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

1.1       root        1: <head><title>Introduction</title></head><body>
                      2: 
                      3: <h1>Introduction</h1>
                      4: 
                      5: <h2>Foreword</h2>
                      6: 
                      7: Enter Micropolis and take control. Be the undisputed ruler of a
                      8: sophisticated real-time City Simulation. Become the master of existing
                      9: cities such as San Francisco, Tokyo, and Rio de Janeiro, or create
                     10: your own dream city (or nightmare slum) from the ground up.  <p>
                     11: 
                     12: Whether you take over an existing city or build your own, you are the
                     13: Mayor and City Planner with complete authority.  <p>
                     14: 
                     15: Your city is populated by Sims -- Simulated Citizens. Like their human
                     16: counterparts, they build houses, condos, churches, stores and
                     17: factories. And, also like humans, they complain about things like
                     18: taxes, mayors, taxes, city planners, and taxes. If they get unhappy,
                     19: they move out; you collect fewer taxes, the city deteriorates.  <p>
                     20: 
                     21: The next few sections will explain the overall concept of Micropolis and
                     22: give information that will help you win Scenarios and design and build
                     23: better cities.  <p>
                     24: 
                     25: <h2>About System Simulations</h2>
                     26: 
                     27: Micropolis is the first of a new type of entertainment/educational
                     28: software, called System Simulations. We provide you with a set of
                     29: Rules and Tools that describe, create and control a system. In the
                     30: case of Micropolis the system is a city.  <p>
                     31: 
                     32: The challenge of playing a System Simulation game is to figure out how
                     33: the system works and take control of it. As master of the system, you
                     34: are free to use the Tools to create and control an unlimited number of
                     35: systems (in this case, cities) within the framework and limits
                     36: provided by the Rules.  <p>
                     37: 
                     38: <h3>Rules</h3>
                     39: 
                     40: In Micropolis, the Rules to learn are based on city planning and
                     41: management, including: <p>
                     42: 
                     43: <ul>
                     44: 
                     45: <li>Human Factors: Residential space and amenities, availability of
                     46: jobs, and quality of life.
                     47: 
                     48: <li>Economic Factors: Land value, industrial and commercial space,
                     49: unemployment, internal and external markets, electric power, taxation,
                     50: and funding for city services.
                     51: 
                     52: <li>Survival Factors: Strategies for dealing with disasters, crime,
                     53: and pollution.
                     54: 
                     55: <li>Political Factors: Public opinion, zoning, and keeping residents
                     56: and businesses satisfied with your city and your performance. 
                     57: 
                     58: </ul>
                     59: <p>
                     60: 
                     61: <h3>Tools</h3>
                     62: 
                     63: The Tools provide you with the ability to plan, lay out, zone, build,
                     64: bulldoze, re-zone, and manage a city. <p>
                     65: 
                     66: <ul>
                     67: 
                     68: <li>Plan: Mapping systems give physical and demographic overviews of
                     69: the entire city.
                     70: 
                     71: <li>Layout: Design living and working areas, road and transit systems,
                     72: and recreational areas.
                     73: 
                     74: <li>Zone: Set zoning boundaries for parks, residential, commercial and
                     75: industrial areas.
                     76: 
                     77: <li>Build: Place roads, rails, airports, seaports, fire and police
                     78: stations, sports stadiums, and power plants.
                     79: 
                     80: <li>Bulldoze: Clear forests for city growth, build landfill along
                     81: waterways, clear and re-zone developed areas.
                     82: 
                     83: <li>Manage: Using the mapping and graphing systems, gather up-to-date
                     84: information on traffic density, population trends, power grid status,
                     85: pollution, crime, land value, police and fire department efficiency,
                     86: and cash flow. Set the tax rate and funding levels for city services.
                     87: 
                     88: </ul>
                     89: <p>
                     90: 
                     91: But the most important Tool of all is the Simulator itself. Test your
                     92: plans and ideas as you watch the city grow or shrink through the
                     93: immigration and emigration of industrious Simulated Citizens. Sims
                     94: will move in and build homes, hospitals, churches, stores and
                     95: factories in the zones you provide, or move out in search of jobs or a
                     96: better life elsewhere. The success of the city is based on the quality
                     97: of the city you design and manage.  <p>
                     98: 
                     99: <h3>Simulator Reaction Time</h3>
                    100: 
                    101: The simulator is a very complex multi-tasking piece of software. It is
                    102: constantly performing many checks, calculations, and updates, as well
                    103: as keeping watch on the mouse and keyboard to respond to your demands.
