forests to |
| 434 | turn them into clear land. While some bulldozing is necessary, |
| 435 | clearing away too much green area will result in lower property |
| 436 | values. <p> |
| 437 | |
| 438 | Water is shown as blue, with dark blue speckles. You cannot zone or |
| 439 | build on water. You must bulldoze coastlines to create landfills |
| 440 | before you can build or zone there. <p> |
| 441 | |
| 442 | <h3>Edit Window Gadgets</h3> |
| 443 | |
| 444 | The Edit Window is where you will do the actual building and zoning. |
| 445 | In the middle of the Edit Window is a detailed map showing part of the |
| 446 | terrain. Around the edges are controls and fields displaying |
| 447 | information about the city. <p> |
| 448 | |
| 449 | There is a row of Menu Buttons on the left below the title. |
| 450 | The Display menu lets you select how often the display is drawn. |
| 451 | The Options menu lets you turn on and off certain view specific features. <p> |
| 452 | |
| 453 | To the right of the menu buttons, important messages are displayed. |
| 454 | Below the menu bar is a tool pallet. |
| 455 | The palette displays the name and cost of the currently selected tool, |
| 456 | above an menu of colorful icons, |
| 457 | used for choosing the city editing mode. |
| 458 | Click the mouse over an icon to select an editing tool. |
| 459 | The currently selected tool is highlighted, |
| 460 | and its name and cost is displayed at the top of the panel, |
| 461 | and spoken. <p> |
| 462 | |
| 463 | You can use the selected tool by pressing the left mouse button over |
| 464 | the map in the middle of the Edit Window. Also, you can pop up a Pie |
| 465 | Menu to quickly switch between editing tools, by clicking the right |
| 466 | mouse button over the map. <p> |
| 467 | |
| 468 | You can easily scroll the map by pressing the middle mouse button down |
| 469 | over the map and dragging the view around. <p> |
| 470 | |
| 471 | <h3>Edit Window Icons</h3> |
| 472 | |
| 473 | You can select an icon from the Tool Icon pallet to use a city editing tool. |
| 474 | When an icon is selected, a rectangle will accompany the cursor |
| 475 | when it's over the map, to indicate the area the tool will effect. |
| 476 | <p> |
| 477 | |
| 478 | <ul> |
| 479 | |
| 480 | <li>Query Tool (question mark)<br> |
| 481 | Shows the Zone Status Window, |
| 482 | describing the population density, value, crime rate, pollution, |
| 483 | and growth rate of the zone under the cursor. |
| 484 | It doesn't cost anything to use. <p> |
| 485 | |
| 486 | <li>Bulldozer<br> |
| 487 | Clears trees and forests, creates landfill along the water, |
| 488 | and levels developed, existing zones and clears rubble caused by disasters. |
| 489 | The Auto Bulldoze option works on natural terrain, power |
| 490 | lines and rubble, but not on zones, roads and rails. <p> |
| 491 | |
| 492 | It costs $1 for each square tile bulldozed. Knocking down a 3x3 zone |
| 493 | costs $9 since it's made up of nine tiles. You're automatically |
| 494 | charged $1 for each non-empty tile that you Auto Bulldoze. <p> |
| 495 | |
| 496 | <li>Road<br> |
| 497 | Connect developed areas. |
| 498 | Intersections and turns are automatically created. |
| 499 | Lay continuous roads by pressing the left mouse button and dragging your cursor. |
| 500 | Be careful -- if you accidentally lay a road in the wrong place, |
| 501 | you will have to pay for bulldozing and rebuilding. <p> |
| 502 | |
| 503 | Roads may not be placed over zoned areas. They may be placed over |
| 504 | trees, shrubbery, and shoreline only after bulldozing or activating |
| 505 | the Auto Bulldoze function from the Options Menu. Roads can cross over |
| 506 | power lines and rails only at right angles. <p> |
| 507 | |
| 508 | Holding down the Control key while laying roads will constrain them to |
| 509 | a straight line. <p> |
| 510 | |
| 511 | Laying roads across water creates a bridge. Bridges can only be built |
| 512 | in a straight line -- no curves, turns or intersections. Shorelines |
| 513 | must be bulldozed prior to building a bridge, unless the Auto Bulldoze |
| 514 | function from the Options Menu is active. <p> |
| 515 | |
| 516 | Roadways are maintained by the transit budget, and wear out if there |
| 517 | is a lack of funding. The amount of yearly funding requested by the |
| 518 | transportation department is $1 for each section of road, $4 for each |
| 519 | section of bridge. <p> |
| 520 | |
