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1300 lines
46 KiB
HTML
1300 lines
46 KiB
HTML
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<html>
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<head>
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<title>User Reference</title>
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</head>
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<body>
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<h1>User Reference Guide: Controlling Micropolis</h1>
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<h2>Getting Help</h2>
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If you wonder about a control or graphic in Micropolis, you can point at
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it with the cursor, hold down shift and click the left button,
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to bring up a helpwindow describing it. <p>
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<h2>Using the Mouse</h2>
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In Micropolis, you will primarily use the left mouse button to edit the city.
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The main function of the right mouse button is to select from pie menus.
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The middle button is used to scroll the view in the Edit Window. <p>
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Clicking a mouse button means to press and release it without moving.
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Dragging means to press and hold the button, move the mouse, then
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release the button.
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<p>
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<h2>Pie Menus</h2>
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Pie menus are designed to be very fast and efficient to use.
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You can pop up a pie menu by pressing and holding the right button,
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then select from it by moving in the direction of the item you want,
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then releasing the button. <p>
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Once you are familiar with the directions, you can use pie menus very
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quickly by smoothly pressing the right button down,
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moving in the direction you want, and releasing.
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If you do this without stopping,
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the pie menu will not even display on the screen --
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you will just hear the name of the item spoken,
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to remind you of the selection.
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The more you use pie menus, the easier they are to use.
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See how fast you can get!
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<p>
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<h2>Micropolis Chooser Window</h2>
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This window lets you select which city to simulate.
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You can see what the selected city looks like in the map window.
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Give your city a name by typing it into the Name text field. <p>
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Click on "New City" to generate a random map to start a city from scratch.
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Click on "Load City" to load a saved city from disk.
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<p>
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You can go back and forth between your previously selected cities
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with the "Previous Map" and "Next Map" buttons.
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<p>
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Click on any of the Scenario buttons to play any of the eight scenarios.
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When you click on any of those buttons, the city is displayed in the Micropolis Map Window.
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The Scenarios provide both real and hypothetical problems for you to
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deal with in seven famous (and one not-so-famous) cities. They present
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various levels of difficulty. Some problems are in the form of
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disasters which will occur some time after you start. Other problems
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are more long-term, such as crime.
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<p>
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Your task is to deal with the problem at hand as well as possible
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under the circumstances. After a certain amount of time the city
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residents will rate your performance in a special election. If you do
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very well you may be given the key to the city. However, if you do
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poorly, they just might run you out of town.
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<p>
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<ul>
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<li>Dullsville, USA 1900 -- Boredom
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<p>
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Things haven't changed much around here in the last hundred years and
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the residents are beginning to get bored. They think Dullsville could
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be the next great city with the right leader. It is your job to
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attract new growth and development, turning Dullsville into a
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Metropolis by the 21st century.
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<p>
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<ul>
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<li>Difficulty: Easy
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<li>Time Limit: 30 years
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<li>Win Condition: Metropolis
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</ul>
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<li>San Francisco, CA 1906 -- 8.0 Earthquake
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<p>
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Damage from the earthquake was minor compared to that of the ensuing
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fires, which took days to control. 1500 people died. Controlling the
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fires should be your initial concern here. Afterwards, clearing the
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remaining rubble will allow the city to start rebuilding.
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<p>
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<ul>
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<li>Difficulty: Very difficult
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<li>Time Limit: 5 years
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<li>Win Condition: Metropolis
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</ul>
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<li>Hamburg, Germany 1944 -- Fire
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<p>
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Allied fire-bombing of German cities in WWII caused tremendous damage
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and loss of life. People living in the inner cities were at greatest
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risk. You must control the firestorms during the bombing and then
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rebuild the city after the war.
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<p>
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<ul>
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<li>Difficulty: Very difficult
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<li>Time Limit: 5 years
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<li>Win Condition: Metropolis
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</ul>
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Bern, Switzerland 1965 -- Traffic
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<p>
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The roads here are becoming more congested every day, and the
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residents are upset. They demand that you do something about it. Some
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have suggested a mass transit system as the answer, but this would
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require major rezoning in the downtown area.
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<p>
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<ul>
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<li>Difficulty: Easy
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<li>Time Limit: 10 years
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<li>Win Condition: Low Average Traffic Density
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</ul>
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Tokyo, Japan 1957 -- Monster Attack
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<p>
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A large reptilian creature has been spotted heading for Tokyo bay. It
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seems to be attracted to the heavy levels of industrial pollution
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there. Try to control the fires, then rebuild the industrial center.
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<p>
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<ul>
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<li>Difficulty: Moderately difficult
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<li>Time Limit: 5 years
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<li>Win Condition: City Score above 500
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</ul>
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Rio de Janeiro, Brazil 2047 -- Flood
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<p>
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In the mid-21st century, the greenhouse effect raised global
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temperatures 6 degrees F. Polar ice caps melted and raised sea levels
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worldwide. Coastal areas were devastated by flood and erosion.
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Unfortunately, some of the largest cities in the world are located on
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the coast.
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<p>
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<ul>
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<li>Difficulty: Moderately difficult
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<li>Time Limit: 10 years
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<li>Win Condition: City Score above 500
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</ul>
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Boston, MA 2010 -- Nuclear Meltdown
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<p>
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A major meltdown is about to occur at one of the new downtown nuclear
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reactors. The area in the vicinity of the reactor will be severely
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contaminated by radiation, forcing you to restructure the city around
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it.
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<p>
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<ul>
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<li>Difficulty: Very difficult
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<li>Time Limit: 5 years
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<li>Win Condition: City Score above 500
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</ul>
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Detroit, MI 1927 -- Crime
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<p>
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By 1970, competition from overseas and other economic factors pushed
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the once "automobile capital of the world" into recession. Plummeting
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land values and unemployment then increased crime in the inner-city to
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chronic levels. You have just been elected after promising to reduce
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crime and rebuild the industrial base of the city.
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<p>
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<ul>
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<li>Difficulty: Moderately difficult
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<li>Time Limit: 10 years
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<li>Win Condition: Low Average Crime Density
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</ul>
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You can select the Game Level from the radio buttons (Easy / Medium / Hard).