                    104: When you load in a city, give the simulator some time to compile its
                    105: data and update the maps, graphs, population levels, etc. Some of the
                    106: other times when the simulator lags behind you are when powering zones
                    107: and updating the city services map after installing police and fire
                    108: stations.  <p>
                    109: 
                    110: <h2>The Goals of Micropolis</h2>
                    111: 
                    112: There are many goals to be pursued and reached in Micropolis.  <p>
                    113: 
                    114: <h3>Scenarios</h3>
                    115: 
                    116: Each of the eight included scenarios is actually a game in itself,
                    117: with an unlimited number of ways to win -- or lose. <p>
                    118: 
                    119: Each Scenario is a city which is either the victim of horrible
                    120: planning or about to be the victim of a natural disaster. After you
                    121: load in a Scenario, you will have a limited amount of time to correct
                    122: or repair the problems. If you are successful, you will be given the
                    123: key to the city. If not, you may be ridden out of town on a rail.  <p>
                    124: 
                    125: If one strategy doesn't work, try another. There are a million stories
                    126: in each city, and you write them.  <p>
                    127: 
                    128: <h3>Your Dream City</h3>
                    129: 
                    130: Perhaps the main goal of Micropolis is for you to design, manage and
                    131: maintain the city of your dreams.  <p>
                    132: 
                    133: Your ideal place to live may be a bustling megalopolis, lots of
                    134: people, lots of cars, tall buildings: high-energy, high density
                    135: living. Or it may be a small rural community, or a linked group of
                    136: small communities providing slow-paced country living.  <p>
                    137: 
                    138: As long as your city can provide places for people to live, work, shop
                    139: and play, it will attract residents. And as long as traffic,
                    140: pollution, overcrowding, crime or taxes don't drive them away, your
                    141: city will live.  <p>
                    142: 
                    143: <h1>Getting Started</h1>
                    144: 
                    145: <h2>Micropolis Requirements</h2>
                    146: 
                    147: Micropolis requires an Intel processor running the Linux operating
                    148: system, with the X11 window system installed, a 16 bit deep color graphics display, 
                    149: a kernel with the shared memory option enabled, 
                    150: and at least 32 megabytes of memory. <p>
                    151: 
                    152: <h2>Micropolis Features</h2>
                    153: 
                    154: <h3>On-Line Help</h3>
                    155: 
                    156: You can get help on the Micropolis user interface, by pointing the mouse
                    157: at anything mysterious, holding down shift, and clicking the left button. 
                    158: The Help window will pop up, giving instructions and useful hints on how 
                    159: to use the controls.  <p>
                    160: 
                    161: <h3>Multiple Views</h3>
                    162: 
                    163: You can open up any number of animated city maps and editors at once. <p>
                    164: 
                    165: <h3>Pie Menus</h3>
                    166: 
                    167: Micropolis features pop up "pie menus" for quickly selecting city editing tools. 
                    168: Pie menus are radial menus with their choices in different directions, 
                    169: and they're very fast and efficient to use. 
                    170: Since you change editing tools quite often while building a city, 
                    171: you can save much time and effort by using the pie menu shortcuts 
                    172: instead of the moving back and forth to the tool pallet.
                    173: <p>
                    174: 
                    175: <p>
                    176: 
                    177: <hr>
                    178: <p>
                    179: <h2>Micropolis, Unix Version.</h2>
                    180: This game was released for the Unix platform
                    181: in or about 1990 and has been modified for inclusion in the One Laptop
                    182: Per Child program.  Copyright &copy; 1989 - 2007 Electronic Arts Inc.  If
                    183: you need assistance with this program, you may contact:
                    184: <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>.
                    185: </p><p>
                    186: 
                    187: This program is free software: you can redistribute it and/or modify
                    188: it under the terms of the GNU General Public License as published by
                    189: the Free Software Foundation, either version 3 of the License, or (at
                    190: your option) any later version.
                    191: </p><p>
                    192: 
                    193: This program is distributed in the hope that it will be useful, but
                    194: WITHOUT ANY WARRANTY; without even the implied warranty of
                    195: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
                    196: General Public License for more details.  You should have received a
                    197: copy of the GNU General Public License along with this program.  If
                    198: not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
                    199: </p><p>
                    200: 
                    201: <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
                    202: 
                    203: </p><p>
                    204: No trademark or publicity rights are granted.  This license does NOT
                    205: give you any right, title or interest in the trademark SimCity or any
                    206: other Electronic Arts trademark.  You may not distribute any
                    207: modification of this program using the trademark SimCity or claim any
                    208: affliation or association with Electronic Arts Inc. or its employees.
                    209: </p><p>
                    210: 
                    211: Any propagation or conveyance of this program must include this
                    212: copyright notice and these terms.
                    213: </p><p>
                    214: 
                    215: If you convey this program (or any modifications of it) and assume
                    216: contractual liability for the program to recipients of it, you agree
                    217: to indemnify Electronic Arts for any liability that those contractual
                    218: assumptions impose on Electronic Arts.
                    219: </p><p>
                    220: 
                    221: You may not misrepresent the origins of this program; modified
                    222: versions of the program must be marked as such and not identified as
                    223: the original program.
                    224: </p><p>
                    225: 
                    226: This disclaimer supplements the one included in the General Public
                    227: License.  <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
                    228: PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
                    229: OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK.  THE ENTIRE RISK OF
                    230: SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU.  ELECTRONIC ARTS
                    231: DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
                    232: INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
                    233: FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
                    234: RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
                    235: USAGE, OR TRADE PRACTICE.  ELECTRONIC ARTS DOES NOT WARRANT AGAINST
                    236: INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
                    237: MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
                    238: UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
                    239: WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
                    240: CORRECTED.  NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
                    241: ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY.  SOME
                    242: JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
                    243: WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
                    244: CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
                    245: NOT APPLY TO YOU.</b>
                    246: </p>
                    247: </body>
                    248: 
                    249: 
                    250: 

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