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1.1 ! root 1: <head><title>Inside The Simulator</title></head><body> ! 2: ! 3: <h1>Inside The Simulator</h1> ! 4: ! 5: <h2>How the Simulator Works and Strategies for Using It</h2> ! 6: ! 7: Many factors influence the chance of your city's prospering or ! 8: floundering: both internal factors (the structure and efficiency of ! 9: your city) and external factors (the regional economy, disasters, ! 10: etc.). <p> ! 11: ! 12: <h3>Zones</h3> ! 13: ! 14: Your city is divided up into three primary zones: residential, ! 15: commercial and industrial. These zones symbolize the three basic ! 16: pillars upon which a city is based: population, industry, and ! 17: commerce. All three are necessary for your city to grow and thrive. ! 18: <p> ! 19: ! 20: <ul> ! 21: ! 22: <li>Residential Zones are where the Sims live. Here they build houses, ! 23: apartments and community facilities such as churches and schools. Sims ! 24: are the work force for your city's commercial and industrial zones. ! 25: <p> ! 26: ! 27: <li>Industrial Zones are used to site warehouses, factories, and other ! 28: unsightly and polluting structures which have a negative impact on ! 29: surrounding zones. One of the major goals of planning is to separate ! 30: these "nuisances" from the areas where people live. In this ! 31: simulation, industrial zones represent the "basic" production of your ! 32: city. Things produced here are sold outside the city to an "external ! 33: market," bringing money into the city for future growth. <p> ! 34: ! 35: <li>Commercial Zones represent the retail stores and services in your ! 36: city, including gas stations, grocery stores, banks, and offices. ! 37: Commercial areas are mainly dedicated to producing goods and services ! 38: needed within your city. This is called "non-basic" production or ! 39: production for the "internal market." <p> ! 40: ! 41: </ul> ! 42: <p> ! 43: ! 44: <h3>Population -- Residential</h3> ! 45: ! 46: The major factors controlling residential population are birthrate, ! 47: availability of jobs and housing, unemployment, and quality of life ! 48: within the city. <p> ! 49: ! 50: Birthrate as used here, is actually a combination of the birthrate ! 51: (positive) and the deathrate (negative). Within Micropolis there is ! 52: always a positive birthrate. <p> ! 53: ! 54: Availability of jobs (the employment rate) is a ratio of the current ! 55: commercial and industrial populations to the total residential ! 56: population. As a rule of thumb, the number of commercial and ! 57: industrial zones together should roughly equal the number of ! 58: residential zones. <p> ! 59: ! 60: If there are more jobs in your city than residents, new settlers will ! 61: be attracted. If the job market declines during a local recession, ! 62: your people will migrate away in search of jobs. <p> ! 63: ! 64: Housing for your residents is built in the residential zones. These ! 65: zones must be powered and connected to the places of employment by ! 66: roads. The structures built in residential zones are influenced by ! 67: land value and population density. <p> ! 68: ! 69: Quality of life is a measure of relative "attractiveness" assigned to ! 70: different zone locations. It is affected by negative factors such as ! 71: pollution and crime, and positive factors such as parks and ! 72: accessibility. <p> ! 73: ! 74: <h3>External Market -- Industrial</h3> ! 75: ! 76: There are thousands of variables that influence your city. All these ! 77: variables can be influenced by your actions with the exception of one. ! 78: <p> ! 79: ! 80: The external market (the economic conditions that exist outside of ! 81: your city) is controlled by the simulation -- there is nothing you can ! 82: do to change it. In many ways, this external market is the original ! 83: source of all city growth. Towns frequently begin as production ! 84: centers (steel towns, refineries, etc.) that service a demand in the ! 85: surrounding region. As time passes, the external market grows to ! 86: reflect the regional growth going on around your city. <p> ! 87: ! 88: The industry in your city will attempt to grow as the external market ! 89: grows. For this to happen there must be room for expansion (more ! 90: industrial zones) and an adequate labor supply (more residential ! 91: zones). <p> ! 92: ! 93: <h3>Internal Market -- Commercial</h3> ! 94: ! 95: The internal market is completely influenced by the conditions within ! 