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453 lines
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19 KiB
HTML
Executable file
453 lines
No EOL
19 KiB
HTML
Executable file
<html>
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<head>
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<title>Tutorial -- A Walk Through Your City</title>
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</head>
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<body>
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<h1>Tutorial -- A Walk Through Your City</h1>
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<h2>Starting Up</h2>
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To start up Micropolis, go to the Micropolis directory and run the shell
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script named "Micropolis". The computer will chug for a while as
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HyperLook and Micropolis are loaded. You'll know things are going well
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when you see the Introduction Screen. <p>
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<i>The Introduction Screen</i>
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<p>
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Once Micropolis is loaded, the Introduction Screen will go away and be
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replaced by a Welcome Notice, and a Startup Window with a bunch of
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buttons for cities and scenarios.
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<p>
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<i>The Welcome Notice</i>
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<p>
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<i>The Startup Window</i>
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<p>
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In case you wonder about any of the buttons or graphics, you can get
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help on anything by pointing at it and pressing the "Help" key. So try
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pressing "Help" over the weird little grill in the upper right corner
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of the Startup Window. This brings up the HyperLook Help stack. Click
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on "Done" to dismiss it.
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<p>
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<i>The Help Stack</i>
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<p>
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<h2>Generating a New City</h2>
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Now click the left mouse button on the "New City" button. The Welcome
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Notice will turn into a control panel for setting up a New City, and
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the Startup Screen will turn into a Terrain Generator with a map and
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some buttons. <p>
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<i>The New City Panel</i>
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<p>
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<i>The Terrain Generator</i>
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<p>
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<h2>City Name</h2>
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You can set the name of your city by clicking the left button on the
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"City Name" text field, and typing the name. The delete key erases the
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last character, and Control-U erases to the beginning of the line. You
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can double or triple click on the name to select it, and it will be
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deleted when you type a new name. <p>
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<h2>Game Level</h2>
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The three exclusive settings let you select the Game Level. Choose
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"Easy" for now, by clicking the left mouse button. If you're just
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starting out, you can certainly use the extra money! <p>
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<h2>Generate New Terrain</h2>
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If you're not satisfied with the terrain map you see, just press
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"Generate New Terrain", and you will get a new map. You can do this as
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many times as you like, until you get a nice map. <p>
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<i>Randomly Generated Terrain Maps</i>
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<p>
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<h2>Use This Map</h2>
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When you are happy with the terrain map, press the "Use This Map"
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button, and the game will begin! <p>
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<h2>The Edit Window</h2>
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You're now playing Micropolis! The Edit Window, which is the main window
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used for controlling Micropolis, will be displayed: <p>
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<i>The Edit Window</i>
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<p>
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The Edit Window is where you will do the actual building and zoning.
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In the middle of the Edit Window is a detailed map showing part of the
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terrain. Around the edges are controls and fields displaying
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information about the city.
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<p>
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Along the top edge of the window is the City Name, where the name of
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your city or the scenario you selected is displayed. Clicking on it
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brings the window to the front.
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<p>
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In the upper left corner is a picture of the City Simulator.
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If you click on that, the Introduction Screen will be displayed
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to show the credits, version, and copyrights. Click on the
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Introduction Screen to dismiss it.
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<p>
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On the left edge, below the City Simulator, is a Close Box. Clicking
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the left button on the Close Box closes the Edit Window into a small
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icon, a miniature version of the window. Thanks to the way HyperLook
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is designed, when a window is iconified, it continues to animate. You
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can double click on an icon to open it back up to a full sized window.
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<p>
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There is a row of Menu Buttons below the title, to the right of the
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Close Box. Pressing the right mouse button down over any of these
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buttons pops up a menu, from which you can select using the right
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mouse button. Clicking the left mouse button over a Menu Button
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selects the menu's default item, without displaying the menu. The
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default menu item has a black ring or rectangle around it. You can set
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the default by pressing the Control key when the menu is up.
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<p>
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There are three fields below the Menu Buttons, that display your
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Current Funds (in dollars), the Current Date (the year and month), and
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important Messages (one at a time). Clicking on them just brings the
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window to the front.
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<p>
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Along the left edge of the window are two columns of colorful Tool
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Icons, used for choosing the city editing mode. Click the mouse over
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an icon to select an editing tool. The currently selected tool is
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highlighted in yellow. The Tool Cost field along the bottom edge of
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the window tells you the name of the selected tool, and how many
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dollars it costs to use.
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<p>
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You can use the selected tool by pressing the left mouse button over
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the map in the middle of the Edit Window. Also, you can pop up a Pie
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Menu to quickly switch between editing tools, by clicking the right
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mouse button over the map. You can easily scroll the map by pressing
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the middle mouse button down over the map and dragging the view
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around.
