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6a5fa4e0 MG |
1 | From: skaven@carson.u.washington.edu (Willilam Gilliland) |
2 | Newsgroups: comp.sys.mac.games | |
3 | Subject: Micropolis Strategies for Success | |
4 | Summary: How to build a better burg. | |
5 | Date: 24 Oct 92 20:15:41 GMT | |
6 | Organization: University of Washington, Seattle | |
7 | ||
8 | What follows is the general strategy I use whenever I play | |
9 | Micropolis. With it I have been able to build a self-sustaining | |
10 | city of 270,000 on Medium without resorting to cheats such as | |
11 | F-U-N-D or banzai taxation or the 'no disaster' setting. | |
12 | This strategy was based on a few ideas given to me by Kevin | |
13 | Ames (kja5@po.CWRU.edu) who has had a city last 1000 years, | |
14 | long enough that two nuclear meltdowns have occured and the | |
15 | radiation has decayed. | |
16 | ||
17 | Note, however, that this strategy will not let you keep | |
18 | growth going indefinately. In about 250 years (at least the | |
19 | way I play) the screen is filled and the zones are at | |
20 | operating capacity. While population will fluctuate due to | |
21 | the world economy (+/- about 10000 people) it will not grow | |
22 | significantly beyond that level. | |
23 | ||
24 | This strategy is based on two principles in the game. | |
25 | ||
26 | P1. Zones are affected greatest by the 1-thick row of spaces | |
27 | surrounding them. | |
28 | ||
29 | P2. The life or death of a city is based on cash flow. | |
30 | ||
31 | Therefore, the strategy revolves around maximizing your | |
32 | income by affecting the spaces around every zone and at the | |
33 | same time minimizing your expenses. To do this you should | |
34 | follow these guidelines. | |
35 | ||
36 | 1. MAXIMIZE zone contact with parks, forests, and shoreline. | |
37 | Since the important contact is the one space around them, to | |
38 | maximize your profit you should space zones one space apart, | |
39 | leaving a strip of forest between them. Since I prefer maps | |
40 | with a river running down the middle, I will put zones in | |
41 | small blocks of 3 or 4 to increase density at the city | |
42 | center. Any empty spaces should be filled with parks. | |
43 | ||
44 | Since natural forests and shoreline are worth more than parks | |
45 | and bulldozed shoreline, you should always strive to preserve | |
46 | as much as you can while getting the most use out of them. | |
47 | ||
48 | 2. MINIMIZE the amount of rails, roads and power lines you | |
49 | have. A good way to do this is to have a long straight road | |
50 | with zones along both sides of it. Do NOT surround zones | |
51 | with roads like city blocks in real life -- this increases | |
52 | expenses for road maintenance, increases pollution, and | |
53 | lowers property values by reducing contact with forest/parks. | |
54 | Besides, only one contact space is necessary. Since you can | |
55 | send power lines (perpendicularly) over road sections you | |
56 | should do this whenever possible, as it increases the space | |
57 | available for parks/forests. | |
58 | ||
59 | Since roads are cheaper to build and maintain than rails you | |
60 | should keep them in the low-usage areas and keep the rails | |
61 | for the high usage areas. Another way to reduce your rails | |
62 | is to have small 'buds' of zones connected by roads to a main | |
63 | rail strip. | |
64 | ||
65 | An example of a 'long strip' is below. | |
66 | ||
67 | ######################################################### | |
68 | #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# | |
69 | -rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr# | |
70 | #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# | |
71 | ==+===+===+===+===+===+===+===+===+===+===+===+===+==+### | |
72 | #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# | |
73 | #rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr#ccc-rrr#rrr-ccc#rrr-rrr# | |
74 | #rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr#ccc#rrr#rrr# | |
75 | ######################################################### | |
76 | ||
77 | # forest or park - power line | |
78 | = rail + power line crossing rail | |
79 | r r-zone | |
80 | c c-zone | |
81 | ||
82 | 3. MINIMIZE pollution near R and C zones. The easiest way to | |
83 | do this is to bunch all your I-zones together at the | |
84 | periphery of the map, to leave the city center for the more | |
85 | valuable R and C zones. You should also leave a 1-wide strip | |
86 | of parks between the zones to decrease the severity of the | |
87 | pollution. Remember, roads add to pollution too, so if you | |
88 | have a lot of traffic put in rails. | |
89 | ||
90 | 4. MINIMIZE the number of police and fire stations while you | |
91 | MAXIMIZE coverage area. The spacing takes practice to figure | |
92 | out, but on my screen the ideal spacing is to have the police | |
93 | stations in a triangular pattern that just fits on the | |
94 | screen. In other words, I have two stations in the bottom | |
95 | corners of the window and one at the top in the center (or | |
96 | vice versa). Concentrated police coverage is much more | |
97 | important than concentrated fire coverage, and I use a wider | |
98 | triangular pattern for fire departments. | |
99 | ||
100 | While there are a number of tips to improve game play, these guidelines | |
101 | are general patterns that, if followed, will let you build cities that have | |
102 | a positive cash flow with a low tax level. And that is all you need to have | |
103 | cities last indefinately. | |
104 | ||
105 | =============================================================================== | |
106 | __ ____ | |
107 | | | The Missionary of Montlake / \ | |
108 | |~~| Bill Gilliland, skaven@u.washington.edu | | | |
109 | / \ Expatriate Member, SUDS | | | |
110 | | | | | | |
111 | | | IN VINO VERITAS | | | |
112 | | | \ / | |
113 | | | "In Wine there is Truth" | | | |
114 | \____/ |__| |