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Once a city is started, you cannot change the Game Level;
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it remains at your initial setting for the life of the city.
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The current Game Level is displayed in the evaluation window. <p>
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This level -- Easy, Medium, or Hard -- adjusts the simulation to your
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current abilities by altering several factors. A harder setting will
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increase the chance of disasters, make residents more intolerant of
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taxation, cause maintenance costs to grow, etc.
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<p>
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Once you have decided which city you want to play, press "Use This Map" and Micropolis will come to
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life!
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<p>
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<h2>Micropolis Controls Window</h2>
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This window contains the main controls to Micropolis, status displays, and a scrolling text message log.
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At the top is a row of menus that are enabled when the game is playing.
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Beneath that is a status display panel showing the date and the current funds on the left.
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In the middle is a graph and bar display of the Residential, Commercial and Industrial rates and demands.
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On the right is an icon of the Micropolis simulation machine,
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with a red screen when paused and green screen when running.
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The bottom half of the window is occupied by a scrolling text window,
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that Micropolis uses to display important messages.
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<ul>
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<li>Menu Bar
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<ul>
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<li>Micropolis Menu
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<ul>
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<li>About...<br>
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Display fascinating and vital information about Micropolis.
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<li>Save City<br>
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Write the city to a file.
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<li>Save City As...<br>
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Save the city with a new file name.
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<li>Choose City!<br>
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Generate a new city, select a scenario or load a pre-existing city.
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<li>Quit Playing!<br>
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Exit Micropolis and go back to the real world.
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</ul>
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<li>Options Menu
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<ul>
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<li>Auto Budget<br>
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Keeps your budget at the same level (or fully funded)
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without asking for approval every year.
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If there isn't enough money to meet the budget,
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then funds will be allocated first to the Transit system,
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then to the Fire Department, then to the Police.
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If your city runs out of money,
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the budget window comes up at the end of
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the year anyway, and Auto Budget is turned off.
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<li>Auto Bulldozer<br>
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Allows you to place zones, roadways, etc.,
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directly on top of trees, shoreline, power lines, and rubble,
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without manually bulldozing first.
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You will be charged the same amount as for manual bulldozing.
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<li>Disasters<br>
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Enables or disables random disasters.
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If disasters are disabled, you can still select them manually
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from the Disasters Menu.
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<li>Sound<br>
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Toggles the city sounds on and off.
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Preserves the sanity and good will of those who have to work in the same room.
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<li>Animation<br>
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Toggles tile animations on and off.
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</ul>
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<li>Disasters Menu<br>
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The Disasters Menu allows you to set natural (and unnatural) disasters
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loose on your city. Use these disasters to test your ability to deal
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with emergencies in your city or just to release some aggression. More
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information on disasters, their causes, and dealing with them is
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presented later. <p>
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Disasters will randomly occur as you play Micropolis. At higher game
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levels the disasters will happen more often. Most disasters can be
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activated from the Disasters Menu. Random disasters can be eliminated
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by turing off the Disasters setting of the Options Menu.
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<p>
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<li>Shipwreck: Shipwrecks can occur once you have an operating
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seaport. They can cause fires where the ship crashes into a shore or
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bridge. Shipwrecks are not available on the Disasters Menu. <p>
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<ul>
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<li>Monster<br>
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Sets a monster loose on your city. <p>
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Monster Attacks are provoked by high levels of
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pollution. A monster destroys everything in its path, starts fires,
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and causes planes, helicopters, trains, and ships to crash.
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<p>
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<li>Fire<br>
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Starts a fire somewhere on the map. <p>
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<li>Fires can start anywhere in the city. Fires spread fairly
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rapidly through forests and buildings, somewhat slower over roadways.
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Fire will not cross water or clear land. <p>
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The effectiveness of the fire department (which can be viewed in the
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Map Window) is based on how close it is to the fire, its funding
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level, and its transit access. Fires inside this effective radius will
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be extinguished automatically. If you have no operational fire
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departments in the area you can try to control the fire yourself.
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Since fire will not spread across clear terrain, you can build fire
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breaks with the bulldozer. Just surround the fire with clear areas and
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it will stop spreading and eventually burn itself out. You cannot
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directly bulldoze a fire.
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<p>
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<li>Flood<br>
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Causes a flood to occur near the water. <p>
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Floods gradually spread and
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destroy buildings and utilities. After a while the flood waters
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recede, leaving behind cleared terrain.
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<p>
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<li>Meltdown<br>
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If there's a nuclear power plant, this spills Irn-Bru
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in the control room, causing a meltdown. <p>
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Meltdowns are only possible if you are using a nuclear
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power plant. If a meltdown occurs, your nuclear plant will explode
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into flames. The surrounding area will be unusable for the remainder
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of the simulation due to radioactive contamination.
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<p>
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<li>Tornado<br>
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Causes a tornado to appear somewhere on the map. <p>
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Tornados can occur anywhere on the map at any time. Very
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fast and unpredictable, they can appear and disappear at a moment's
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notice. Tornados destroy everything in their path, and can cause
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planes, helicopters, trains, and ships to crash.
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<p>
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<li>Earthquake<br>
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Causes a MAJOR earthquake. <p>
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Earthquakes are the most devastating disaster. This is
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a Major earthquake -- between 8.0 and 9.0 on the Richter Scale. It
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will destroy buildings and start fires. The initial damage will vary
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with the severity of the earthquake, and the eventual fire damage
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depends on your fire-control efforts.
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<p>
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When an Earthquake occurs, the Edit Window will shake for a while.
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When it stops you will have to take charge and control the scattered
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fires. Use the bulldozer to contain the largest fires first and work
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your way down to the smaller ones.
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<p>
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<li>Clipper<br>
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The Clipper disaster violates the privacy of your simulated citizens,
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and encrypts the city so only the NSA can decode it. <p>
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Do not use this unless you work for the National Security Agency,
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and routinely subvert the Constitution of the United States
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by spying on American citizens with the Echelon Surveillance System.
