Annotation of micropolis/manual/inside.html, revision 1.1.1.1

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>

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