96: your city. Internal production, created in the commercial zones, ! 97: represents all the things which are purchased and consumed within the ! 98: city. Food stores, gas stations, retail stores, financial services, ! 99: medical care, etc. -- all depend on a nearby population to service. ! 100: Within Micropolis, the size of the internal market determines the rate at ! 101: which commercial zones will prosper. Commercial zones need enough ! 102: zoned land to build on and an existent, sufficient work force to ! 103: employ. The structures built in commercial zones are mainly influenced ! 104: by land value and population density. <p> ! 105: ! 106: Commercial zones grow and develop to serve the expanding internal ! 107: market. Commercial growth will usually be slow at first, when the ! 108: population is small and needs very little. As your city grows, ! 109: commercial growth will accelerate and the internal market will become ! 110: a much larger consumer of your total city production. This ! 111: accelerating effect, when the external/industrial production is ! 112: overtaken by the accelerating internal/commercial sector, can turn a ! 113: sleepy little town of 50,000 into a thriving capital of 200,000 in a ! 114: few short years. <p> ! 115: ! 116: <h3>Tax Rate</h3> ! 117: ! 118: The tax rate you set controls the amount of income generated by your ! 119: city. As taxes are collected each year (simulation time), the Budget ! 120: Window will appear, giving you the fiscal details of your city and a ! 121: chance to adjust rates. The simulation determines the amount of ! 122: revenue collected by assessing each zone an amount based on its land ! 123: value, current level of development and the current tax rate. <p> ! 124: ! 125: The tax rate has a global affect on your city's growth rate. If you ! 126: set it low (0%-4%), growth will be brisk but the city income will be ! 127: low. If you set it high (10%-20%), you will collect a lot in the short ! 128: run but in the long run tax income will decrease along with the ! 129: population. You must keep tax income high enough to invest in new ! 130: development, but low enough not to scare off residents and businesses. ! 131: A high tax rate is one way to control city growth, should you want to ! 132: experiment with "growth control measures." <p> ! 133: ! 134: <h3>Budgeting</h3> ! 135: ! 136: City budgeting affects the way your city grows. City infrastructure ! 137: cost is represented by three departments: police, fire, and ! 138: transportation. You may set the funding levels separately for each. ! 139: All three departments will request a certain level of funding each ! 140: year. You may supply all or part of the requested funds, in the ! 141: attempt to balance safety needs and budgetary concerns. <p> ! 142: ! 143: <ul> ! 144: ! 145: <li>Police Department: Police stations lower the crime rate around a ! 146: territory. The effective radius of your police station is related to ! 147: the amount of funding allocated to the police department. Police ! 148: stations cost $100 per year to fund. ! 149: ! 150: <li>Fire Department: Fire stations prevent and extinguish fires. The ! 151: level of funding determines the effective radius of a fire station. ! 152: Fire stations put out fires within this radius much sooner than ! 153: outside it, and decrease the chance that they will start in the first ! 154: place. Fire stations cost $100 per year to fund. ! 155: ! 156: <li>Transportation Department:When you build roads and rail systems ! 157: you are charged for construction and yearly maintenance. The larger ! 158: your transportation network, the more it will cost for upkeep. If you ! 159: decide not to or are unable to pay this maintenance cost, roads will ! 160: slowly deteriorate and become unusable. The maintenance cost for each ! 161: piece is: Road - $1, Bridge - $4, Rail - $4, Rail tunnel - $10. ! 162: ! 163: </ul> ! 164: ! 165: <h3>Power</h3> ! 166: ! 167: Electrical power makes modern cities possible. Efficient and reliable ! 168: power transmission to all zones is the goal of good "power ! 169: management." <p> ! 170: ! 171: The entire power grid of your city is periodically checked in the ! 172: simulation for links to power. If a zone is connected (by other zones ! 173: or power lines) to a power plant, the zone is considered powered. <p> ! 174: ! 175: Zones must be powered for development to occur. Many things (such as ! 176: fires, tornadoes, earthquakes and bulldozers) can knock down power ! 