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

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 &copy; 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.  SOME
                    379: JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
                    380: WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
                    381: CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
                    382: NOT APPLY TO YOU.</b>
                    383: </p>
                    384: </body>

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