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1.1 ! root 1: <head><title>Tutorial -- A Walk Through Your City</title></head><body> ! 2: ! 3: <h1>Tutorial -- A Walk Through Your City</h1> ! 4: ! 5: <h2>Starting Up</h2> ! 6: ! 7: To start up Micropolis, go to the Micropolis directory and run the shell ! 8: script named "Micropolis". The computer will chug for a while as ! 9: HyperLook and Micropolis are loaded. You'll know things are going well ! 10: when you see the Introduction Screen. <p> ! 11: ! 12: <i>The Introduction Screen</i><p> ! 13: ! 14: Once Micropolis is loaded, the Introduction Screen will go away and be ! 15: replaced by a Welcome Notice, and a Startup Window with a bunch of ! 16: buttons for cities and scenarios. <p> ! 17: ! 18: <i>The Welcome Notice</i><p> ! 19: ! 20: <i>The Startup Window</i><p> ! 21: ! 22: In case you wonder about any of the buttons or graphics, you can get ! 23: help on anything by pointing at it and pressing the "Help" key. So try ! 24: pressing "Help" over the weird little grill in the upper right corner ! 25: of the Startup Window. This brings up the HyperLook Help stack. Click ! 26: on "Done" to dismiss it. <p> ! 27: ! 28: <i>The Help Stack</i><p> ! 29: ! 30: <h2>Generating a New City</h2> ! 31: ! 32: Now click the left mouse button on the "New City" button. The Welcome ! 33: Notice will turn into a control panel for setting up a New City, and ! 34: the Startup Screen will turn into a Terrain Generator with a map and ! 35: some buttons. <p> ! 36: ! 37: <i>The New City Panel</i><p> ! 38: ! 39: <i>The Terrain Generator</i><p> ! 40: ! 41: <h2>City Name</h2> ! 42: ! 43: You can set the name of your city by clicking the left button on the ! 44: "City Name" text field, and typing the name. The delete key erases the ! 45: last character, and Control-U erases to the beginning of the line. You ! 46: can double or triple click on the name to select it, and it will be ! 47: deleted when you type a new name. <p> ! 48: ! 49: <h2>Game Level</h2> ! 50: ! 51: The three exclusive settings let you select the Game Level. Choose ! 52: "Easy" for now, by clicking the left mouse button. If you're just ! 53: starting out, you can certainly use the extra money! <p> ! 54: ! 55: <h2>Generate New Terrain</h2> ! 56: ! 57: If you're not satisfied with the terrain map you see, just press ! 58: "Generate New Terrain", and you will get a new map. You can do this as ! 59: many times as you like, until you get a nice map. <p> ! 60: ! 61: <i>Randomly Generated Terrain Maps</i><p> ! 62: ! 63: <h2>Use This Map</h2> ! 64: ! 65: When you are happy with the terrain map, press the "Use This Map" ! 66: button, and the game will begin! <p> ! 67: ! 68: <h2>The Edit Window</h2> ! 69: ! 70: You're now playing Micropolis! The Edit Window, which is the main window ! 71: used for controlling Micropolis, will be displayed: <p> ! 72: ! 73: <i>The Edit Window</i><p> ! 74: ! 75: The Edit Window is where you will do the actual building and zoning. ! 76: In the middle of the Edit Window is a detailed map showing part of the ! 77: terrain. Around the edges are controls and fields displaying ! 78: information about the city. <p> ! 79: ! 80: Along the top edge of the window is the City Name, where the name of ! 81: your city or the scenario you selected is displayed. Clicking on it ! 82: brings the window to the front. <p> ! 83: ! 84: In the upper left corner is a picture of the City Simulator. ! 85: If you click on that, the Introduction Screen will be displayed ! 86: to show the credits, version, and copyrights. Click on the ! 87: Introduction Screen to dismiss it. <p> ! 88: ! 89: On the left edge, below the City Simulator, is a Close Box. Clicking ! 90: the left button on the Close Box closes the Edit Window into a small ! 91: icon, a miniature version of the window. Thanks to the way HyperLook ! 92: is designed, when a window is iconified, it continues to animate. You ! 93: can double click on an icon to open it back up to a full sized window. ! 94: <p> ! 95: ! 96: There is a row of Menu Buttons below the title, to the right of the ! 97: Close Box. Pressing the right mouse button down over any of these ! 98: buttons pops up a menu, from which you can select using the right ! 99: mouse button. Clicking the left mouse button over a Menu Button ! 100: selects the menu's default item, without displaying the menu. The ! 101: default menu item has a black ring or rectangle around it. You can set ! 102: the default by pressing the Control key when the menu is up. <p> ! 103: ! 104: There are three fields below the Menu Buttons, that display your ! 105: Current Funds (in dollars), the Current Date (the year and month), and ! 106: important Messages (one at a time). Clicking on them just brings the ! 