177: lines and cause blackouts in parts of your city. Development will stop ! 178: in unpowered zones, and if power is not quickly restored, the zone ! 179: will decline back to its original state of emptiness. <p> ! 180: ! 181: Redundant power plants and power connections can make your power grid ! 182: more reliable, but running more line adds construction costs. <p> ! 183: ! 184: <h3>Transportation -- Traffic</h3> ! 185: ! 186: One of the most important elements of city structure is the ! 187: transportation network. It moves Sims and good throughout your city. ! 188: Roads typically occupy as much as 25%-40% of the land in urban areas. ! 189: Traffic along these roads indicates which sections of your road system ! 190: are used the most. <p> ! 191: ! 192: Traffic levels are simulated by a process known as "Trip Generation." ! 193: Over time, each populated zone in the city will generate a number of ! 194: trips, depending on the population. Each generated trip starts at the ! 195: origin zone, travels down the road, and if a "proper destination" is ! 196: reached, ends at the destination zone -- otherwise, the trip fails. ! 197: Trip failure indicates inaccessibility of a zone and limits its ! 198: growth. <p> ! 199: ! 200: The majority of generated trips represent people commuting to and from ! 201: work. Additional traffic is generated by residents traveling to ! 202: shopping, recreation, etc. When analyzing traffic, the simulator tests ! 203: the following traffic routes: <p> ! 204: ! 205: <i>Traffic Patterns</i><p> ! 206: ! 207: <ul> ! 208: ! 209: <li>From Residential ! 210: <ul> ! 211: <li>To Commercial ! 212: <li>To Industrial ! 213: </ul> ! 214: ! 215: <li>From Commercial ! 216: <ul> ! 217: <li>To Residential ! 218: <li>To Industrial ! 219: </ul> ! 220: ! 221: <li>From Industrial ! 222: <ul> ! 223: <li>To Residential ! 224: </ul> ! 225: ! 226: </ul> ! 227: ! 228: <p> ! 229: ! 230: When Sims drive away from an origin zone, they have a limited "trip ! 231: range" in which to find a destination zone. Heavy traffic decreases ! 232: the trip range. If the destination zone is too far away, the trip is ! 233: unsuccessful. Repeated unsuccessful trips will cause the Sims to move ! 234: out of the origin zone. <p> ! 235: ! 236: Each road has a limited capacity for traffic. When this capacity is ! 237: exceeded traffic jams will form. Traffic jams drastically lower the ! 238: capacity of a road, compounding the problem and frustrating drivers. ! 239: <p> ! 240: ! 241: Traffic conditions fluctuate quickly. Avoid traffic problems by ! 242: providing several routes for the traffic to take. <p> ! 243: ! 244: A road must be adjacent to a zone for the zone to be connected to the ! 245: traffic pattern. Zones do not conduct traffic the way they conduct ! 246: power. <p> ! 247: ! 248: <h3>Pollution</h3> ! 249: ! 250: Pollution levels are tracked in all areas of your city. This is a ! 251: general "nuisance level" that includes air and water pollution, noise ! 252: pollution, toxic wastes, etc. Pollution has a negative impact on the ! 253: growth of residential areas. <p> ! 254: ! 255: The primary cause of pollution is industrialized zones. The level of ! 256: pollution created by an industrial zone increases with its level of ! 257: growth. <p> ! 258: ! 259: Traffic is another cause of pollution. There are limited means of ! 260: combating the pollution level. Lowering traffic density, limiting ! 261: industrial development, and separating the pollution from the ! 262: residential areas will help. <p> ! 263: ! 264: <h3>Crime</h3> ! 265: ! 266: Crime rates are influenced by population density, local law ! 267: enforcement, and land values. As population density increases in an ! 268: area, the number of crimes committed increases. Crime will also ! 269: increase in areas of low land value. <p> ! 270: ! 271: The most effective way to deal with high crime rates is to introduce a ! 272: police station into the area. Based on its level of funding, the ! 273: police station will reduce the rate of crime in its sphere of ! 274: influence. A long-term approach to lowering crime is to raise the land ! 275: value of the area. One way to do this is to demolish and rezone (urban ! 276: renewal). <p> ! 277: ! 278: <h3>Land Value</h3> ! 279: ! 280: Land value is one of the most fundamental aspects of urban structure. ! 281: The land value of an area affects how that area is used. In this ! 282: simulation the land value of an area is based on terrain, ! 