]>
Commit | Line | Data |
---|---|---|
1 | <head><title>Tutorial -- A Walk Through Your City</title></head><body> | |
2 | ||
3 | <h1>Tutorial -- A Walk Through Your City</h1> | |
4 | ||
5 | <h2>Starting Up</h2> | |
6 | ||
7 | To start up Micropolis, go to the Micropolis directory and run the shell | |
8 | script named "Micropolis". The computer will chug for a while as | |
9 | HyperLook and Micropolis are loaded. You'll know things are going well | |
10 | when you see the Introduction Screen. <p> | |
11 | ||
12 | <i>The Introduction Screen</i><p> | |
13 | ||
14 | Once Micropolis is loaded, the Introduction Screen will go away and be | |
15 | replaced by a Welcome Notice, and a Startup Window with a bunch of | |
16 | buttons for cities and scenarios. <p> | |
17 | ||
18 | <i>The Welcome Notice</i><p> | |
19 | ||
20 | <i>The Startup Window</i><p> | |
21 | ||
22 | In case you wonder about any of the buttons or graphics, you can get | |
23 | help on anything by pointing at it and pressing the "Help" key. So try | |
24 | pressing "Help" over the weird little grill in the upper right corner | |
25 | of the Startup Window. This brings up the HyperLook Help stack. Click | |
26 | on "Done" to dismiss it. <p> | |
27 | ||
28 | <i>The Help Stack</i><p> | |
29 | ||
30 | <h2>Generating a New City</h2> | |
31 | ||
32 | Now click the left mouse button on the "New City" button. The Welcome | |
33 | Notice will turn into a control panel for setting up a New City, and | |
34 | the Startup Screen will turn into a Terrain Generator with a map and | |
35 | some buttons. <p> | |
36 | ||
37 | <i>The New City Panel</i><p> | |
38 | ||
39 | <i>The Terrain Generator</i><p> | |
40 | ||
41 | <h2>City Name</h2> | |
42 | ||
43 | You can set the name of your city by clicking the left button on the | |
44 | "City Name" text field, and typing the name. The delete key erases the | |
45 | last character, and Control-U erases to the beginning of the line. You | |
46 | can double or triple click on the name to select it, and it will be | |
47 | deleted when you type a new name. <p> | |
48 | ||
49 | <h2>Game Level</h2> | |
50 | ||
51 | The three exclusive settings let you select the Game Level. Choose | |
52 | "Easy" for now, by clicking the left mouse button. If you're just | |
53 | starting out, you can certainly use the extra money! <p> | |
54 | ||
55 | <h2>Generate New Terrain</h2> | |
56 | ||
57 | If you're not satisfied with the terrain map you see, just press | |
58 | "Generate New Terrain", and you will get a new map. You can do this as | |
59 | many times as you like, until you get a nice map. <p> | |
60 | ||
61 | <i>Randomly Generated Terrain Maps</i><p> | |
62 | ||
63 | <h2>Use This Map</h2> | |
64 | ||
65 | When you are happy with the terrain map, press the "Use This Map" | |
66 | button, and the game will begin! <p> | |
67 | ||
68 | <h2>The Edit Window</h2> | |
69 | ||
70 | You're now playing Micropolis! The Edit Window, which is the main window | |
71 | used for controlling Micropolis, will be displayed: <p> | |
72 | ||
73 | <i>The Edit Window</i><p> | |
74 | ||
75 | The Edit Window is where you will do the actual building and zoning. | |
76 | In the middle of the Edit Window is a detailed map showing part of the | |
77 | terrain. Around the edges are controls and fields displaying | |
78 | information about the city. <p> | |
79 | ||
80 | Along the top edge of the window is the City Name, where the name of | |
81 | your city or the scenario you selected is displayed. Clicking on it | |
82 | brings the window to the front. <p> | |
83 | ||
84 | In the upper left corner is a picture of the City Simulator. | |
85 | If you click on that, the Introduction Screen will be displayed | |
86 | to show the credits, version, and copyrights. Click on the | |
87 | Introduction Screen to dismiss it. <p> | |
88 | ||
89 | On the left edge, below the City Simulator, is a Close Box. Clicking | |
90 | the left button on the Close Box closes the Edit Window into a small | |
91 | icon, a miniature version of the window. Thanks to the way HyperLook | |
92 | is designed, when a window is iconified, it continues to animate. You | |
93 | can double click on an icon to open it back up to a full sized window. | |
94 | <p> | |
95 | ||
96 | There is a row of Menu Buttons below the title, to the right of the | |
97 | Close Box. Pressing the right mouse button down over any of these | |
98 | buttons pops up a menu, from which you can select using the right | |
99 | mouse button. Clicking the left mouse button over a Menu Button | |
100 | selects the menu's default item, without displaying the menu. The | |
101 | default menu item has a black ring or rectangle around it. You can set | |
102 | the default by pressing the Control key when the menu is up. <p> | |
103 | ||
104 | There are three fields below the Menu Buttons, that display your | |
105 | Current Funds (in dollars), the Current Date (the year and month), and | |
106 | important Messages (one at a time). Clicking on them just brings the | |
107 | window to the front. <p> | |
108 | ||