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<p>
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</ul>
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<li>Time Menu
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<ul>
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<li>Pause<br>
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Stops the passage of time entirely.
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<li>Slow<br>
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Months pass by slowly.
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<li>Medium<br>
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Months pass by normally.
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<li>Fast<br>
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Months pass by fast.
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</ul>
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<li>Priority Menu
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<ul>
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<li>Flat Out!<br>
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Micropolis runs really fast, hogging the CPU.
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<li>Zoom Zoom<br>
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Micropolis runs pretty fast, but leaves some time for other programs.
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<li>Buzz Buzz<br>
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Micropolis runs fairly quickly.
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<li>Putter Putter<br>
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Micropolis runs slower.
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<li>Snore Snore<br>
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Micropolis runs very slowly.
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</ul>
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<li>Windows Menu
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<ul>
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<li>Budget<br>
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Open the Budget Window.
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The simulation is paused as long as the budget window is open.
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<li>Evaluation<br>
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Open the Evaluation Window.
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<li>Graph<br>
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Open the Graph Window.
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<li>Map<br>
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Open the Map Window.
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<li>Editor<br>
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Open the Editor Window.
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<li>Frob<br>
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Open the Frob-O-Matic Window.
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<li>Map Copy<br>
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Open another copy of the Map Window.
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<li>Editor Copy<br>
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Open another copy of the Editor Window.
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</ul>
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</ul>
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<li>Status Panel
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<ul>
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<li>License Owner Name<br>
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<li>Date<br>
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<li>Funds<br>
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<li>Residential, Commercial, Industrial History Graph<br>
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<li>Residential, Commercial, Industrial Demand Chart<br>
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The Demand Indicator shows the demand levels for Residential (green),
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Commercial (blue), and Industrial zones (yellow), and can be helpful
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in planning your city.
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<li>Micropolis Simulator Icon<br>
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<li>Scrolling Text Message Window<br>
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<li>Text Input Field<br>
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</ul>
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</ul>
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|
||
|
<h2>Micropolis Edit Window Window</h2>
|
||
|
|
||
|
This is where all actual zoning and building takes place.
|
||
|
<p>
|
||
|
|
||
|
<h3>Terrain</h3>
|
||
|
|
||
|
There are three types of terrain in the Edit Window: Open Land, Trees,
|
||
|
and Water. <p>
|
||
|
|
||
|
Open Land is where you can zone and build. It is shown as brown with
|
||
|
dark brown speckles.
|
||
|
<p>
|
||
|
|
||
|
Trees and Forests are shown as green, with dark green speckles. You
|
||
|
cannot zone or build on trees. You may bulldoze trees and forests to
|
||
|
turn them into clear land. While some bulldozing is necessary,
|
||
|
clearing away too much green area will result in lower property
|
||
|
values.
|
||
|
<p>
|
||
|
|
||
|
Water is shown as blue, with dark blue speckles. You cannot zone or
|
||
|
build on water. You must bulldoze coastlines to create landfills
|
||
|
before you can build or zone there.
|
||
|
<p>
|
||
|
|
||
|
<h3>Edit Window Gadgets</h3>
|
||
|
|
||
|
The Edit Window is where you will do the actual building and zoning.
|
||
|
In the middle of the Edit Window is a detailed map showing part of the
|
||
|
terrain. Around the edges are controls and fields displaying
|
||
|
information about the city. <p>
|
||
|
|
||
|
There is a row of Menu Buttons on the left below the title.
|
||
|
The Display menu lets you select how often the display is drawn.
|
||
|
The Options menu lets you turn on and off certain view specific features.
|
||
|
<p>
|
||
|
|
||
|
To the right of the menu buttons, important messages are displayed.
|
||
|
Below the menu bar is a tool pallet.
|
||
|
The palette displays the name and cost of the currently selected tool,
|
||
|
above an menu of colorful icons,
|
||
|
used for choosing the city editing mode.
|
||
|
Click the mouse over an icon to select an editing tool.
|
||
|
The currently selected tool is highlighted,
|
||
|
and its name and cost is displayed at the top of the panel,
|
||
|
and spoken.
|
||
|
<p>
|
||
|
|
||
|
You can use the selected tool by pressing the left mouse button over
|
||
|
the map in the middle of the Edit Window. Also, you can pop up a Pie
|
||
|
Menu to quickly switch between editing tools, by clicking the right
|
||
|
mouse button over the map.
|
||
|
<p>
|
||
|
|
||
|
You can easily scroll the map by pressing the middle mouse button down
|
||
|
over the map and dragging the view around.
|
||
|
<p>
|
||
|
|
||
|
<h3>Edit Window Icons</h3>
|
||
|
|
||
|
You can select an icon from the Tool Icon pallet to use a city editing tool.
|
||
|
When an icon is selected, a rectangle will accompany the cursor
|
||
|
when it's over the map, to indicate the area the tool will effect.
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Query Tool (question mark)<br>
|
||
|
Shows the Zone Status Window,
|
||
|
describing the population density, value, crime rate, pollution,
|
||
|
and growth rate of the zone under the cursor.
|
||
|
It doesn't cost anything to use. <p>
|
||
|
|
||
|
<li>Bulldozer<br>
|
||
|
Clears trees and forests, creates landfill along the water,
|
||
|
and levels developed, existing zones and clears rubble caused by disasters.
|
||
|
The Auto Bulldoze option works on natural terrain, power
|
||
|
lines and rubble, but not on zones, roads and rails. <p>
|
||
|
|
||
|
It costs $1 for each square tile bulldozed. Knocking down a 3x3 zone
|
||
|
costs $9 since it's made up of nine tiles. You're automatically
|
||
|
charged $1 for each non-empty tile that you Auto Bulldoze.
|
||
|
<p>
|
||
|
|
||
|
<li>Road<br>
|
||
|
Connect developed areas.
|
||
|
Intersections and turns are automatically created.
|
||
|
Lay continuous roads by pressing the left mouse button and dragging your cursor.