107: window to the front. <p> ! 108: ! 109: Along the left edge of the window are two columns of colorful Tool ! 110: Icons, used for choosing the city editing mode. Click the mouse over ! 111: an icon to select an editing tool. The currently selected tool is ! 112: highlighted in yellow. The Tool Cost field along the bottom edge of ! 113: the window tells you the name of the selected tool, and how many ! 114: dollars it costs to use. <p> ! 115: ! 116: You can use the selected tool by pressing the left mouse button over ! 117: the map in the middle of the Edit Window. Also, you can pop up a Pie ! 118: Menu to quickly switch between editing tools, by clicking the right ! 119: mouse button over the map. You can easily scroll the map by pressing ! 120: the middle mouse button down over the map and dragging the view ! 121: around. <p> ! 122: ! 123: The Demand Indicator shows the demand levels for Residential (green), ! 124: Commercial (blue), and Industrial zones (yellow), and can be helpful ! 125: in planning your city. <p> ! 126: ! 127: The Zoom Control changes the magnification of the map. You can zoom in ! 128: or out to make the graphics larger or smaller, or press the Zoom Reset ! 129: button to zoom back to normal. The animation is fastest at the normal ! 130: size. <p> ! 131: ! 132: All of the Micropolis windows have Drag Edges with which you can move the ! 133: window around, and Resize Corners to change the size of the window. ! 134: Some windows cannot be resized, so the resize corners just move them ! 135: around. To use them, press the left mouse button down over the corner ! 136: or edge, and move the outline to where you want it. The window will ! 137: move or resize to that location, when you release the button. <p> ! 138: ! 139: The main portion of the map is land. Your available land is made up of ! 140: three types of terrain. The brown areas are Clear Land, the green ! 141: areas are forests and Trees, and the blue areas are Water. You can ! 142: build only on Clear Land. You can clear forest and extend coastlines ! 143: with your bulldozer. You can run roads, rails, and power lines ! 144: straight across the Water. <p> ! 145: ! 146: <h2>The Map Window</h2> ! 147: ! 148: The other window that's shown when you start the game is the Map ! 149: Window, which displays an overview of your entire city map: <p> ! 150: ! 151: <i>The Map Window</i><p> ! 152: ! 153: You can see different demographic views of the city, chosen by the ! 154: icons on the left. The type of map is shown along the top edge of the ! 155: window, to the right of the Close Box. <p> ! 156: ! 157: There is a yellow rectangle in the Map Window that shows the location ! 158: of the detailed city view. (There may be more than one yellow ! 159: rectangles, if multiple views are visible.) Press the mouse button ! 160: down over the yellow rectangle, and drag it around the map, to scroll ! 161: the view. <p> ! 162: ! 163: <h2>Building a City</h2> ! 164: ! 165: To begin a city, we need: places for Sims to live, places for Sims to ! 166: work, and power. <p> ! 167: ! 168: You can only build on Clear Land, so use the Bulldozer to clear away ! 169: some trees. Click the left mouse button on the Bulldozer Icon. Move ! 170: the cursor over to land. It now points to a small square, outlining ! 171: the area that will be bulldozed when you click the left button. The ! 172: Trees under your pointer are now Clear Land. Now, hold the left button ! 173: down and drag the pointer across the Trees. Mass destruction. Clear a ! 174: large area of land to prepare for building. <p> ! 175: ! 176: Click the Residential Icon, then move back to your terrain. Your ! 177: cursor will now point to a large square outline. This outline ! 178: indicates how much clear space you will need to create a Residential ! 179: Zone -- a place for Sims to live. Clicking the left mouse button in ! 180: Clear Land will "zone" that area. The "R" in the zone center indicates ! 181: that it is a Residential Zone. The flashing lightning symbol means ! 182: that the zone has no power. Place a few more Residential Zones next to ! 183: the first one. <p> ! 184: ! 185: <i>Several New Residential Zones</i><p> ! 186: ! 187: Now decide where to position a Power Plant in your city. Point to the ! 188: Power Plant Icon, and press and hold the left mouse button. A menu ! 189: will appear, giving you the option of choosing a Coal or Nuclear ! 190: plant. For now, release the button over "Coal". The outline for a ! 191: Power Plant is even larger than for a Residential Zone. Place the ! 192: Power Plant in some open space near your Residential Zones. If your ! 193: Power Plant is not directly adjacent to a Residential Zone, you'll ! 194: need to run a Power Line from your Power Plant to the Residential ! 