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<p>
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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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<p>
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The Zoom Control changes the magnification of the map. You can zoom in
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or out to make the graphics larger or smaller, or press the Zoom Reset
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button to zoom back to normal. The animation is fastest at the normal
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size.
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<p>
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All of the Micropolis windows have Drag Edges with which you can move the
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window around, and Resize Corners to change the size of the window.
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Some windows cannot be resized, so the resize corners just move them
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around. To use them, press the left mouse button down over the corner
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or edge, and move the outline to where you want it. The window will
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move or resize to that location, when you release the button.
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<p>
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The main portion of the map is land. Your available land is made up of
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three types of terrain. The brown areas are Clear Land, the green
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areas are forests and Trees, and the blue areas are Water. You can
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build only on Clear Land. You can clear forest and extend coastlines
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with your bulldozer. You can run roads, rails, and power lines
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straight across the Water.
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<p>
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<h2>The Map Window</h2>
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The other window that's shown when you start the game is the Map
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Window, which displays an overview of your entire city map: <p>
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<i>The Map Window</i>
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<p>
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You can see different demographic views of the city, chosen by the
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icons on the left. The type of map is shown along the top edge of the
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window, to the right of the Close Box.
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<p>
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There is a yellow rectangle in the Map Window that shows the location
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of the detailed city view. (There may be more than one yellow
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rectangles, if multiple views are visible.) Press the mouse button
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down over the yellow rectangle, and drag it around the map, to scroll
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the view.
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<p>
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<h2>Building a City</h2>
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To begin a city, we need: places for Sims to live, places for Sims to
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work, and power. <p>
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You can only build on Clear Land, so use the Bulldozer to clear away
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some trees. Click the left mouse button on the Bulldozer Icon. Move
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the cursor over to land. It now points to a small square, outlining
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the area that will be bulldozed when you click the left button. The
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Trees under your pointer are now Clear Land. Now, hold the left button
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down and drag the pointer across the Trees. Mass destruction. Clear a
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large area of land to prepare for building.
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<p>
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Click the Residential Icon, then move back to your terrain. Your
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cursor will now point to a large square outline. This outline
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indicates how much clear space you will need to create a Residential
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Zone -- a place for Sims to live. Clicking the left mouse button in
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Clear Land will "zone" that area. The "R" in the zone center indicates
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that it is a Residential Zone. The flashing lightning symbol means
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that the zone has no power. Place a few more Residential Zones next to
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the first one.
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<p>
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<i>Several New Residential Zones</i>
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<p>
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Now decide where to position a Power Plant in your city. Point to the
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Power Plant Icon, and press and hold the left mouse button. A menu
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will appear, giving you the option of choosing a Coal or Nuclear
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plant. For now, release the button over "Coal". The outline for a
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Power Plant is even larger than for a Residential Zone. Place the
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Power Plant in some open space near your Residential Zones. If your
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Power Plant is not directly adjacent to a Residential Zone, you'll
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need to run a Power Line from your Power Plant to the Residential
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Zones.
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<p>
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To do this, click the left mouse button over the Power Line Icon. By
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pointing your cursor and pressing the button, lay Power Lines from
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your Power Plant to your Residential Zones. Adjacent Power Line
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sections will automatically connect to each other. Road and Rail lines
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connect in the same manner.
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<p>
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In a moment, the flashing symbols in the Residential Zones will
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disappear, indicating that your zones have been powered. Any zones
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that are adjacent to a powered zone do not need separate Power Lines
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run to them. Soon you will see small houses start to appear. The Sims
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have started to move in!
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<p>
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<i>Here Comes the Neighborhood!</i>
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<p>
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Once there are a few Residential Zones, where Sims can live, you need
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to make it possible for your new residents to find jobs. They can't
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all work at the power plant!
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<p>
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<i>Residential, Commercial, and Industrial Zones</i>
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<p>
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Now you're ready for Commercial and Industrial areas; places for Sims
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to work, shop, and transact business. Select the Commercial Icon and
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place a few Commercial Zones near your Residential ones. Then select
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the Industrial Icon and place some Industrial Zones. Connect all
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necessary Power Lines.
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<p>
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Notice that as you select different Tool Icons, the icon's description
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and its associated cost will be displayed in the Tool Cost field near
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the lower left corner of the Edit Window. The Current Funds field near
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the top of the window displays your total funds available.
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<p>
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Now click the left button on the Road Icon and add Roads from your
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Residential housing to the Commercial and Industrial areas to allow
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the Sims to commute to work. Road sections connect themselves like
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Power Line sections. Once you have Roads, traffic will be generated.