109 | Along the left edge of the window are two columns of colorful Tool | |
110 | Icons, used for choosing the city editing mode. Click the mouse over | |
111 | an icon to select an editing tool. The currently selected tool is | |
112 | highlighted in yellow. The Tool Cost field along the bottom edge of | |
113 | the window tells you the name of the selected tool, and how many | |
114 | dollars it costs to use. <p> | |
115 | ||
116 | You can use the selected tool by pressing the left mouse button over | |
117 | the map in the middle of the Edit Window. Also, you can pop up a Pie | |
118 | Menu to quickly switch between editing tools, by clicking the right | |
119 | mouse button over the map. You can easily scroll the map by pressing | |
120 | the middle mouse button down over the map and dragging the view | |
121 | around. <p> | |
122 | ||
123 | The Demand Indicator shows the demand levels for Residential (green), | |
124 | Commercial (blue), and Industrial zones (yellow), and can be helpful | |
125 | in planning your city. <p> | |
126 | ||
127 | The Zoom Control changes the magnification of the map. You can zoom in | |
128 | or out to make the graphics larger or smaller, or press the Zoom Reset | |
129 | button to zoom back to normal. The animation is fastest at the normal | |
130 | size. <p> | |
131 | ||
132 | All of the Micropolis windows have Drag Edges with which you can move the | |
133 | window around, and Resize Corners to change the size of the window. | |
134 | Some windows cannot be resized, so the resize corners just move them | |
135 | around. To use them, press the left mouse button down over the corner | |
136 | or edge, and move the outline to where you want it. The window will | |
137 | move or resize to that location, when you release the button. <p> | |
138 | ||
139 | The main portion of the map is land. Your available land is made up of | |
140 | three types of terrain. The brown areas are Clear Land, the green | |
141 | areas are forests and Trees, and the blue areas are Water. You can | |
142 | build only on Clear Land. You can clear forest and extend coastlines | |
143 | with your bulldozer. You can run roads, rails, and power lines | |
144 | straight across the Water. <p> | |
145 | ||
146 | <h2>The Map Window</h2> | |
147 | ||
148 | The other window that's shown when you start the game is the Map | |
149 | Window, which displays an overview of your entire city map: <p> | |
150 | ||
151 | <i>The Map Window</i><p> | |
152 | ||
153 | You can see different demographic views of the city, chosen by the | |
154 | icons on the left. The type of map is shown along the top edge of the | |
155 | window, to the right of the Close Box. <p> | |
156 | ||
157 | There is a yellow rectangle in the Map Window that shows the location | |
158 | of the detailed city view. (There may be more than one yellow | |
159 | rectangles, if multiple views are visible.) Press the mouse button | |
160 | down over the yellow rectangle, and drag it around the map, to scroll | |
161 | the view. <p> | |
162 | ||
163 | <h2>Building a City</h2> | |
164 | ||
165 | To begin a city, we need: places for Sims to live, places for Sims to | |
166 | work, and power. <p> | |
167 | ||
168 | You can only build on Clear Land, so use the Bulldozer to clear away | |
169 | some trees. Click the left mouse button on the Bulldozer Icon. Move | |
170 | the cursor over to land. It now points to a small square, outlining | |
171 | the area that will be bulldozed when you click the left button. The | |
172 | Trees under your pointer are now Clear Land. Now, hold the left button | |
173 | down and drag the pointer across the Trees. Mass destruction. Clear a | |
174 | large area of land to prepare for building. <p> | |
175 | ||
176 | Click the Residential Icon, then move back to your terrain. Your | |
177 | cursor will now point to a large square outline. This outline | |
178 | indicates how much clear space you will need to create a Residential | |
179 | Zone -- a place for Sims to live. Clicking the left mouse button in | |
180 | Clear Land will "zone" that area. The "R" in the zone center indicates | |
181 | that it is a Residential Zone. The flashing lightning symbol means | |
182 | that the zone has no power. Place a few more Residential Zones next to | |
183 | the first one. <p> | |
184 | ||
185 | <i>Several New Residential Zones</i><p> | |
186 | ||
187 | Now decide where to position a Power Plant in your city. Point to the | |
188 | Power Plant Icon, and press and hold the left mouse button. A menu | |
189 | will appear, giving you the option of choosing a Coal or Nuclear | |
190 | plant. For now, release the button over "Coal". The outline for a | |
191 | Power Plant is even larger than for a Residential Zone. Place the | |
192 | Power Plant in some open space near your Residential Zones. If your | |
193 | Power Plant is not directly adjacent to a Residential Zone, you'll | |
194 | need to run a Power Line from your Power Plant to the Residential | |
195 | Zones. <p> | |
196 | ||
197 | To do this, click the left mouse button over the Power Line Icon. By | |