195: Zones. <p> ! 196: ! 197: To do this, click the left mouse button over the Power Line Icon. By ! 198: pointing your cursor and pressing the button, lay Power Lines from ! 199: your Power Plant to your Residential Zones. Adjacent Power Line ! 200: sections will automatically connect to each other. Road and Rail lines ! 201: connect in the same manner. <p> ! 202: ! 203: In a moment, the flashing symbols in the Residential Zones will ! 204: disappear, indicating that your zones have been powered. Any zones ! 205: that are adjacent to a powered zone do not need separate Power Lines ! 206: run to them. Soon you will see small houses start to appear. The Sims ! 207: have started to move in! <p> ! 208: ! 209: <i>Here Comes the Neighborhood!</i><p> ! 210: ! 211: Once there are a few Residential Zones, where Sims can live, you need ! 212: to make it possible for your new residents to find jobs. They can't ! 213: all work at the power plant! <p> ! 214: ! 215: <i>Residential, Commercial, and Industrial Zones</i><p> ! 216: ! 217: Now you're ready for Commercial and Industrial areas; places for Sims ! 218: to work, shop, and transact business. Select the Commercial Icon and ! 219: place a few Commercial Zones near your Residential ones. Then select ! 220: the Industrial Icon and place some Industrial Zones. Connect all ! 221: necessary Power Lines. <p> ! 222: ! 223: Notice that as you select different Tool Icons, the icon's description ! 224: and its associated cost will be displayed in the Tool Cost field near ! 225: the lower left corner of the Edit Window. The Current Funds field near ! 226: the top of the window displays your total funds available. <p> ! 227: ! 228: Now click the left button on the Road Icon and add Roads from your ! 229: Residential housing to the Commercial and Industrial areas to allow ! 230: the Sims to commute to work. Road sections connect themselves like ! 231: Power Line sections. Once you have Roads, traffic will be generated. ! 232: <p> ! 233: ! 234: <i>Roads with Traffic</i><p> ! 235: ! 236: Now move the cursor to the Menu Button labelled "Windows", and press ! 237: the right mouse button down. The Windows Menu will pop up below the ! 238: cursor. Drag the cursor to the menu item labelled "Budget", and ! 239: release the right button. This brings up the Budget Window, which lets ! 240: you set the level of funding for your fire, police, and transportation ! 241: departments. <p> ! 242: ! 243: <i>The Budget Window</i> <p> ! 244: ! 245: Click the left mouse button on the up and down arrows, or drag the ! 246: sliders to change the funding levels. You can also adjust the current ! 247: tax rate. If you have no police or fire departments, you can't fund ! 248: them. You cannot fund more than 100%. Since your city is so new, you ! 249: can't do much here now, but come back later. Click the left mouse ! 250: button on the "Go With These Figures" button to make the window go ! 251: away when you're done. If the hour glass runs out, the window will go ! 252: away automatically. You can click on the hourglass to keep that from ! 253: happening. <p> ! 254: ! 255: Now look at the Map Window. You can get an idea of the size of your ! 256: city, and how much room you have left. Try the different map views by ! 257: clicking the left mouse button on the icons along the left edge of the ! 258: Map Window. You will need this information to build and adjust ! 259: conditions in your city. For example, you can pinpoint the areas with ! 260: the highest crime to determine locations for new police stations. <p> ! 261: ! 262: <i>The Map Window</i><p> ! 263: ! 264: Additional information can be gained through the available Graphs. ! 265: Unlike the Maps, which only show the current state of your city, the ! 266: Graphs give you a record of the past so you can gauge trends and ! 267: cycles. You can display the Graph Window by selecting the item ! 268: labelled "Graph" from the Window Menu. <p> ! 269: ! 270: <i>The Graph Window</i><p> ! 271: ! 272: You can toggle the various graph displays on and off, and switch ! 273: between 10 year and 120 year graphs, by clicking on the icons at the ! 274: left of the Graph Window. <p> ! 275: ! 276: Another way to gather information about your city is by using the ! 277: Query Tool. To use this, select the Tool Icon with the magnifying ! 278: glass and question mark, or hold down the "Q" key, then press the left ! 279: mouse button over the map in the Edit Window. You will be shown a ! 280: window filled with information about the zone under the cursor. <p> ! 281: ! 282: <i>The Zone Status Window</i> <p> ! 283: ! 284: Now, let's Save the city to disk. Use the File Menu to select "Save ! 