| 521 | It costs $10 to lay one section of road and $50 to lay one section of |
| 522 | bridge. <p> |
| 523 | |
| 524 | <li>Power Lines<br> |
| 525 | Carry power from power plants to zoned land and between |
| 526 | zones. All developed land needs power to function. Power is conducted |
| 527 | through adjacent zones. Unpowered zones display the flashing lightning |
| 528 | bolt symbol. There is a delay between the time you connect power to a |
| 529 | zone and when the flashing symbol disappears. The delay grows longer |
| 530 | as the city grows larger. <p> |
| 531 | |
| 532 | Power lines cannot cross zoned land. They can be built over trees, |
| 533 | shrubbery, and shoreline only after bulldozing, or activating the Auto |
| 534 | Bulldoze function from the Options Menu. <p> |
| 535 | |
| 536 | Junctions and corners are automatically created. Lay continuous power |
| 537 | lines by pressing the left mouse button down and dragging your cursor. |
| 538 | Power lines across water must be horizontal or vertical -- no turn, |
| 539 | curves or intersections. Power lines consume some power due to |
| 540 | transmission inefficiencies. <p> |
| 541 | |
| 542 | Holding down the Control key while laying power lines will constrain |
| 543 | them to a straight line. <p> |
| 544 | |
| 545 | It costs $5 to lay one section of power line on land, $25 on water. |
| 546 | <p> |
| 547 | |
| 548 | <li>Transit Lines<br> |
| 549 | Create a railway system for intra-city mass transit. |
| 550 | Place tracks in heavy traffic areas to help alleviate congestion. <p> |
| 551 | |
| 552 | Intersections and turns are created automatically. Lay continuous |
| 553 | transit lines by pressing the left mouse button down and dragging with |
| 554 | your cursor. Tracks laid under rivers will appear as dashed lines. |
| 555 | These are underwater tunnels, and must be vertical or horizontal -- no |
| 556 | turns, curves or intersections. <p> |
| 557 | |
| 558 | Holding down the Control key while laying tracks will constrain them |
| 559 | to a straight line. <p> |
| 560 | |
| 561 | Transit lines are maintained by the transit budget. The level of |
| 562 | funding affects the efficiency of the system. The amount of yearly |
| 563 | funding requested by the transportation department is $4 for each |
| 564 | section of rail, and $10 for each section of tunnel. <p> |
| 565 | |
| 566 | It costs $20 per section of track laid on land, |
| 567 | $100 per section under water. <p> |
| 568 | |
| 569 | <li>Parks<br> |
| 570 | Can be placed on clear land. Parks, like forests and water, |
| 571 | raise the land value of surrounding zones. Parks can be bulldozed as |
| 572 | fire breaks or reserve space for later mass transit expansion. <p> |
| 573 | |
| 574 | Holding down the Control key while building parks will constrain them |
| 575 | to a straight line. <p> |
| 576 | |
| 577 | It costs $10 to zone one park. <p> |
| 578 | |
| 579 | <li>Residential Zones<br> |
| 580 | Where the Sims live, build houses, apartments |
| 581 | and community facilitieslike hospitals and churches. <p> |
| 582 | |
| 583 | Most residential zones develop into one of four classes: lower, |
| 584 | middle, upper, and high. They can range in population density from |
| 585 | single-family homes to high-rise apartments and condominiums. Some |
| 586 | residential zones will automatically develop into churches and |
| 587 | hospitals. <p> |
| 588 | |
| 589 | Factors influencing residential value and growth are pollution, |
| 590 | traffic density, population density, surrounding terrain, roadway |
| 591 | access, parks and utilities. <p> |
| 592 | |
| 593 | It costs $100 to zone one plot of land as residential. <p> |
| 594 | |
| 595 | <li>Commercial Zones<br> |
| 596 | Used for many things, including retail stores, |
| 597 | office buildings, parking garages and gas stations. <p> |
| 598 | |
| 599 | There are four values for commercial property, and five levels of |
| 600 | growth, from the small general store to tall skyscrapers. Factors |
| 601 | influencing the value and growth of commercial areas include internal |
| 602 | markets, pollution, traffic density, residential access, labor supply, |
| 603 | airports, crime rates, transit access and utilities. <p> |
| 604 | |
| 605 | It costs $100 to zone one plot of land as commercial. <p> |
| 606 | |
| 607 | <li>Industrial Zones<br> |
| 608 | For heavy manufacturing and industrial services. |
| 609 | There are four levels of industrial growth, from small pumping |