198 | pointing your cursor and pressing the button, lay Power Lines from | |
199 | your Power Plant to your Residential Zones. Adjacent Power Line | |
200 | sections will automatically connect to each other. Road and Rail lines | |
201 | connect in the same manner. <p> | |
202 | ||
203 | In a moment, the flashing symbols in the Residential Zones will | |
204 | disappear, indicating that your zones have been powered. Any zones | |
205 | that are adjacent to a powered zone do not need separate Power Lines | |
206 | run to them. Soon you will see small houses start to appear. The Sims | |
207 | have started to move in! <p> | |
208 | ||
209 | <i>Here Comes the Neighborhood!</i><p> | |
210 | ||
211 | Once there are a few Residential Zones, where Sims can live, you need | |
212 | to make it possible for your new residents to find jobs. They can't | |
213 | all work at the power plant! <p> | |
214 | ||
215 | <i>Residential, Commercial, and Industrial Zones</i><p> | |
216 | ||
217 | Now you're ready for Commercial and Industrial areas; places for Sims | |
218 | to work, shop, and transact business. Select the Commercial Icon and | |
219 | place a few Commercial Zones near your Residential ones. Then select | |
220 | the Industrial Icon and place some Industrial Zones. Connect all | |
221 | necessary Power Lines. <p> | |
222 | ||
223 | Notice that as you select different Tool Icons, the icon's description | |
224 | and its associated cost will be displayed in the Tool Cost field near | |
225 | the lower left corner of the Edit Window. The Current Funds field near | |
226 | the top of the window displays your total funds available. <p> | |
227 | ||
228 | Now click the left button on the Road Icon and add Roads from your | |
229 | Residential housing to the Commercial and Industrial areas to allow | |
230 | the Sims to commute to work. Road sections connect themselves like | |
231 | Power Line sections. Once you have Roads, traffic will be generated. | |
232 | <p> | |
233 | ||
234 | <i>Roads with Traffic</i><p> | |
235 | ||
236 | Now move the cursor to the Menu Button labelled "Windows", and press | |
237 | the right mouse button down. The Windows Menu will pop up below the | |
238 | cursor. Drag the cursor to the menu item labelled "Budget", and | |
239 | release the right button. This brings up the Budget Window, which lets | |
240 | you set the level of funding for your fire, police, and transportation | |
241 | departments. <p> | |
242 | ||
243 | <i>The Budget Window</i> <p> | |
244 | ||
245 | Click the left mouse button on the up and down arrows, or drag the | |
246 | sliders to change the funding levels. You can also adjust the current | |
247 | tax rate. If you have no police or fire departments, you can't fund | |
248 | them. You cannot fund more than 100%. Since your city is so new, you | |
249 | can't do much here now, but come back later. Click the left mouse | |
250 | button on the "Go With These Figures" button to make the window go | |
251 | away when you're done. If the hour glass runs out, the window will go | |
252 | away automatically. You can click on the hourglass to keep that from | |
253 | happening. <p> | |
254 | ||
255 | Now look at the Map Window. You can get an idea of the size of your | |
256 | city, and how much room you have left. Try the different map views by | |
257 | clicking the left mouse button on the icons along the left edge of the | |
258 | Map Window. You will need this information to build and adjust | |
259 | conditions in your city. For example, you can pinpoint the areas with | |
260 | the highest crime to determine locations for new police stations. <p> | |
261 | ||
262 | <i>The Map Window</i><p> | |
263 | ||
264 | Additional information can be gained through the available Graphs. | |
265 | Unlike the Maps, which only show the current state of your city, the | |
266 | Graphs give you a record of the past so you can gauge trends and | |
267 | cycles. You can display the Graph Window by selecting the item | |
268 | labelled "Graph" from the Window Menu. <p> | |
269 | ||
270 | <i>The Graph Window</i><p> | |
271 | ||
272 | You can toggle the various graph displays on and off, and switch | |
273 | between 10 year and 120 year graphs, by clicking on the icons at the | |
274 | left of the Graph Window. <p> | |
275 | ||
276 | Another way to gather information about your city is by using the | |
277 | Query Tool. To use this, select the Tool Icon with the magnifying | |
278 | glass and question mark, or hold down the "Q" key, then press the left | |
279 | mouse button over the map in the Edit Window. You will be shown a | |
280 | window filled with information about the zone under the cursor. <p> | |
281 | ||
282 | <i>The Zone Status Window</i> <p> | |
283 | ||
284 | Now, let's Save the city to disk. Use the File Menu to select "Save | |
285 | City as...". You'll see the Save File dialog. Near the top of the | |
286 | window is a text field labelled "File:". You can select a directory by | |
287 | typing its name into the text field, or by double clicking in the | |
