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docs/intro.html
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docs/intro.html
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<html>
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<head>
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<title>Introduction</title>
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</head>
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<body>
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<h1>Introduction</h1>
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<h2>Foreword</h2>
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Enter Micropolis and take control. Be the undisputed ruler of a
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sophisticated real-time City Simulation. Become the master of existing
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cities such as San Francisco, Tokyo, and Rio de Janeiro, or create
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your own dream city (or nightmare slum) from the ground up. <p>
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Whether you take over an existing city or build your own, you are the
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Mayor and City Planner with complete authority.
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<p>
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Your city is populated by Sims -- Simulated Citizens. Like their human
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counterparts, they build houses, condos, churches, stores and
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factories. And, also like humans, they complain about things like
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taxes, mayors, taxes, city planners, and taxes. If they get unhappy,
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they move out; you collect fewer taxes, the city deteriorates.
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<p>
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The next few sections will explain the overall concept of Micropolis and
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give information that will help you win Scenarios and design and build
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better cities.
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<p>
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<h2>About System Simulations</h2>
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Micropolis is the first of a new type of entertainment/educational
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software, called System Simulations. We provide you with a set of
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Rules and Tools that describe, create and control a system. In the
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case of Micropolis the system is a city. <p>
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The challenge of playing a System Simulation game is to figure out how
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the system works and take control of it. As master of the system, you
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are free to use the Tools to create and control an unlimited number of
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systems (in this case, cities) within the framework and limits
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provided by the Rules.
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<p>
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<h3>Rules</h3>
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In Micropolis, the Rules to learn are based on city planning and
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management, including: <p>
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<ul>
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<li>Human Factors: Residential space and amenities, availability of
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jobs, and quality of life.
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<li>Economic Factors: Land value, industrial and commercial space,
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unemployment, internal and external markets, electric power, taxation,
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and funding for city services.
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<li>Survival Factors: Strategies for dealing with disasters, crime,
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and pollution.
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<li>Political Factors: Public opinion, zoning, and keeping residents
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and businesses satisfied with your city and your performance.
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</ul>
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<p>
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<h3>Tools</h3>
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The Tools provide you with the ability to plan, lay out, zone, build,
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bulldoze, re-zone, and manage a city. <p>
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<ul>
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<li>Plan: Mapping systems give physical and demographic overviews of
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the entire city.
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<li>Layout: Design living and working areas, road and transit systems,
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and recreational areas.
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<li>Zone: Set zoning boundaries for parks, residential, commercial and
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industrial areas.
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<li>Build: Place roads, rails, airports, seaports, fire and police
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stations, sports stadiums, and power plants.
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<li>Bulldoze: Clear forests for city growth, build landfill along
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waterways, clear and re-zone developed areas.
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<li>Manage: Using the mapping and graphing systems, gather up-to-date
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information on traffic density, population trends, power grid status,
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pollution, crime, land value, police and fire department efficiency,
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and cash flow. Set the tax rate and funding levels for city services.
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</ul>
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<p>
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But the most important Tool of all is the Simulator itself. Test your
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plans and ideas as you watch the city grow or shrink through the
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immigration and emigration of industrious Simulated Citizens. Sims
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will move in and build homes, hospitals, churches, stores and
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factories in the zones you provide, or move out in search of jobs or a
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better life elsewhere. The success of the city is based on the quality
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of the city you design and manage.
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<p>
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<h3>Simulator Reaction Time</h3>
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The simulator is a very complex multi-tasking piece of software. It is
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constantly performing many checks, calculations, and updates, as well
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as keeping watch on the mouse and keyboard to respond to your demands.
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When you load in a city, give the simulator some time to compile its
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data and update the maps, graphs, population levels, etc. Some of the
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other times when the simulator lags behind you are when powering zones
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and updating the city services map after installing police and fire
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stations. <p>
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<h2>The Goals of Micropolis</h2>
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There are many goals to be pursued and reached in Micropolis. <p>
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<h3>Scenarios</h3>
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Each of the eight included scenarios is actually a game in itself,
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with an unlimited number of ways to win -- or lose. <p>
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Each Scenario is a city which is either the victim of horrible
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planning or about to be the victim of a natural disaster. After you
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load in a Scenario, you will have a limited amount of time to correct
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or repair the problems. If you are successful, you will be given the
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key to the city. If not, you may be ridden out of town on a rail.
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<p>
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If one strategy doesn't work, try another. There are a million stories
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in each city, and you write them.
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<p>
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<h3>Your Dream City</h3>
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Perhaps the main goal of Micropolis is for you to design, manage and
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maintain the city of your dreams. <p>
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Your ideal place to live may be a bustling megalopolis, lots of
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people, lots of cars, tall buildings: high-energy, high density
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living. Or it may be a small rural community, or a linked group of
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small communities providing slow-paced country living.
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<p>
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As long as your city can provide places for people to live, work, shop
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and play, it will attract residents. And as long as traffic,
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pollution, overcrowding, crime or taxes don't drive them away, your
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city will live.
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<p>
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<h1>Getting Started</h1>
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<h2>Micropolis Requirements</h2>
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Micropolis requires an Intel processor running the Linux operating
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system, with the X11 window system installed, a 16 bit deep color graphics display,
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a kernel with the shared memory option enabled,
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and at least 32 megabytes of memory. <p>
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<h2>Micropolis Features</h2>
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<h3>On-Line Help</h3>
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You can get help on the Micropolis user interface, by pointing the mouse
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at anything mysterious, holding down shift, and clicking the left button.
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The Help window will pop up, giving instructions and useful hints on how
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to use the controls. <p>
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<h3>Multiple Views</h3>
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You can open up any number of animated city maps and editors at once. <p>
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<h3>Pie Menus</h3>
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Micropolis features pop up "pie menus" for quickly selecting city editing tools.
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Pie menus are radial menus with their choices in different directions,
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and they're very fast and efficient to use.
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Since you change editing tools quite often while building a city,
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you can save much time and effort by using the pie menu shortcuts
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instead of the moving back and forth to the tool pallet.
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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>
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