Annotation of micropolis/manual/inside.html, revision 1.1

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 &copy; 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>

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.