|
||
|
Be careful -- if you accidentally lay a road in the wrong place,
|
||
|
you will have to pay for bulldozing and rebuilding. <p>
|
||
|
|
||
|
Roads may not be placed over zoned areas. They may be placed over
|
||
|
trees, shrubbery, and shoreline only after bulldozing or activating
|
||
|
the Auto Bulldoze function from the Options Menu. Roads can cross over
|
||
|
power lines and rails only at right angles.
|
||
|
<p>
|
||
|
|
||
|
Holding down the Control key while laying roads will constrain them to
|
||
|
a straight line.
|
||
|
<p>
|
||
|
|
||
|
Laying roads across water creates a bridge. Bridges can only be built
|
||
|
in a straight line -- no curves, turns or intersections. Shorelines
|
||
|
must be bulldozed prior to building a bridge, unless the Auto Bulldoze
|
||
|
function from the Options Menu is active.
|
||
|
<p>
|
||
|
|
||
|
Roadways are maintained by the transit budget, and wear out if there
|
||
|
is a lack of funding. The amount of yearly funding requested by the
|
||
|
transportation department is $1 for each section of road, $4 for each
|
||
|
section of bridge.
|
||
|
<p>
|
||
|
|
||
|
It costs $10 to lay one section of road and $50 to lay one section of
|
||
|
bridge.
|
||
|
<p>
|
||
|
|
||
|
<li>Power Lines<br>
|
||
|
Carry power from power plants to zoned land and between
|
||
|
zones. All developed land needs power to function. Power is conducted
|
||
|
through adjacent zones. Unpowered zones display the flashing lightning
|
||
|
bolt symbol. There is a delay between the time you connect power to a
|
||
|
zone and when the flashing symbol disappears. The delay grows longer
|
||
|
as the city grows larger. <p>
|
||
|
|
||
|
Power lines cannot cross zoned land. They can be built over trees,
|
||
|
shrubbery, and shoreline only after bulldozing, or activating the Auto
|
||
|
Bulldoze function from the Options Menu.
|
||
|
<p>
|
||
|
|
||
|
Junctions and corners are automatically created. Lay continuous power
|
||
|
lines by pressing the left mouse button down and dragging your cursor.
|
||
|
Power lines across water must be horizontal or vertical -- no turn,
|
||
|
curves or intersections. Power lines consume some power due to
|
||
|
transmission inefficiencies.
|
||
|
<p>
|
||
|
|
||
|
Holding down the Control key while laying power lines will constrain
|
||
|
them to a straight line.
|
||
|
<p>
|
||
|
|
||
|
It costs $5 to lay one section of power line on land, $25 on water.
|
||
|
<p>
|
||
|
|
||
|
<li>Transit Lines<br>
|
||
|
Create a railway system for intra-city mass transit.
|
||
|
Place tracks in heavy traffic areas to help alleviate congestion. <p>
|
||
|
|
||
|
Intersections and turns are created automatically. Lay continuous
|
||
|
transit lines by pressing the left mouse button down and dragging with
|
||
|
your cursor. Tracks laid under rivers will appear as dashed lines.
|
||
|
These are underwater tunnels, and must be vertical or horizontal -- no
|
||
|
turns, curves or intersections.
|
||
|
<p>
|
||
|
|
||
|
Holding down the Control key while laying tracks will constrain them
|
||
|
to a straight line.
|
||
|
<p>
|
||
|
|
||
|
Transit lines are maintained by the transit budget. The level of
|
||
|
funding affects the efficiency of the system. The amount of yearly
|
||
|
funding requested by the transportation department is $4 for each
|
||
|
section of rail, and $10 for each section of tunnel.
|
||
|
<p>
|
||
|
|
||
|
It costs $20 per section of track laid on land,
|
||
|
$100 per section under water.
|
||
|
<p>
|
||
|
|
||
|
<li>Parks<br>
|
||
|
Can be placed on clear land. Parks, like forests and water,
|
||
|
raise the land value of surrounding zones. Parks can be bulldozed as
|
||
|
fire breaks or reserve space for later mass transit expansion. <p>
|
||
|
|
||
|
Holding down the Control key while building parks will constrain them
|
||
|
to a straight line.
|
||
|
<p>
|
||
|
|
||
|
It costs $10 to zone one park.
|
||
|
<p>
|
||
|
|
||
|
<li>Residential Zones<br>
|
||
|
Where the Sims live, build houses, apartments
|
||
|
and community facilitieslike hospitals and churches. <p>
|
||
|
|
||
|
Most residential zones develop into one of four classes: lower,
|
||
|
middle, upper, and high. They can range in population density from
|
||
|
single-family homes to high-rise apartments and condominiums. Some
|
||
|
residential zones will automatically develop into churches and
|
||
|
hospitals.
|
||
|
<p>
|
||
|
|
||
|
Factors influencing residential value and growth are pollution,
|
||
|
traffic density, population density, surrounding terrain, roadway
|
||
|
access, parks and utilities.
|
||
|
<p>
|
||
|
|
||
|
It costs $100 to zone one plot of land as residential.
|
||
|
<p>
|
||
|
|
||
|
<li>Commercial Zones<br>
|
||
|
Used for many things, including retail stores,
|
||
|
office buildings, parking garages and gas stations. <p>
|
||
|
|
||
|
There are four values for commercial property, and five levels of
|
||
|
growth, from the small general store to tall skyscrapers. Factors
|
||
|
influencing the value and growth of commercial areas include internal
|
||
|
markets, pollution, traffic density, residential access, labor supply,
|
||
|
airports, crime rates, transit access and utilities.
|
||
|
<p>
|
||
|
|
||
|
It costs $100 to zone one plot of land as commercial.
|
||
|
<p>
|
||
|
|
||
|
<li>Industrial Zones<br>
|
||
|
For heavy manufacturing and industrial services.
|
||
|
There are four levels of industrial growth, from small pumping
|
||
|
stations and warehouses to large factories. <p>
|
||
|
|
||
|
Factors influencing industrial growth are external markets, seaports,
|
||
|
transit access, residential access, labor supply and utilities.
|
||
|
<p>
|
||
|
|
||
|
It costs $100 to zone one plot of land as industrial.