| 610 | stations and warehouses to large factories. <p> |
| 611 | |
| 612 | Factors influencing industrial growth are external markets, seaports, |
| 613 | transit access, residential access, labor supply and utilities. <p> |
| 614 | |
| 615 | It costs $100 to zone one plot of land as industrial. <p> |
| 616 | |
| 617 | <li>Police Departments<br> |
| 618 | Lower the crime rate in the surrounding area. |
| 619 | This in turn raises property values. Place these in high-density crime |
| 620 | areas, as defined by your Crime Rate Map. The efficiency of a station |
| 621 | depends on the level of police department funding and transit access. |
| 622 | <p> |
| 623 | |
| 624 | It costs $500 to build a police station. Full yearly maintenance of |
| 625 | each Police Station is $100. <p> |
| 626 | |
| 627 | <li>Fire Departments<br> |
| 628 | Make surrounding areas less susceptible to fires. |
| 629 | When fires do occur, they are put out sooner and do less damage if a |
| 630 | station is near. The effectiveness of fire containment depends on the |
| 631 | level of fire department funding and transit access. <p> |
| 632 | |
| 633 | It costs $500 to build a fire station. Full yearly maintenance of each |
| 634 | fire station is $100. <p> |
| 635 | |
| 636 | <li>Stadiums<br> |
| 637 | Encourage residential growth, once a city has become fairly |
| 638 | large. You may build a stadium in a smaller city without negative (or |
| 639 | positive) effect. Stadiums indirectly generate a lot of revenue, but |
| 640 | create a lot of traffic. Properly maintaining a stadium requires a |
| 641 | good road and transit network. <p> |
| 642 | |
| 643 | It costs $3000 to build a stadium. <p> |
| 644 | |
| 645 | <li>Power Plants<br> |
| 646 | Can be Coal or Nuclear. |
| 647 | The nuclear plant is more powerful but carries a slight risk of meltdown. |
| 648 | The coal plant is less expensive, but less powerful and it pollutes. |
| 649 | <p> |
| 650 | |
| 651 | All zoned land needs power to develop and grow. When developed land |
| 652 | loses power, it will degenerate to an undeveloped zone unless power is |
| 653 | restored. Connecting too many zones to a power plant causes brownouts. |
| 654 | <p> |
| 655 | |
| 656 | Coal power plants cost $3000 to build, and supply enough energy for |
| 657 | about 50 zones. Nuclear power plants cost $5000 and supply electricity |
| 658 | for about 150 zones. <p> |
| 659 | |
| 660 | <li>Seaports<br> |
| 661 | Increase the potential for industrial growth. They have |
| 662 | little effect in a small city, but contribute a lot to |
| 663 | industrialization in a large city. <p> |
| 664 | |
| 665 | Seaports should be placed on a shoreline. The shoreline must be |
| 666 | bulldozed prior to zoning a Seaport, unless Auto Bulldoze is active. |
| 667 | Once the port is operational you may see ships in the water. <p> |
| 668 | |
| 669 | It costs $5000 to zone land for use as a seaport. <p> |
| 670 | |
| 671 | <li>Airports<br> |
| 672 | Increase the growth potential of your commercial markets. |
| 673 | Once a city starts getting large, commercial growth will level off |
| 674 | without an airport. Airports are large and expensive and should not be |
| 675 | built unless your city can afford one. Position airports to keep |
| 676 | flight paths over water whenever possible, lessening the impact of air |
| 677 | disasters. <p> |
| 678 | |
| 679 | Once you build an airport you will see planes flying above your city |
| 680 | to and from the airport. There is also a traffic helicopter that |
| 681 | alerts you to heavy traffic areas. <p> |
| 682 | |
| 683 | It costs $10,000 to zone land for use as an airport. <p> |
| 684 | |
| 685 | </ul> |
| 686 | |
| 687 | <h2>Micropolis Budget Window</h2> |
| 688 | |
| 689 | When your first taxes are collected in a new city, and each year |
| 690 | after, the Budget Window will appear (unless you select the Auto |
| 691 | Budget option). You will be asked to set the funding levels for the |
| 692 | fire, police, and transportation departments, and to set the property |
| 693 | tax rate. <p> |
| 694 | |
| 695 | The Budget Window can be opened from the Windows Menu. When Auto |
| 696 | Budget is active, all the funding levels will remain at full funding, |
| 697 | or your last setting. If there is not enough money to completely fund |
| 698 | the budget, money will go first to the Transit Department, then the |
| 699 | Fire Department, then the Police Department. <p> |
| 700 | |
