1 <head><title>Introduction
</title></head><body> 
   7 Enter Micropolis and take control. Be the undisputed ruler of a
 
   8 sophisticated real-time City Simulation. Become the master of existing
 
   9 cities such as San Francisco, Tokyo, and Rio de Janeiro, or create
 
  10 your own dream city (or nightmare slum) from the ground up.  
<p> 
  12 Whether you take over an existing city or build your own, you are the
 
  13 Mayor and City Planner with complete authority.  
<p> 
  15 Your city is populated by Sims -- Simulated Citizens. Like their human
 
  16 counterparts, they build houses, condos, churches, stores and
 
  17 factories. And, also like humans, they complain about things like
 
  18 taxes, mayors, taxes, city planners, and taxes. If they get unhappy,
 
  19 they move out; you collect fewer taxes, the city deteriorates.  
<p> 
  21 The next few sections will explain the overall concept of Micropolis and
 
  22 give information that will help you win Scenarios and design and build
 
  25 <h2>About System Simulations
</h2> 
  27 Micropolis is the first of a new type of entertainment/educational
 
  28 software, called System Simulations. We provide you with a set of
 
  29 Rules and Tools that describe, create and control a system. In the
 
  30 case of Micropolis the system is a city.  
<p> 
  32 The challenge of playing a System Simulation game is to figure out how
 
  33 the system works and take control of it. As master of the system, you
 
  34 are free to use the Tools to create and control an unlimited number of
 
  35 systems (in this case, cities) within the framework and limits
 
  36 provided by the Rules.  
<p> 
  40 In Micropolis, the Rules to learn are based on city planning and
 
  41 management, including: 
<p> 
  45 <li>Human Factors: Residential space and amenities, availability of
 
  46 jobs, and quality of life.
 
  48 <li>Economic Factors: Land value, industrial and commercial space,
 
  49 unemployment, internal and external markets, electric power, taxation,
 
  50 and funding for city services.
 
  52 <li>Survival Factors: Strategies for dealing with disasters, crime,
 
  55 <li>Political Factors: Public opinion, zoning, and keeping residents
 
  56 and businesses satisfied with your city and your performance. 
 
  63 The Tools provide you with the ability to plan, lay out, zone, build,
 
  64 bulldoze, re-zone, and manage a city. 
<p> 
  68 <li>Plan: Mapping systems give physical and demographic overviews of
 
  71 <li>Layout: Design living and working areas, road and transit systems,
 
  72 and recreational areas.
 
  74 <li>Zone: Set zoning boundaries for parks, residential, commercial and
 
  77 <li>Build: Place roads, rails, airports, seaports, fire and police
 
  78 stations, sports stadiums, and power plants.
 
  80 <li>Bulldoze: Clear forests for city growth, build landfill along
 
  81 waterways, clear and re-zone developed areas.
 
  83 <li>Manage: Using the mapping and graphing systems, gather up-to-date
 
  84 information on traffic density, population trends, power grid status,
 
  85 pollution, crime, land value, police and fire department efficiency,
 
  86 and cash flow. Set the tax rate and funding levels for city services.
 
  91 But the most important Tool of all is the Simulator itself. Test your
 
  92 plans and ideas as you watch the city grow or shrink through the
 
  93 immigration and emigration of industrious Simulated Citizens. Sims
 
  94 will move in and build homes, hospitals, churches, stores and
 
  95 factories in the zones you provide, or move out in search of jobs or a
 
  96 better life elsewhere. The success of the city is based on the quality
 
  97 of the city you design and manage.  
<p> 
  99 <h3>Simulator Reaction Time
</h3> 
 101 The simulator is a very complex multi-tasking piece of software. It is
 
 102 constantly performing many checks, calculations, and updates, as well
 
 103 as keeping watch on the mouse and keyboard to respond to your demands.
 
 104 When you load in a city, give the simulator some time to compile its
 
 105 data and update the maps, graphs, population levels, etc. Some of the
 
 106 other times when the simulator lags behind you are when powering zones
 
 107 and updating the city services map after installing police and fire
 
 110 <h2>The Goals of Micropolis
</h2> 
 112 There are many goals to be pursued and reached in Micropolis.  
<p> 
 116 Each of the eight included scenarios is actually a game in itself,
 
 117 with an unlimited number of ways to win -- or lose. 
<p> 
 119 Each Scenario is a city which is either the victim of horrible
 
 120 planning or about to be the victim of a natural disaster. After you
 
 121 load in a Scenario, you will have a limited amount of time to correct
 
 122 or repair the problems. If you are successful, you will be given the
 
 123 key to the city. If not, you may be ridden out of town on a rail.  
<p> 
 125 If one strategy doesn't work, try another. There are a million stories
 
