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1.1 ! root 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:[email protected]">[email protected]</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>
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