| 701 | You can raise and lower the tax rate and budget levels by |
| 702 | dragging the sliders corresponding to each category. |
| 703 | Press the button labeled "Continue With These Figures" |
| 704 | to make the Budget Window disappear. <p> |
| 705 | |
| 706 | When the Budget Window opens up, |
| 707 | a timer in the bottom button starts running. |
| 708 | When it runs out, the Budget Window automatically goes |
| 709 | with the currently selected figures and disappears. |
| 710 | You can click on the timer button to cancel it, |
| 711 | and the Budget Window will stay up for as long as you like. <p> |
| 712 | |
| 713 | <h3>Tax Rate</h3> |
| 714 | |
| 715 | The maximum tax rate you can set is 20%. <p> |
| 716 | |
| 717 | The minimum tax rate you can set is 0%. <p> |
| 718 | |
| 719 | The optimum tax rate for fast growth is between 5% and 7%. <p> |
| 720 | |
| 721 | To slow city growth without actually shrinking, set the tax rate to 8% or 9%. <p> |
| 722 | |
| 723 | <h3>Funding Levels</h3> |
| 724 | |
| 725 | The amount of yearly funding requested for the fire and police |
| 726 | departments is $100 per station that you have placed. Until you |
| 727 | actually build fire or police stations, you cannot fund them. You |
| 728 | cannot allocate more than 100% of the requested funding for fire and |
| 729 | police departments -- Micropolis police officers and fire inspectors are |
| 730 | honest and will not accept your bribes. <p> |
| 731 | |
| 732 | Allocating less than the requested amount will decrease the effective |
| 733 | coverage of the police or fire stations. <p> |
| 734 | |
| 735 | The amount of yearly funding requested for the transportation |
| 736 | department is $1 for each section of road, $4 for each section of |
| 737 | bridge (roads over water), $4 for each section of rail, and $10 for |
| 738 | each section of tunnel (underwater rails). You cannot allocate more |
| 739 | than 100% of the requested funds. <p> |
| 740 | |
| 741 | Transportation maintenance funding slightly below 100% will cause |
| 742 | slow, minor deterioration of the transit system -- an occasional |
| 743 | pothole or bad track section. Funding between 90% and 75% will cause |
| 744 | noticeable damage -- many sections of road and rail will be unusable. |
| 745 | Funding below 75% will cause rapid deterioration of your transit |
| 746 | system. <p> |
| 747 | |
| 748 | <h3>Cash Flow</h3> |
| 749 | |
| 750 | The cash flow is calculated as follows: |
| 751 | <p> |
| 752 | <pre>CashFlow = TaxesCllected - TotalAllocatedFunds |
| 753 | |
| 754 | </pre> |
| 755 | |
| 756 | It will be a negative number if your yearly maintenance costs are |
| 757 | greater than your yearly tax intake. <p> |
| 758 | |
| 759 | A major difference between Micropolis and a real city is that Micropolis |
| 760 | does not allow budget deficits. If you don't have the money, you can't |
| 761 | spend it. Try not to let your city run with a negative cash flow. <p> |
| 762 | |
| 763 | <h2>Micropolis Map Window</h2> |
| 764 | |
| 765 | The Map Window shows the entire area of your city. It has a pallet of |
| 766 | icons down the left edge, for selecting between different map types. |
| 767 | The maps show demographic information to help you comprehend the state |
| 768 | of your city. <p> |
| 769 | |
| 770 | You can select between various views by pressing the left mouse button |
| 771 | over any of the icons. Some of the icons have submenus, that pop up |
| 772 | when you hold the button down, so you can select different aspects of |
| 773 | the view. <p> |
| 774 | |
| 775 | One or more yellow rectangular outlines overlay the map, showing the |
| 776 | location of the Edit Window and Surveyor Window views of the city. You |
| 777 | can drag the rectangles around the map to pan the other views. You can |
| 778 | also "throw" the view, by dragging with the left mouse button, and |
| 779 | releasing the button while moving the mouse. The view keeps on panning |
| 780 | and bounces off the edges of the map! Click on a moving rectangle to |
| 781 | make it sit still, or on the map to stop all the bouncing rectangles. |
| 782 | Use the middle button to avoid such behavior. <p> |
| 783 | |
| 784 | <h3>Using The Maps</h3> |
| 785 | |
| 786 | The Map Window should be constantly referred to in all stages of city |
| 787 | planning, building and managing. <p> |
| 788 | |
| 789 | Before you build, use the map before beginning a new city to plan: <p> |
| 790 | |
| 791 | <ul> |