|
||
|
<p>
|
||
|
|
||
|
<li>Police Departments<br>
|
||
|
Lower the crime rate in the surrounding area.
|
||
|
This in turn raises property values. Place these in high-density crime
|
||
|
areas, as defined by your Crime Rate Map. The efficiency of a station
|
||
|
depends on the level of police department funding and transit access.
|
||
|
<p>
|
||
|
|
||
|
It costs $500 to build a police station. Full yearly maintenance of
|
||
|
each Police Station is $100.
|
||
|
<p>
|
||
|
|
||
|
<li>Fire Departments<br>
|
||
|
Make surrounding areas less susceptible to fires.
|
||
|
When fires do occur, they are put out sooner and do less damage if a
|
||
|
station is near. The effectiveness of fire containment depends on the
|
||
|
level of fire department funding and transit access. <p>
|
||
|
|
||
|
It costs $500 to build a fire station. Full yearly maintenance of each
|
||
|
fire station is $100.
|
||
|
<p>
|
||
|
|
||
|
<li>Stadiums<br>
|
||
|
Encourage residential growth, once a city has become fairly
|
||
|
large. You may build a stadium in a smaller city without negative (or
|
||
|
positive) effect. Stadiums indirectly generate a lot of revenue, but
|
||
|
create a lot of traffic. Properly maintaining a stadium requires a
|
||
|
good road and transit network. <p>
|
||
|
|
||
|
It costs $3000 to build a stadium.
|
||
|
<p>
|
||
|
|
||
|
<li>Power Plants<br>
|
||
|
Can be Coal or Nuclear.
|
||
|
The nuclear plant is more powerful but carries a slight risk of meltdown.
|
||
|
The coal plant is less expensive, but less powerful and it pollutes.
|
||
|
<p>
|
||
|
|
||
|
All zoned land needs power to develop and grow. When developed land
|
||
|
loses power, it will degenerate to an undeveloped zone unless power is
|
||
|
restored. Connecting too many zones to a power plant causes brownouts.
|
||
|
<p>
|
||
|
|
||
|
Coal power plants cost $3000 to build, and supply enough energy for
|
||
|
about 50 zones. Nuclear power plants cost $5000 and supply electricity
|
||
|
for about 150 zones.
|
||
|
<p>
|
||
|
|
||
|
<li>Seaports<br>
|
||
|
Increase the potential for industrial growth. They have
|
||
|
little effect in a small city, but contribute a lot to
|
||
|
industrialization in a large city. <p>
|
||
|
|
||
|
Seaports should be placed on a shoreline. The shoreline must be
|
||
|
bulldozed prior to zoning a Seaport, unless Auto Bulldoze is active.
|
||
|
Once the port is operational you may see ships in the water.
|
||
|
<p>
|
||
|
|
||
|
It costs $5000 to zone land for use as a seaport.
|
||
|
<p>
|
||
|
|
||
|
<li>Airports<br>
|
||
|
Increase the growth potential of your commercial markets.
|
||
|
Once a city starts getting large, commercial growth will level off
|
||
|
without an airport. Airports are large and expensive and should not be
|
||
|
built unless your city can afford one. Position airports to keep
|
||
|
flight paths over water whenever possible, lessening the impact of air
|
||
|
disasters. <p>
|
||
|
|
||
|
Once you build an airport you will see planes flying above your city
|
||
|
to and from the airport. There is also a traffic helicopter that
|
||
|
alerts you to heavy traffic areas.
|
||
|
<p>
|
||
|
|
||
|
It costs $10,000 to zone land for use as an airport.
|
||
|
<p>
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<h2>Micropolis Budget Window</h2>
|
||
|
|
||
|
When your first taxes are collected in a new city, and each year
|
||
|
after, the Budget Window will appear (unless you select the Auto
|
||
|
Budget option). You will be asked to set the funding levels for the
|
||
|
fire, police, and transportation departments, and to set the property
|
||
|
tax rate. <p>
|
||
|
|
||
|
The Budget Window can be opened from the Windows Menu. When Auto
|
||
|
Budget is active, all the funding levels will remain at full funding,
|
||
|
or your last setting. If there is not enough money to completely fund
|
||
|
the budget, money will go first to the Transit Department, then the
|
||
|
Fire Department, then the Police Department.
|
||
|
<p>
|
||
|
|
||
|
You can raise and lower the tax rate and budget levels by
|
||
|
dragging the sliders corresponding to each category.
|
||
|
Press the button labeled "Continue With These Figures"
|
||
|
to make the Budget Window disappear.
|
||
|
<p>
|
||
|
|
||
|
When the Budget Window opens up,
|
||
|
a timer in the bottom button starts running.
|
||
|
When it runs out, the Budget Window automatically goes
|
||
|
with the currently selected figures and disappears.
|
||
|
You can click on the timer button to cancel it,
|
||
|
and the Budget Window will stay up for as long as you like.
|
||
|
<p>
|
||
|
|
||
|
<h3>Tax Rate</h3>
|
||
|
|
||
|
The maximum tax rate you can set is 20%. <p>
|
||
|
|
||
|
The minimum tax rate you can set is 0%.
|
||
|
<p>
|
||
|
|
||
|
The optimum tax rate for fast growth is between 5% and 7%.
|
||
|
<p>
|
||
|
|
||
|
To slow city growth without actually shrinking, set the tax rate to 8% or 9%.
|
||
|
<p>
|
||
|
|
||
|
<h3>Funding Levels</h3>
|
||
|
|
||
|
The amount of yearly funding requested for the fire and police
|
||
|
departments is $100 per station that you have placed. Until you
|
||
|
actually build fire or police stations, you cannot fund them. You
|
||
|
cannot allocate more than 100% of the requested funding for fire and
|
||
|
police departments -- Micropolis police officers and fire inspectors are
|
||
|
honest and will not accept your bribes. <p>
|
||
|
|
||
|
Allocating less than the requested amount will decrease the effective
|
||
|
coverage of the police or fire stations.
