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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.
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347:
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357:
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361: </p><p>
362:
363: This disclaimer supplements the one included in the General Public
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384: </body>
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