| 792 | |
| 793 | <li>Where you want your city center. |
| 794 | |
| 795 | <li>Where you want the high-class waterfront residential areas. |
| 796 | |
| 797 | <li>Where you will cross water with bridges, power lines and tunnels. |
| 798 | |
| 799 | <li>Where to place power plants. |
| 800 | |
| 801 | <li>Where to place large industrial sections away from the residential sections. |
| 802 | |
| 803 | <li>The general layout of your city. |
| 804 | |
| 805 | </ul> |
| 806 | |
| 807 | <p> |
| 808 | |
| 809 | Printing the map and sketching in your plan with pencil or pen can |
| 810 | save a lot of bulldozing and re-zoning and rebuilding. <p> |
| 811 | |
| 812 | During city growth: <p> |
| 813 | |
| 814 | <ul> |
| 815 | |
| 816 | <li>Use the map to guide your city's growth around forest areas, to |
| 817 | preserve the trees and improve property values. |
| 818 | |
| 819 | <li>Use the Transportation Map along with the Traffic Density map to |
| 820 | plan traffic control and expansion. |
| 821 | |
| 822 | <li>Use the City Form Maps to make sure you have the proper ratio of |
| 823 | residential to commercial to industrial zones. |
| 824 | |
| 825 | <li>Use the Pollution Map to detect problem areas, and disperse the |
| 826 | industrial zones and/or replace roads with rails. |
| 827 | |
| 828 | <li>Printing out the map in various stages of development and doing |
| 829 | some preliminary expansion planning with pencil can be useful. |
| 830 | Printouts can also be used for city historical records. |
| 831 | |
| 832 | </ul> |
| 833 | |
| 834 | During city maintenance: <p> |
| 835 | |
| 836 | <ul> |
| 837 | |
| 838 | <li>Use the Power Grid Map to locate zones that have lost power. |
| 839 | |
| 840 | <li>Use the City Services Maps to evaluate the effective coverage of |
| 841 | your police and fire departments. |
| 842 | |
| 843 | <li>Use the Crime Rate Map to locate problem areas that need more |
| 844 | police protection. |
| 845 | |
| 846 | <li>Use the Pollution Map to locate problem areas. |
| 847 | |
| 848 | <li>Use the Transportation and Traffic Density Maps to determine where |
| 849 | to replace roads with rails. |
| 850 | |
| 851 | <li>Use the Land Value Map to locate depressed areas for improvement |
| 852 | or replacement. |
| 853 | |
| 854 | <li>Use the City Form Maps to maintain the proper ratio of residential |
| 855 | to commercial to industrial zones. |
| 856 | |
| 857 | </ul> |
| 858 | |
| 859 | <h2>Micropolis Graph Window</h2> |
| 860 | |
| 861 | The Graph Window gives you time-based graphs of various city data. It |
| 862 | can be opened through the Windows Menu. <p> |
| 863 | |
| 864 | Unlike the maps, which only show the current state of your city, the |
| 865 | Graphs give you a record of the past so you can gauge trends and |
| 866 | cycles. <p> |
| 867 | |
| 868 | You may view graphs for time periods of either the last 10 years or |
| 869 | the last 120 years by clicking on the "10 YRS." or "120 YRS." button. |
| 870 | <p> |
| 871 | |
| 872 | <ul> |
| 873 | |
| 874 | <li>The Residential Population Graph shows the total population in |
| 875 | residential zones. |
| 876 | |
| 877 | <li>The Commercial Population Graph shows the total population in |
| 878 | commercial zones. |
| 879 | |
| 880 | <li>The Industrial Population Graph shows the total population in |
| 881 | industrial zones. |
| 882 | |
| 883 | <li>The Cash Flow Graph shows your city's cash flow: money collected |
| 884 | in taxes minus money it took to maintain your city. The center of the |
| 885 | Cash Flow Graph represents a cash flow of zero. Do not build more |
| 886 | infrastructure (roads, rails, police departments, fire stations) than |
| 887 | you can support with tax revenues. |
| 888 | |
| 889 | <li>The Crime Rate Graph shows the overall crime rate of the entire |
| 890 | city. |
| 891 | |
| 892 | <li>The Pollution Graph shows the overall average pollution reading of |
| 893 | the entire city. |
| 894 | |
| 895 | </ul> |
| 896 | |
| 897 | <h3>Using the Graphs</h3> |
| 898 | |
| 899 | The Graphs give information on many of the same factors as the maps, |
| 900 | but show the information over time. Graphs are for locating trends in |
| 901 | city life that won't be noticeable in a map. If you look at a map, for |
| 902 | example the Crime Rate Map, a very slight rise in the crime rate will |
| 903 | not be noticeable. But on the Crime Rate Graph, you would easily |
| 904 | locate the upward trend in crime because you will be viewing the |
