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1.1 ! root 1: From: [email protected] (Willilam Gilliland) ! 2: Newsgroups: comp.sys.mac.games ! 3: Subject: Micropolis Strategies for Success ! 4: Summary: How to build a better burg. ! 5: Date: 24 Oct 92 20:15:41 GMT ! 6: Organization: University of Washington, Seattle ! 7: ! 8: What follows is the general strategy I use whenever I play ! 9: Micropolis. With it I have been able to build a self-sustaining ! 10: city of 270,000 on Medium without resorting to cheats such as ! 11: F-U-N-D or banzai taxation or the 'no disaster' setting. ! 12: This strategy was based on a few ideas given to me by Kevin ! 13: Ames ([email protected]) who has had a city last 1000 years, ! 14: long enough that two nuclear meltdowns have occured and the ! 15: radiation has decayed. ! 16: ! 17: Note, however, that this strategy will not let you keep ! 18: growth going indefinately. In about 250 years (at least the ! 19: way I play) the screen is filled and the zones are at ! 20: operating capacity. While population will fluctuate due to ! 21: the world economy (+/- about 10000 people) it will not grow ! 22: significantly beyond that level. ! 23: ! 24: This strategy is based on two principles in the game. ! 25: ! 26: P1. Zones are affected greatest by the 1-thick row of spaces ! 27: surrounding them. ! 28: ! 29: P2. The life or death of a city is based on cash flow. ! 30: ! 31: Therefore, the strategy revolves around maximizing your ! 32: income by affecting the spaces around every zone and at the ! 33: same time minimizing your expenses. To do this you should ! 34: follow these guidelines. ! 35: ! 36: 1. MAXIMIZE zone contact with parks, forests, and shoreline. ! 37: Since the important contact is the one space around them, to ! 38: maximize your profit you should space zones one space apart, ! 39: leaving a strip of forest between them. Since I prefer maps ! 40: with a river running down the middle, I will put zones in ! 41: small blocks of 3 or 4 to increase density at the city ! 42: center. Any empty spaces should be filled with parks. ! 43: ! 44: Since natural forests and shoreline are worth more than parks ! 45: and bulldozed shoreline, you should always strive to preserve ! 46: as much as you can while getting the most use out of them. ! 47: ! 48: 2. MINIMIZE the amount of rails, roads and power lines you ! 49: have. A good way to do this is to have a long straight road ! 50: with zones along both sides of it. Do NOT surround zones ! 51: with roads like city blocks in real life -- this increases ! 52: expenses for road maintenance, increases pollution, and ! 53: lowers property values by reducing contact with forest/parks. ! 54: Besides, only one contact space is necessary. Since you can ! 55: send power lines (perpendicularly) over road sections you ! 56: should do this whenever possible, as it increases the space ! 57: available for parks/forests. ! 58: ! 59: Since roads are cheaper to build and maintain than rails you ! 60: should keep them in the low-usage areas and keep the rails ! 61: for the high usage areas. Another way to reduce your rails ! 62: is to have small 'buds' of zones connected by roads to a main ! 63: rail strip. ! 64: ! 65: An example of a 'long strip' is below. ! 66: ! 67: ######################################################### ! 68: #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# ! 69: -rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr# ! 70: #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# ! 71: ==+===+===+===+===+===+===+===+===+===+===+===+===+==+### ! 72: #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# ! 73: #rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr# ! 74: #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# ! 75: ######################################################### ! 76: ! 77: # forest or park - power line ! 78: = rail + power line crossing rail ! 79: r r-zone ! 80: c c-zone ! 81: ! 82: 3. MINIMIZE pollution near R and C zones. The easiest way to ! 83: do this is to bunch all your I-zones together at the ! 84: periphery of the map, to leave the city center for the more ! 85: valuable R and C zones. You should also leave a 1-wide strip ! 86: of parks between the zones to decrease the severity of the ! 87: pollution. Remember, roads add to pollution too, so if you ! 88: have a lot of traffic put in rails. ! 89: ! 90: 4. MINIMIZE the number of police and fire stations while you ! 91: MAXIMIZE coverage area. The spacing takes practice to figure ! 92: out, but on my screen the ideal spacing is to have the police ! 93: stations in a triangular pattern that just fits on the ! 94: screen. In other words, I have two stations in the bottom ! 95: corners of the window and one at the top in the center (or ! 96: vice versa). Concentrated police coverage is much more ! 97: important than concentrated fire coverage, and I use a wider ! 98: triangular pattern for fire departments. ! 99: ! 100: While there are a number of tips to improve game play, these guidelines ! 101: are general patterns that, if followed, will let you build cities that have ! 102: a positive cash flow with a low tax level. And that is all you need to have ! 103: cities last indefinately. ! 104: ! 105: =============================================================================== ! 106: __ ____ ! 107: | | The Missionary of Montlake / \ ! 108: |~~| Bill Gilliland, [email protected] | | ! 109: / \ Expatriate Member, SUDS | | ! 110: | | | | ! 111: | | IN VINO VERITAS | | ! 112: | | \ / ! 113: | | "In Wine there is Truth" | | ! 114: \____/ |__|
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