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

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.