| 905 | levels for a number of years at the same time. <p> |
| 906 | |
| 907 | Residential, commercial and industrial population growth and/or |
| 908 | decline can be tracked and displayed. If you notice a downward trend |
| 909 | in any of these, refer to the User Reference Card to locate potential |
| 910 | problems and solutions. <p> |
| 911 | |
| 912 | Use the Cash Flow Graph to track your city's efficiency as it grows. |
| 913 | If your maintenance costs are higher than your tax revenues, you will |
| 914 | have a negative cash flow. <p> |
| 915 | |
| 916 | The Crime Rate Graph can be displayed, revealing slight but consistent |
| 917 | upward or downward trends. <p> |
| 918 | |
| 919 | Use the Pollution Graph to catch rising levels of pollution before |
| 920 | they reach a problem level. <p> |
| 921 | |
| 922 | <h2>Micropolis Evaluation Window</h2> |
| 923 | |
| 924 | The Evaluation Window gives you a performance rating. You can access |
| 925 | it through the Windows Menu. <p> |
| 926 | |
| 927 | Public Opinion is presented in poll form, rating your overall job as |
| 928 | Mayor and listing what the public regards as the city's most pressing |
| 929 | problems. You are advised to keep your residents happy or they might |
| 930 | migrate away, and you will be left with a "ghost town." <p> |
| 931 | |
| 932 | In general, if more than 55% of the populace thinks you are doing a |
| 933 | good job, then you can feel secure of keeping your job. <p> |
| 934 | |
| 935 | If 10% or less of the people think something is a problem, then it's |
| 936 | not too bad. <p> |
| 937 | |
| 938 | These are most of the problems that citizens complain about, and how |
| 939 | to correct them: <p> |
| 940 | |
| 941 | <ul> |
| 942 | |
| 943 | <li>Traffic -- Replace dense sections of roads with rails. |
| 944 | |
| 945 | <li>Crime -- Add police stations and/or raise property values. |
| 946 | |
| 947 | <li>Pollution -- Replace roads with rails, disperse industrial zones. |
| 948 | |
| 949 | <li>Housing -- Zone more residences. |
| 950 | |
| 951 | <li>Housing Costs -- Zone more residences in low property value areas. |
| 952 | |
| 953 | <li>Fires -- Build more fire departments. |
| 954 | |
| 955 | <li>Taxes -- Lower taxes (if you can). Or lie through your lips. |
| 956 | |
| 957 | <li>Unemployment -- Zone more commercial and industrial areas. |
| 958 | |
| 959 | </ul> |
| 960 | |
| 961 | Statistics on Population, Net Migration, and Assessed Value are |
| 962 | displayed, along with the city's Game Level and the Overall City |
| 963 | Score. This data is calculated once a year at budget time. <p> |
| 964 | |
| 965 | Population is the number of residents in your city. <p> |
| 966 | |
| 967 | The Net Migration statistic provides a rating of the desirability of |
| 968 | your city. If people are leaving in droves, then you know something is |
| 969 | rotten in Micropolis. <p> |
| 970 | |
| 971 | The Assessed Value is the combined value of all city-owned property: |
| 972 | roads, rails, power plants, police and fire stations, airports, |
| 973 | seaports, parks, etc. It does not include residential, commercial and |
| 974 | industrial zones. <p> |
| 975 | |
| 976 | The Categories are defined by population as follows: <p> |
| 977 | |
| 978 | <ul> |
| 979 | |
| 980 | <li>Village: 0 to 1,999 |
| 981 | |
| 982 | <li>Town: 2,000 to 9,999 |
| 983 | |
| 984 | <li>City: 10,000 to 49,999 |
| 985 | |
| 986 | <li>Capital: 50,000 to 99,999 |
| 987 | |
| 988 | <li>Metropolis: 100,000 to 499,999 |
| 989 | |
| 990 | <li>Megalopolis: 500,000 and above |
| 991 | |
| 992 | </ul> |
| 993 | |
| 994 | Overall City Score is a composite score based on the following factors |
| 995 | (some positive, some negative): <p> |
| 996 | |
| 997 | <ul> |
| 998 | |
| 999 | <li>Major Factors: Crime, pollution, housing costs, taxes, traffic, |
| 1000 | unemployment, fire protection, unpowered zones, city growth rate. |
| 1001 | |
| 1002 | <li>Minor Factors: Stadium needed (but not built), seaport needed (but |
| 1003 | not built), airport needed (but not built), road funding, police |
| 1004 | funding, fire department funding, and fires. |
| 1005 | |
| 1006 | </ul> |
| 1007 | |
| 1008 | A large population is not necessarily a sign of a successful city. |
| 1009 | Population size does not affect the overall city score, since low |
| 1010 | population could indicate a new or growing city. <p> |
| 1011 | |
| 1012 | Since city growth rate does affect the overall city score, a city in |
