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

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 &copy; 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>

unix.superglobalmegacorp.com

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