283: accessibility, pollution, and distance to downtown. <p> ! 284: ! 285: The farther the residents have to go to work, the lower the land value ! 286: where they live, due in part to transportation costs. The value of ! 287: commercial zones depends greatly on accessibility by the populace. ! 288: <p> ! 289: ! 290: Land value is also affected by surrounding terrain. If land is closer ! 291: to water, trees, agricultural areas, or parks, its value will rise. ! 292: Creative placement of zones within the terrain, with little ! 293: bulldozing, can make good use of this natural advantage. <p> ! 294: ! 295: Land value and crime rate have a feedback effect on each other. Lower ! 296: land values cause crime rates to rise. Higher crime rates cause land ! 297: values to drop, and can cause "transition areas" near your central ! 298: city to rapidly decline in value. <p> ! 299: ! 300: <p> ! 301: ! 302: <hr> ! 303: <p> ! 304: <h2>Micropolis, Unix Version.</h2> ! 305: This game was released for the Unix platform ! 306: in or about 1990 and has been modified for inclusion in the One Laptop ! 307: Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If ! 308: you need assistance with this program, you may contact: ! 309: <a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a href="mailto:[email protected]">[email protected]</a>. ! 310: </p><p> ! 311: ! 312: This program is free software: you can redistribute it and/or modify ! 313: it under the terms of the GNU General Public License as published by ! 314: the Free Software Foundation, either version 3 of the License, or (at ! 315: your option) any later version. ! 316: </p><p> ! 317: ! 318: This program is distributed in the hope that it will be useful, but ! 319: WITHOUT ANY WARRANTY; without even the implied warranty of ! 320: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ! 321: General Public License for more details. You should have received a ! 322: copy of the GNU General Public License along with this program. If ! 323: not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>. ! 324: </p><p> ! 325: ! 326: <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3> ! 327: ! 328: </p><p> ! 329: No trademark or publicity rights are granted. This license does NOT ! 330: give you any right, title or interest in the trademark SimCity or any ! 331: other Electronic Arts trademark. You may not distribute any ! 332: modification of this program using the trademark SimCity or claim any ! 333: affliation or association with Electronic Arts Inc. or its employees. ! 334: </p><p> ! 335: ! 336: Any propagation or conveyance of this program must include this ! 337: copyright notice and these terms. ! 338: </p><p> ! 339: ! 340: If you convey this program (or any modifications of it) and assume ! 341: contractual liability for the program to recipients of it, you agree ! 342: to indemnify Electronic Arts for any liability that those contractual ! 343: assumptions impose on Electronic Arts. ! 344: </p><p> ! 345: ! 346: You may not misrepresent the origins of this program; modified ! 347: versions of the program must be marked as such and not identified as ! 348: the original program. ! 349: </p><p> ! 350: ! 351: This disclaimer supplements the one included in the General Public ! 352: License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS ! 353: PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY ! 354: OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF ! 355: SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS ! 356: DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, ! 357: INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, ! 358: FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY ! 359: RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, ! 360: USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST ! 361: INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL ! 362: MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE ! 363: UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE ! 364: WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE ! 365: CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR ! 366: ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME ! 367: JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED ! 368: WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A ! 369: CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY ! 370: NOT APPLY TO YOU.</b> ! 371: </p> ! 372: </body>
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