|
||
|
<p>
|
||
|
|
||
|
The amount of yearly funding requested for the transportation
|
||
|
department is $1 for each section of road, $4 for each section of
|
||
|
bridge (roads over water), $4 for each section of rail, and $10 for
|
||
|
each section of tunnel (underwater rails). You cannot allocate more
|
||
|
than 100% of the requested funds.
|
||
|
<p>
|
||
|
|
||
|
Transportation maintenance funding slightly below 100% will cause
|
||
|
slow, minor deterioration of the transit system -- an occasional
|
||
|
pothole or bad track section. Funding between 90% and 75% will cause
|
||
|
noticeable damage -- many sections of road and rail will be unusable.
|
||
|
Funding below 75% will cause rapid deterioration of your transit
|
||
|
system.
|
||
|
<p>
|
||
|
|
||
|
<h3>Cash Flow</h3>
|
||
|
|
||
|
The cash flow is calculated as follows:
|
||
|
<p>
|
||
|
<pre>CashFlow = TaxesCllected - TotalAllocatedFunds
|
||
|
|
||
|
</pre>
|
||
|
|
||
|
It will be a negative number if your yearly maintenance costs are
|
||
|
greater than your yearly tax intake. <p>
|
||
|
|
||
|
A major difference between Micropolis and a real city is that Micropolis
|
||
|
does not allow budget deficits. If you don't have the money, you can't
|
||
|
spend it. Try not to let your city run with a negative cash flow.
|
||
|
<p>
|
||
|
|
||
|
<h2>Micropolis Map Window</h2>
|
||
|
|
||
|
The Map Window shows the entire area of your city. It has a pallet of
|
||
|
icons down the left edge, for selecting between different map types.
|
||
|
The maps show demographic information to help you comprehend the state
|
||
|
of your city. <p>
|
||
|
|
||
|
You can select between various views by pressing the left mouse button
|
||
|
over any of the icons. Some of the icons have submenus, that pop up
|
||
|
when you hold the button down, so you can select different aspects of
|
||
|
the view.
|
||
|
<p>
|
||
|
|
||
|
One or more yellow rectangular outlines overlay the map, showing the
|
||
|
location of the Edit Window and Surveyor Window views of the city. You
|
||
|
can drag the rectangles around the map to pan the other views. You can
|
||
|
also "throw" the view, by dragging with the left mouse button, and
|
||
|
releasing the button while moving the mouse. The view keeps on panning
|
||
|
and bounces off the edges of the map! Click on a moving rectangle to
|
||
|
make it sit still, or on the map to stop all the bouncing rectangles.
|
||
|
Use the middle button to avoid such behavior.
|
||
|
<p>
|
||
|
|
||
|
<h3>Using The Maps</h3>
|
||
|
|
||
|
The Map Window should be constantly referred to in all stages of city
|
||
|
planning, building and managing. <p>
|
||
|
|
||
|
Before you build, use the map before beginning a new city to plan:
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Where you want your city center.
|
||
|
|
||
|
<li>Where you want the high-class waterfront residential areas.
|
||
|
|
||
|
<li>Where you will cross water with bridges, power lines and tunnels.
|
||
|
|
||
|
<li>Where to place power plants.
|
||
|
|
||
|
<li>Where to place large industrial sections away from the residential sections.
|
||
|
|
||
|
<li>The general layout of your city.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<p>
|
||
|
|
||
|
Printing the map and sketching in your plan with pencil or pen can
|
||
|
save a lot of bulldozing and re-zoning and rebuilding.
|
||
|
<p>
|
||
|
|
||
|
During city growth:
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Use the map to guide your city's growth around forest areas, to
|
||
|
preserve the trees and improve property values.
|
||
|
|
||
|
<li>Use the Transportation Map along with the Traffic Density map to
|
||
|
plan traffic control and expansion.
|
||
|
|
||
|
<li>Use the City Form Maps to make sure you have the proper ratio of
|
||
|
residential to commercial to industrial zones.
|
||
|
|
||
|
<li>Use the Pollution Map to detect problem areas, and disperse the
|
||
|
industrial zones and/or replace roads with rails.
|
||
|
|
||
|
<li>Printing out the map in various stages of development and doing
|
||
|
some preliminary expansion planning with pencil can be useful.
|
||
|
Printouts can also be used for city historical records.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
During city maintenance: <p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Use the Power Grid Map to locate zones that have lost power.
|
||
|
|
||
|
<li>Use the City Services Maps to evaluate the effective coverage of
|
||
|
your police and fire departments.
|
||
|
|
||
|
<li>Use the Crime Rate Map to locate problem areas that need more
|
||
|
police protection.
|
||
|
|
||
|
<li>Use the Pollution Map to locate problem areas.
|
||
|
|
||
|
<li>Use the Transportation and Traffic Density Maps to determine where
|
||
|
to replace roads with rails.
|
||
|
|
||
|
<li>Use the Land Value Map to locate depressed areas for improvement
|
||
|
or replacement.
|
||
|
|
||
|
<li>Use the City Form Maps to maintain the proper ratio of residential
|
||
|
to commercial to industrial zones.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<h2>Micropolis Graph Window</h2>
|
||
|
|
||
|
The Graph Window gives you time-based graphs of various city data. It
|
||
|
can be opened through the Windows Menu. <p>
|
||
|
|
||
|
Unlike the maps, which only show the current state of your city, the
|
||
|
Graphs give you a record of the past so you can gauge trends and
|
||
|
cycles.
|
||
|
<p>
|
||
|
|
||
|
You may view graphs for time periods of either the last 10 years or
|
||
|
the last 120 years by clicking on the "10 YRS." or "120 YRS." button.
