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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> |