288 | scrolling list. Then you can type in a name for your city, ending with | |
289 | the ".city" extension, and press return. Your city will be saved to | |
290 | disk, so you can load it later to get back to where you are now. <p> | |
291 | ||
292 | <i>Save File Dialog</i> <p> | |
293 | ||
294 | To load a city, use the File Menu and select the item labelled "Load | |
295 | City...". The Open File dialog looks and works almost like the Save | |
296 | File dialog. It will start out in a directory named "Cities", which | |
297 | contains some interesting cities included with Micropolis. You can load | |
298 | and play any of them, or navigate to the directory where you saved | |
299 | your city, and load that again. <p> | |
300 | ||
301 | <i>Open File Dialog</i> <p> | |
302 | ||
303 | This is all the basic information you need to run Micropolis, but we | |
304 | suggest reading on. The User Reference section explains in detail how | |
305 | to use each program function. Inside Micropolis explains the inner | |
306 | workings of the simulator, and gives some brief hints and tips for | |
307 | using it. There is also an essay on The History of Cities and City | |
308 | Planning, and a Bibliography for serious City Planners. <p> | |
309 | ||
310 | Have Fun Playing Micropolis! <p> | |
311 | ||
312 | <p> | |
313 | ||
314 | <hr> | |
315 | <p> | |
316 | <h2>Micropolis, Unix Version.</h2> | |
317 | This game was released for the Unix platform | |
318 | in or about 1990 and has been modified for inclusion in the One Laptop | |
319 | Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If | |
320 | you need assistance with this program, you may contact: | |
321 | <a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>. | |
322 | </p><p> | |
323 | ||
324 | This program is free software: you can redistribute it and/or modify | |
325 | it under the terms of the GNU General Public License as published by | |
326 | the Free Software Foundation, either version 3 of the License, or (at | |
327 | your option) any later version. | |
328 | </p><p> | |
329 | ||
330 | This program is distributed in the hope that it will be useful, but | |
331 | WITHOUT ANY WARRANTY; without even the implied warranty of | |
332 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
333 | General Public License for more details. You should have received a | |
334 | copy of the GNU General Public License along with this program. If | |
335 | not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>. | |
336 | </p><p> | |
337 | ||
338 | <h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3> | |
339 | ||
340 | </p><p> | |
341 | No trademark or publicity rights are granted. This license does NOT | |
342 | give you any right, title or interest in the trademark SimCity or any | |
343 | other Electronic Arts trademark. You may not distribute any | |
344 | modification of this program using the trademark SimCity or claim any | |
345 | affliation or association with Electronic Arts Inc. or its employees. | |
346 | </p><p> | |
347 | ||
348 | Any propagation or conveyance of this program must include this | |
349 | copyright notice and these terms. | |
350 | </p><p> | |
351 | ||
352 | If you convey this program (or any modifications of it) and assume | |
353 | contractual liability for the program to recipients of it, you agree | |
354 | to indemnify Electronic Arts for any liability that those contractual | |
355 | assumptions impose on Electronic Arts. | |
356 | </p><p> | |
357 | ||
358 | You may not misrepresent the origins of this program; modified | |
359 | versions of the program must be marked as such and not identified as | |
360 | the original program. | |
361 | </p><p> | |
362 | ||
363 | This disclaimer supplements the one included in the General Public | |
364 | License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS | |
365 | PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY | |
366 | OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF | |
367 | SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS | |
368 | DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, | |
369 | INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, | |
370 | FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY | |
371 | RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, | |
372 | USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST | |
373 | INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL | |
374 | MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE | |
375 | UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE | |
376 | WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE | |
377 | CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR | |
378 | ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME | |
379 | JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED | |
380 | WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A | |
381 | CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY | |
382 | NOT APPLY TO YOU.</b> | |
383 | </p> | |
384 | </body> |