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>The Residential Population Graph shows the total population in
|
||
|
residential zones.
|
||
|
|
||
|
<li>The Commercial Population Graph shows the total population in
|
||
|
commercial zones.
|
||
|
|
||
|
<li>The Industrial Population Graph shows the total population in
|
||
|
industrial zones.
|
||
|
|
||
|
<li>The Cash Flow Graph shows your city's cash flow: money collected
|
||
|
in taxes minus money it took to maintain your city. The center of the
|
||
|
Cash Flow Graph represents a cash flow of zero. Do not build more
|
||
|
infrastructure (roads, rails, police departments, fire stations) than
|
||
|
you can support with tax revenues.
|
||
|
|
||
|
<li>The Crime Rate Graph shows the overall crime rate of the entire
|
||
|
city.
|
||
|
|
||
|
<li>The Pollution Graph shows the overall average pollution reading of
|
||
|
the entire city.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<h3>Using the Graphs</h3>
|
||
|
|
||
|
The Graphs give information on many of the same factors as the maps,
|
||
|
but show the information over time. Graphs are for locating trends in
|
||
|
city life that won't be noticeable in a map. If you look at a map, for
|
||
|
example the Crime Rate Map, a very slight rise in the crime rate will
|
||
|
not be noticeable. But on the Crime Rate Graph, you would easily
|
||
|
locate the upward trend in crime because you will be viewing the
|
||
|
levels for a number of years at the same time. <p>
|
||
|
|
||
|
Residential, commercial and industrial population growth and/or
|
||
|
decline can be tracked and displayed. If you notice a downward trend
|
||
|
in any of these, refer to the User Reference Card to locate potential
|
||
|
problems and solutions.
|
||
|
<p>
|
||
|
|
||
|
Use the Cash Flow Graph to track your city's efficiency as it grows.
|
||
|
If your maintenance costs are higher than your tax revenues, you will
|
||
|
have a negative cash flow.
|
||
|
<p>
|
||
|
|
||
|
The Crime Rate Graph can be displayed, revealing slight but consistent
|
||
|
upward or downward trends.
|
||
|
<p>
|
||
|
|
||
|
Use the Pollution Graph to catch rising levels of pollution before
|
||
|
they reach a problem level.
|
||
|
<p>
|
||
|
|
||
|
<h2>Micropolis Evaluation Window</h2>
|
||
|
|
||
|
The Evaluation Window gives you a performance rating. You can access
|
||
|
it through the Windows Menu. <p>
|
||
|
|
||
|
Public Opinion is presented in poll form, rating your overall job as
|
||
|
Mayor and listing what the public regards as the city's most pressing
|
||
|
problems. You are advised to keep your residents happy or they might
|
||
|
migrate away, and you will be left with a "ghost town."
|
||
|
<p>
|
||
|
|
||
|
In general, if more than 55% of the populace thinks you are doing a
|
||
|
good job, then you can feel secure of keeping your job.
|
||
|
<p>
|
||
|
|
||
|
If 10% or less of the people think something is a problem, then it's
|
||
|
not too bad.
|
||
|
<p>
|
||
|
|
||
|
These are most of the problems that citizens complain about, and how
|
||
|
to correct them:
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Traffic -- Replace dense sections of roads with rails.
|
||
|
|
||
|
<li>Crime -- Add police stations and/or raise property values.
|
||
|
|
||
|
<li>Pollution -- Replace roads with rails, disperse industrial zones.
|
||
|
|
||
|
<li>Housing -- Zone more residences.
|
||
|
|
||
|
<li>Housing Costs -- Zone more residences in low property value areas.
|
||
|
|
||
|
<li>Fires -- Build more fire departments.
|
||
|
|
||
|
<li>Taxes -- Lower taxes (if you can). Or lie through your lips.
|
||
|
|
||
|
<li>Unemployment -- Zone more commercial and industrial areas.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
Statistics on Population, Net Migration, and Assessed Value are
|
||
|
displayed, along with the city's Game Level and the Overall City
|
||
|
Score. This data is calculated once a year at budget time. <p>
|
||
|
|
||
|
Population is the number of residents in your city.
|
||
|
<p>
|
||
|
|
||
|
The Net Migration statistic provides a rating of the desirability of
|
||
|
your city. If people are leaving in droves, then you know something is
|
||
|
rotten in Micropolis.
|
||
|
<p>
|
||
|
|
||
|
The Assessed Value is the combined value of all city-owned property:
|
||
|
roads, rails, power plants, police and fire stations, airports,
|
||
|
seaports, parks, etc. It does not include residential, commercial and
|
||
|
industrial zones.
|
||
|
<p>
|
||
|
|
||
|
The Categories are defined by population as follows:
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Village: 0 to 1,999
|
||
|
|
||
|
<li>Town: 2,000 to 9,999
|
||
|
|
||
|
<li>City: 10,000 to 49,999
|
||
|
|
||
|
<li>Capital: 50,000 to 99,999
|
||
|
|
||
|
<li>Metropolis: 100,000 to 499,999
|
||
|
|
||
|
<li>Megalopolis: 500,000 and above
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
Overall City Score is a composite score based on the following factors
|
||
|
(some positive, some negative): <p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Major Factors: Crime, pollution, housing costs, taxes, traffic,
|
||
|
unemployment, fire protection, unpowered zones, city growth rate.
|
||
|
|
||
|
<li>Minor Factors: Stadium needed (but not built), seaport needed (but
|
||
|
not built), airport needed (but not built), road funding, police
|
||
|
funding, fire department funding, and fires.
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
A large population is not necessarily a sign of a successful city.
|
||
|
Population size does not affect the overall city score, since low
|
||
|
population could indicate a new or growing city. <p>
|
||
|
|
||
|
Since city growth rate does affect the overall city score, a city in
|
||
|
which growth has been intentionally stopped for environmental or
|
||
|
aesthetic reasons will have a slightly lower score.
|
||
|
<p>
|
||
|
|
||
|
<h2>City SimNotice Window</h2>
|
||
|
|
||
|
The Notice Window is used to display important messages, and for
|
||
|
temporary control panels. When something important happens, it pops up
|
||
|
to the front.
|
||
|
Some times it displays a live view of events happening in the city,
|
||
|
that you can click on to scroll the editor window to the location of interest.
|
||
|
You can dismiss the Notice window by clicking the "Dismiss" button along the bottom edge. <p>
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
<h2>Growing a City</h2>
|
||
|
|
||
|
While growing a city, refer often to the User Reference Card. It
|
||
|
provides a chart of City Dynamics; how all factors of city life and
|
||
|
growth are related. <p>
|
||
|
|
||
|
The main points to keep in mind while growing a city are:
|
||
|
<p>
|
||
|
|
||
|
<ul>
|
||
|
|
||
|
<li>Grow slowly. Watch your money.