| 1013 | which growth has been intentionally stopped for environmental or |
| 1014 | aesthetic reasons will have a slightly lower score. <p> |
| 1015 | |
| 1016 | <h2>City SimNotice Window</h2> |
| 1017 | |
| 1018 | The Notice Window is used to display important messages, and for |
| 1019 | temporary control panels. When something important happens, it pops up |
| 1020 | to the front. |
| 1021 | Some times it displays a live view of events happening in the city, |
| 1022 | that you can click on to scroll the editor window to the location of interest. |
| 1023 | You can dismiss the Notice window by clicking the "Dismiss" button along the bottom edge. <p> |
| 1024 | |
| 1025 | |
| 1026 | |
| 1027 | |
| 1028 | |
| 1029 | |
| 1030 | |
| 1031 | |
| 1032 | |
| 1033 | <h2>Growing a City</h2> |
| 1034 | |
| 1035 | While growing a city, refer often to the User Reference Card. It |
| 1036 | provides a chart of City Dynamics; how all factors of city life and |
| 1037 | growth are related. <p> |
| 1038 | |
| 1039 | The main points to keep in mind while growing a city are: <p> |
| 1040 | |
| 1041 | <ul> |
| 1042 | |
| 1043 | <li>Grow slowly. Watch your money. |
| 1044 | |
| 1045 | <li>All zones must be powered to develop. |
| 1046 | |
| 1047 | <li>Zones must be developed to generate tax money. |
| 1048 | |
| 1049 | <li>Roads or rails must provide access to and from each zone for it to |
| 1050 | fully develop. |
| 1051 | |
| 1052 | <li>There is a yearly maintenance cost for each section of road, rail, |
| 1053 | bridge and tunnel. This can add up. Don't build too many roads and |
| 1054 | rails and generate high maintenance costs before your city can |
| 1055 | generate enough tax revenues to support them. |
| 1056 | |
| 1057 | <li>Extra power plants and redundant power lines are expensive, but |
| 1058 | can keep zones from losing power during a disaster or emergency and |
| 1059 | deteriorating. |
| 1060 | |
| 1061 | <li>Rails can carry much more traffic than roads. While building and |
| 1062 | zoning an area that you predict will generate heavy traffic, install |
| 1063 | rails instead of roads in the early stages of development. |
| 1064 | |
| 1065 | <li>If you get a lot of heavy traffic warnings, replace roads with |
| 1066 | rails. You can build an entirely roadless city, even if you're not a |
| 1067 | train spotter! |
| 1068 | |
| 1069 | <li>Grouping zones together, four of five in a row touching each |
| 1070 | other, can eliminate a lot of power line segments. |
| 1071 | |
| 1072 | <li>Airports, seaports and stadiums won't help a small city grow -- so |
| 1073 | save your money until the city gets larger. The Sims will tell you |
| 1074 | when they need these things. |
| 1075 | |
| 1076 | <li>Place zones, roads, etc. carefully -- they cannot be moved, and |
| 1077 | you will have to pay to bulldoze them and rebuild. |
| 1078 | |
| 1079 | <li>As a rule of thumb, the number of residential zones should be |
| 1080 | approximately equal to the sum of commercial and industrial zones. |
| 1081 | When your city is small, you will need more industrial zones than |
| 1082 | commercial, and when your city gets larger, you will need more |
| 1083 | commercial zones than industrial. |
| 1084 | |
| 1085 | <li>Separate the residential areas from the industrial areas. |
| 1086 | |
| 1087 | <li>Proximity to forests, parks, and water increases land value, which |
| 1088 | increases the taxes collected. Don't bulldoze any more forest than you |
| 1089 | must. Natural shoreline increases property values more than landfill |
| 1090 | shoreline. |
| 1091 | |
| 1092 | <li>Keep in mind that proximity to downtown raises property values. |
| 1093 | The simulator defines the downtown areas as "the center of mass of the |
| 1094 | population density." It calculates the average geographical center of |
| 1095 | the population. |
| 1096 | |
| 1097 | <li>A bigger, more populous city is not necessarily better. Having a |
| 1098 | self-supporting, profitable city with pleasant surroundings is better |
| 1099 | than a huge city that is always broke and has no forest or shoreline. |
| 1100 | |
| 1101 | <li>Use the various maps and graphs to plan city growth, locate |
| 1102 | problems, and track your progress. Look for areas that need police and |
| 1103 | fire coverage as you go, so you don't have to go back and bulldoze |
| 1104 | developed zones to make room for police and fire stations. |
| 1105 | |