 126 in each city, and you write them.  
<p> 
 128 <h3>Your Dream City
</h3> 
 130 Perhaps the main goal of Micropolis is for you to design, manage and
 
 131 maintain the city of your dreams.  
<p> 
 133 Your ideal place to live may be a bustling megalopolis, lots of
 
 134 people, lots of cars, tall buildings: high-energy, high density
 
 135 living. Or it may be a small rural community, or a linked group of
 
 136 small communities providing slow-paced country living.  
<p> 
 138 As long as your city can provide places for people to live, work, shop
 
 139 and play, it will attract residents. And as long as traffic,
 
 140 pollution, overcrowding, crime or taxes don't drive them away, your
 
 143 <h1>Getting Started
</h1> 
 145 <h2>Micropolis Requirements
</h2> 
 147 Micropolis requires an Intel processor running the Linux operating
 
 148 system, with the X11 window system installed, a 
16 bit deep color graphics display, 
 
 149 a kernel with the shared memory option enabled, 
 
 150 and at least 
32 megabytes of memory. 
<p> 
 152 <h2>Micropolis Features
</h2> 
 154 <h3>On-Line Help
</h3> 
 156 You can get help on the Micropolis user interface, by pointing the mouse
 
 157 at anything mysterious, holding down shift, and clicking the left button. 
 
 158 The Help window will pop up, giving instructions and useful hints on how 
 
 159 to use the controls.  
<p> 
 161 <h3>Multiple Views
</h3> 
 163 You can open up any number of animated city maps and editors at once. 
<p> 
 167 Micropolis features pop up "pie menus" for quickly selecting city editing tools. 
 
 168 Pie menus are radial menus with their choices in different directions, 
 
 169 and they're very fast and efficient to use. 
 
 170 Since you change editing tools quite often while building a city, 
 
 171 you can save much time and effort by using the pie menu shortcuts 
 
 172 instead of the moving back and forth to the tool pallet.
 
 179 <h2>Micropolis, Unix Version.
</h2> 
 180 This game was released for the Unix platform
 
 181 in or about 
1990 and has been modified for inclusion in the One Laptop
 
 182 Per Child program.  Copyright 
© 1989 - 
2007 Electronic Arts Inc.  If
 
 183 you need assistance with this program, you may contact:
 
 184 <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>.
 
 187 This program is free software: you can redistribute it and/or modify
 
 188 it under the terms of the GNU General Public License as published by
 
 189 the Free Software Foundation, either version 
3 of the License, or (at
 
 190 your option) any later version.
 
 193 This program is distributed in the hope that it will be useful, but
 
 194 WITHOUT ANY WARRANTY; without even the implied warranty of
 
 195 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 
 196 General Public License for more details.  You should have received a
 
 197 copy of the GNU General Public License along with this program.  If
 
 198 not, see 
<a href=
"http://www.gnu.org/licenses/">http://www.gnu.org/licenses/
</a>.
 
 201 <h3 align=
"center">ADDITIONAL TERMS per GNU GPL Section 
7</h3> 
 204 No trademark or publicity rights are granted.  This license does NOT
 
 205 give you any right, title or interest in the trademark SimCity or any
 
 206 other Electronic Arts trademark.  You may not distribute any
 
 207 modification of this program using the trademark SimCity or claim any
 
 208 affliation or association with Electronic Arts Inc. or its employees.
 
 211 Any propagation or conveyance of this program must include this
 
 212 copyright notice and these terms.
 
 215 If you convey this program (or any modifications of it) and assume
 
 216 contractual liability for the program to recipients of it, you agree
 
 217 to indemnify Electronic Arts for any liability that those contractual
 
 218 assumptions impose on Electronic Arts.
 
 221 You may not misrepresent the origins of this program; modified
 
 222 versions of the program must be marked as such and not identified as
 
 223 the original program.
 
 226 This disclaimer supplements the one included in the General Public
 
 227 License.  
<b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
 
 228 PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
 
 229 OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK.  THE ENTIRE RISK OF
 
 230 SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU.  ELECTRONIC ARTS
 
 231 DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
 
 232 INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
 
 233 FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
 
 234 RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
 
 235 USAGE, OR TRADE PRACTICE.  ELECTRONIC ARTS DOES NOT WARRANT AGAINST
 
 236 INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
 
 237 MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
 
 238 UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
 
 239 WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
 
 240 CORRECTED.  NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
 
 241 ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY.  SOME
 
 242 JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
 
 243 WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
 
 244 CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
 
 245 NOT APPLY TO YOU.
</b>