285: City as...". You'll see the Save File dialog. Near the top of the ! 286: window is a text field labelled "File:". You can select a directory by ! 287: typing its name into the text field, or by double clicking in the ! 288: scrolling list. Then you can type in a name for your city, ending with ! 289: the ".city" extension, and press return. Your city will be saved to ! 290: disk, so you can load it later to get back to where you are now. <p> ! 291: ! 292: <i>Save File Dialog</i> <p> ! 293: ! 294: To load a city, use the File Menu and select the item labelled "Load ! 295: City...". The Open File dialog looks and works almost like the Save ! 296: File dialog. It will start out in a directory named "Cities", which ! 297: contains some interesting cities included with Micropolis. You can load ! 298: and play any of them, or navigate to the directory where you saved ! 299: your city, and load that again. <p> ! 300: ! 301: <i>Open File Dialog</i> <p> ! 302: ! 303: This is all the basic information you need to run Micropolis, but we ! 304: suggest reading on. The User Reference section explains in detail how ! 305: to use each program function. Inside Micropolis explains the inner ! 306: workings of the simulator, and gives some brief hints and tips for ! 307: using it. There is also an essay on The History of Cities and City ! 308: Planning, and a Bibliography for serious City Planners. <p> ! 309: ! 310: Have Fun Playing Micropolis! <p> ! 311: ! 312: <p> ! 313: ! 314: <hr> ! 315: <p> ! 316: <h2>Micropolis, Unix Version.</h2> ! 317: This game was released for the Unix platform ! 318: in or about 1990 and has been modified for inclusion in the One Laptop ! 319: Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If ! 320: you need assistance with this program, you may contact: ! 321: <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>. ! 322: </p><p> ! 323: ! 324: This program is free software: you can redistribute it and/or modify ! 325: it under the terms of the GNU General Public License as published by ! 326: the Free Software Foundation, either version 3 of the License, or (at ! 327: your option) any later version. ! 328: </p><p> ! 329: ! 330: This program is distributed in the hope that it will be useful, but ! 331: WITHOUT ANY WARRANTY; without even the implied warranty of ! 332: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ! 333: General Public License for more details. You should have received a ! 334: copy of the GNU General Public License along with this program. If ! 335: not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>. ! 336: </p><p> ! 337: ! 338: <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3> ! 339: ! 340: </p><p> ! 341: No trademark or publicity rights are granted. This license does NOT ! 342: give you any right, title or interest in the trademark SimCity or any ! 343: other Electronic Arts trademark. You may not distribute any ! 344: modification of this program using the trademark SimCity or claim any ! 345: affliation or association with Electronic Arts Inc. or its employees. ! 346: </p><p> ! 347: ! 348: Any propagation or conveyance of this program must include this ! 349: copyright notice and these terms. ! 350: </p><p> ! 351: ! 352: If you convey this program (or any modifications of it) and assume ! 353: contractual liability for the program to recipients of it, you agree ! 354: to indemnify Electronic Arts for any liability that those contractual ! 355: assumptions impose on Electronic Arts. ! 356: </p><p> ! 357: ! 358: You may not misrepresent the origins of this program; modified ! 359: versions of the program must be marked as such and not identified as ! 360: the original program. ! 361: </p><p> ! 362: ! 363: This disclaimer supplements the one included in the General Public ! 364: License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS ! 365: PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY ! 366: OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF ! 367: SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS ! 368: DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, ! 369: INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, ! 370: FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY ! 371: RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, ! 372: USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST ! 373: INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL ! 374: MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE ! 375: UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE ! 376: WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE ! 377: CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR ! 378: ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. 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