| 1106 | <li>Save your city to disk before trying any major new policy so you |
| 1107 | can go back if your plan doesn't work. |
| 1108 | |
| 1109 | <li>Print out your city in different stages of evolution to track and |
| 1110 | plan growth. |
| 1111 | |
| 1112 | <li>Check the Evaluation Window often. The Sims will let you know how |
| 1113 | you are doing. Also the statistics can be useful; if your population |
| 1114 | is shrinking, don't go zoning new areas that may never develop. Look |
| 1115 | for problems in the existing zoned areas, and spend your time and |
| 1116 | money solving them. |
| 1117 | |
| 1118 | <li>Save your city to disk often!!! |
| 1119 | |
| 1120 | </ul> |
| 1121 | |
| 1122 | <p> |
| 1123 | |
| 1124 | <hr> |
| 1125 | <p> |
| 1126 | <h2>Micropolis, Unix Version.</h2> |
| 1127 | This game was released for the Unix platform |
| 1128 | in or about 1990 and has been modified for inclusion in the One Laptop |
| 1129 | Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If |
| 1130 | you need assistance with this program, you may contact: |
| 1131 | <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>. |
| 1132 | </p><p> |
| 1133 | |
| 1134 | This program is free software: you can redistribute it and/or modify |
| 1135 | it under the terms of the GNU General Public License as published by |
| 1136 | the Free Software Foundation, either version 3 of the License, or (at |
| 1137 | your option) any later version. |
| 1138 | </p><p> |
| 1139 | |
| 1140 | This program is distributed in the hope that it will be useful, but |
| 1141 | WITHOUT ANY WARRANTY; without even the implied warranty of |
| 1142 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 1143 | General Public License for more details. You should have received a |
| 1144 | copy of the GNU General Public License along with this program. If |
| 1145 | not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>. |
| 1146 | </p><p> |
| 1147 | |
| 1148 | <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3> |
| 1149 | |
| 1150 | </p><p> |
| 1151 | No trademark or publicity rights are granted. This license does NOT |
| 1152 | give you any right, title or interest in the trademark SimCity or any |
| 1153 | other Electronic Arts trademark. You may not distribute any |
| 1154 | modification of this program using the trademark SimCity or claim any |
| 1155 | affliation or association with Electronic Arts Inc. or its employees. |
| 1156 | </p><p> |
| 1157 | |
| 1158 | Any propagation or conveyance of this program must include this |
| 1159 | copyright notice and these terms. |
| 1160 | </p><p> |
| 1161 | |
| 1162 | If you convey this program (or any modifications of it) and assume |
| 1163 | contractual liability for the program to recipients of it, you agree |
| 1164 | to indemnify Electronic Arts for any liability that those contractual |
| 1165 | assumptions impose on Electronic Arts. |
| 1166 | </p><p> |
| 1167 | |
| 1168 | You may not misrepresent the origins of this program; modified |
| 1169 | versions of the program must be marked as such and not identified as |
| 1170 | the original program. |
| 1171 | </p><p> |
| 1172 | |
| 1173 | This disclaimer supplements the one included in the General Public |
| 1174 | License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS |
| 1175 | PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY |
| 1176 | OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF |
| 1177 | SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS |
| 1178 | DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, |
| 1179 | INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, |
| 1180 | FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY |
| 1181 | RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, |
| 1182 | USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST |
| 1183 | INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL |
| 1184 | MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE |
| 1185 | UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE |
| 1186 | WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE |
| 1187 | CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR |
| 1188 | ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME |
| 1189 | JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED |
| 1190 | WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A |
| 1191 | CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY |
| 1192 | NOT APPLY TO YOU.</b> |
| 1193 | </p> |
| 1194 | </body> |