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<p>
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<i>Roads with Traffic</i>
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<p>
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Now move the cursor to the Menu Button labelled "Windows", and press
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the right mouse button down. The Windows Menu will pop up below the
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cursor. Drag the cursor to the menu item labelled "Budget", and
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release the right button. This brings up the Budget Window, which lets
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you set the level of funding for your fire, police, and transportation
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departments.
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<p>
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<i>The Budget Window</i>
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<p>
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Click the left mouse button on the up and down arrows, or drag the
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sliders to change the funding levels. You can also adjust the current
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tax rate. If you have no police or fire departments, you can't fund
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them. You cannot fund more than 100%. Since your city is so new, you
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can't do much here now, but come back later. Click the left mouse
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button on the "Go With These Figures" button to make the window go
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away when you're done. If the hour glass runs out, the window will go
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away automatically. You can click on the hourglass to keep that from
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happening.
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<p>
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Now look at the Map Window. You can get an idea of the size of your
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city, and how much room you have left. Try the different map views by
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clicking the left mouse button on the icons along the left edge of the
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Map Window. You will need this information to build and adjust
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conditions in your city. For example, you can pinpoint the areas with
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the highest crime to determine locations for new police stations.
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<p>
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<i>The Map Window</i>
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<p>
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Additional information can be gained through the available Graphs.
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Unlike the Maps, which only show the current state of your city, the
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Graphs give you a record of the past so you can gauge trends and
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cycles. You can display the Graph Window by selecting the item
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labelled "Graph" from the Window Menu.
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<p>
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<i>The Graph Window</i>
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<p>
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You can toggle the various graph displays on and off, and switch
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between 10 year and 120 year graphs, by clicking on the icons at the
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left of the Graph Window.
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<p>
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Another way to gather information about your city is by using the
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Query Tool. To use this, select the Tool Icon with the magnifying
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glass and question mark, or hold down the "Q" key, then press the left
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mouse button over the map in the Edit Window. You will be shown a
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window filled with information about the zone under the cursor.
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<p>
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<i>The Zone Status Window</i>
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<p>
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Now, let's Save the city to disk. Use the File Menu to select "Save
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City as...". You'll see the Save File dialog. Near the top of the
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window is a text field labelled "File:". You can select a directory by
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typing its name into the text field, or by double clicking in the
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scrolling list. Then you can type in a name for your city, ending with
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the ".city" extension, and press return. Your city will be saved to
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disk, so you can load it later to get back to where you are now.
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<p>
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<i>Save File Dialog</i>
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<p>
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To load a city, use the File Menu and select the item labelled "Load
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City...". The Open File dialog looks and works almost like the Save
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File dialog. It will start out in a directory named "Cities", which
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contains some interesting cities included with Micropolis. You can load
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and play any of them, or navigate to the directory where you saved
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your city, and load that again.
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<p>
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<i>Open File Dialog</i>
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<p>
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This is all the basic information you need to run Micropolis, but we
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suggest reading on. The User Reference section explains in detail how
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to use each program function. Inside Micropolis explains the inner
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workings of the simulator, and gives some brief hints and tips for
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using it. There is also an essay on The History of Cities and City
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Planning, and a Bibliography for serious City Planners.
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<p>
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Have Fun Playing Micropolis!
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<p>
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<p>
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<hr>
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<p>
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<h2>Micropolis, Unix Version.</h2>
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This game was released for the Unix platform
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in or about 1990 and has been modified for inclusion in the One Laptop
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Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If
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you need assistance with this program, you may contact:
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<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
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href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
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</p>
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<p>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or (at
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your option) any later version.
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</p>
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<p>
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details. You should have received a
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copy of the GNU General Public License along with this program. If
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not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
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</p>
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<p>
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<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
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</p>
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<p>
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No trademark or publicity rights are granted. This license does NOT
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give you any right, title or interest in the trademark SimCity or any
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other Electronic Arts trademark. You may not distribute any
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modification of this program using the trademark SimCity or claim any
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affliation or association with Electronic Arts Inc. or its employees.
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</p>
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<p>
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Any propagation or conveyance of this program must include this
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copyright notice and these terms.
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</p>
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<p>
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If you convey this program (or any modifications of it) and assume
|
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contractual liability for the program to recipients of it, you agree
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to indemnify Electronic Arts for any liability that those contractual
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assumptions impose on Electronic Arts.
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</p>
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<p>
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You may not misrepresent the origins of this program; modified
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versions of the program must be marked as such and not identified as
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the original program.
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</p>
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<p>
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This disclaimer supplements the one included in the General Public
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License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
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PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
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OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
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SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
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DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
|
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INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
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FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
|
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RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
|
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USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
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|
INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
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MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
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UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
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WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
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CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
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ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
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JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
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WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
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CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
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NOT APPLY TO YOU.</b>
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</p>
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</body>
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</html> |