|
||
|
|
||
|
<li>All zones must be powered to develop.
|
||
|
|
||
|
<li>Zones must be developed to generate tax money.
|
||
|
|
||
|
<li>Roads or rails must provide access to and from each zone for it to
|
||
|
fully develop.
|
||
|
|
||
|
<li>There is a yearly maintenance cost for each section of road, rail,
|
||
|
bridge and tunnel. This can add up. Don't build too many roads and
|
||
|
rails and generate high maintenance costs before your city can
|
||
|
generate enough tax revenues to support them.
|
||
|
|
||
|
<li>Extra power plants and redundant power lines are expensive, but
|
||
|
can keep zones from losing power during a disaster or emergency and
|
||
|
deteriorating.
|
||
|
|
||
|
<li>Rails can carry much more traffic than roads. While building and
|
||
|
zoning an area that you predict will generate heavy traffic, install
|
||
|
rails instead of roads in the early stages of development.
|
||
|
|
||
|
<li>If you get a lot of heavy traffic warnings, replace roads with
|
||
|
rails. You can build an entirely roadless city, even if you're not a
|
||
|
train spotter!
|
||
|
|
||
|
<li>Grouping zones together, four of five in a row touching each
|
||
|
other, can eliminate a lot of power line segments.
|
||
|
|
||
|
<li>Airports, seaports and stadiums won't help a small city grow -- so
|
||
|
save your money until the city gets larger. The Sims will tell you
|
||
|
when they need these things.
|
||
|
|
||
|
<li>Place zones, roads, etc. carefully -- they cannot be moved, and
|
||
|
you will have to pay to bulldoze them and rebuild.
|
||
|
|
||
|
<li>As a rule of thumb, the number of residential zones should be
|
||
|
approximately equal to the sum of commercial and industrial zones.
|
||
|
When your city is small, you will need more industrial zones than
|
||
|
commercial, and when your city gets larger, you will need more
|
||
|
commercial zones than industrial.
|
||
|
|
||
|
<li>Separate the residential areas from the industrial areas.
|
||
|
|
||
|
<li>Proximity to forests, parks, and water increases land value, which
|
||
|
increases the taxes collected. Don't bulldoze any more forest than you
|
||
|
must. Natural shoreline increases property values more than landfill
|
||
|
shoreline.
|
||
|
|
||
|
<li>Keep in mind that proximity to downtown raises property values.
|
||
|
The simulator defines the downtown areas as "the center of mass of the
|
||
|
population density." It calculates the average geographical center of
|
||
|
the population.
|
||
|
|
||
|
<li>A bigger, more populous city is not necessarily better. Having a
|
||
|
self-supporting, profitable city with pleasant surroundings is better
|
||
|
than a huge city that is always broke and has no forest or shoreline.
|
||
|
|
||
|
<li>Use the various maps and graphs to plan city growth, locate
|
||
|
problems, and track your progress. Look for areas that need police and
|
||
|
fire coverage as you go, so you don't have to go back and bulldoze
|
||
|
developed zones to make room for police and fire stations.
|
||
|
|
||
|
<li>Save your city to disk before trying any major new policy so you
|
||
|
can go back if your plan doesn't work.
|
||
|
|
||
|
<li>Print out your city in different stages of evolution to track and
|
||
|
plan growth.
|
||
|
|
||
|
<li>Check the Evaluation Window often. The Sims will let you know how
|
||
|
you are doing. Also the statistics can be useful; if your population
|
||
|
is shrinking, don't go zoning new areas that may never develop. Look
|
||
|
for problems in the existing zoned areas, and spend your time and
|
||
|
money solving them.
|
||
|
|
||
|
<li>Save your city to disk often!!!
|
||
|
|
||
|
</ul>
|
||
|
|
||
|
<p>
|
||
|
|
||
|
<hr>
|
||
|
<p>
|
||
|
<h2>Micropolis, Unix Version.</h2>
|
||
|
This game was released for the Unix platform
|
||
|
in or about 1990 and has been modified for inclusion in the One Laptop
|
||
|
Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If
|
||
|
you need assistance with this program, you may contact:
|
||
|
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
|
||
|
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
This program is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or (at
|
||
|
your option) any later version.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
This program is distributed in the hope that it will be useful, but
|
||
|
WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||
|
General Public License for more details. You should have received a
|
||
|
copy of the GNU General Public License along with this program. If
|
||
|
not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
|
||
|
|
||
|
</p>
|
||
|
<p>
|
||
|
No trademark or publicity rights are granted. This license does NOT
|
||
|
give you any right, title or interest in the trademark SimCity or any
|
||
|
other Electronic Arts trademark. You may not distribute any
|
||
|
modification of this program using the trademark SimCity or claim any
|
||
|
affliation or association with Electronic Arts Inc. or its employees.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
Any propagation or conveyance of this program must include this
|
||
|
copyright notice and these terms.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
If you convey this program (or any modifications of it) and assume
|
||
|
contractual liability for the program to recipients of it, you agree
|
||
|
to indemnify Electronic Arts for any liability that those contractual
|
||
|
assumptions impose on Electronic Arts.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
You may not misrepresent the origins of this program; modified
|
||
|
versions of the program must be marked as such and not identified as
|
||
|
the original program.
|
||
|
</p>
|
||
|
<p>
|
||
|
|
||
|
This disclaimer supplements the one included in the General Public
|
||
|
License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
|
||
|
PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
|
||
|
OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
|
||
|
SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
|
||
|
DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
|
||
|
INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
|
||
|
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
|
||
|
RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
|
||
|
USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
|
||
|
INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
|
||
|
MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
|
||
|
UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
|
||
|
WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
|
||
|
CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
|
||
|
ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
|
||
|
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
|
||
|
WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
|
||
|
CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
|
||
|
NOT APPLY TO YOU.</b>
|
||
|
</p>
|
||
|
</body>
|
||
|
|
||
|
</html>
|