


                              SIM Community 2000

                                 version 2.21
                                04 August 1998


                                (C) Kirk Meyer



--- The fine print * -----------------------------------------------------

    This program is provided to you for your enjoyment, free of charge. I
    can not and will not be held responsible for any damage or loss this
    product may cause, either directly or indirectly. If my program screws
    anything up, you are on your own. You may not sell this program to
    others for money. It is intended to be freely distributed.

    There are only three ways you should run this program. If you ignore
    this message and try to run SIM Community 2000 in some other way, some
    very bad things could happen. SIM Community 2000 can be run by:

        + using the 'Asm(' command
        + using 'ase' to run the program (NOT AShell!)
        + using 'rascall' to run the program


--- Introduction * -------------------------------------------------------

    SIM Community 2000 is a game for your TI-86 that lets you create your
    own personal empire. Of course, you have to satisfy the "sims" that
    live in your community, but that shouldn't be too hard. Right?  The
    newest version of SIM Community 2000 is version 2.21.  IMPORTANT! Your
    older (beta) communities will not load into SIM Community version 2.0
    and later. Hopefully this will be the last change in the file format.

    NOTE: This documentation is extremely long! However, if you do not
    read all of it you will not have a full understanding of the game. If
    you must skip around, read all sections marked with a star (such as
    this one). If you have something you want to suggest or a bug to
    report, send e-mail to kirkmeyer@bigfoot.com.

    Minor changes in version 2.21:

        + now compatible with BasicShell and the new version of Rascall
        + this documentation is no longer web-based
        + a bug with BasicShell was fixed where something strange happened
          (now compatible with Federation Padd)


--- The game in general * ------------------------------------------------

    You are a mayor of a small community. You have a 32 by 32 grid of land
    to work with to create your own personal empire. You will need to
    cater to every need of those who live in your community, the "sims".


--- Installing the game * ------------------------------------------------

    The game currently requires about 9KB plus more room for storing
    cities. Load both 'sc2k' and 'sc2k_LIB' onto your TI-86. Run it using
    'Asm(sc2k' or through a shell. IMPORTANT! Do not attempt to run SIM
    Community 2000 from a shell which uses program writeback. Because of
    compression, such shells will cause your calculator to crash. Shells
    I know you CAN NOT use include Iridus and AShell. Shells I know you
    CAN use include ase and Rascall.


--- Getting Started * ----------------------------------------------------

    When you first start the game, you will see the title graphic, a menu
    system, and a web address. The web address is the location where you
    can find information about the future updates as well as the progress
    of other upcoming projects. This documentation was previously housed
    at that site. You can use the following keys at the startup screen:

        UP          - move the menu selector up
        DOWN        - move the menu selector down
        2ND         - choose the currently selected item
        EXIT        - exit SIM Community 2000

    Here are the main menu choices and functions:

        New City    - Choosing this option will allow you to start a new
                      city. First you will be asked to name your city.
                      Use the letter keys on the keyboard to enter a name;
                      you don't need to use the ALPHA key. You can use DEL
                      to correct mistakes, CLEAR to start the name over,
                      and EXIT to abort the process. If you like the city
                      name you have entered, press 2ND. If a city of a
                      similar name already exists, you will have to choose
                      a different name. Otherwise you will see your empty
                      city.
        Load City   - When this is selected, a instructions and a city
                      name will appear. Use UP and DOWN to scroll through
                      the cities on your TI-86. When the city you want is
                      shown, press 2ND to select it. To abort the process
                      press EXIT. If you have no cities on your TI-86,
                      and you select this option, an error message will
                      appear.
        Exit        - When this is selected, you will return to wherever
                      you ran SIM Community 2000 from. This is exactly the
                      same as pressing the EXIT key. Realize that no
                      matter where you exit SIM Community 2000 from, it
                      will return to your shell or the TI-OS. Therefore,
                      do not expect that the exit function will work like
                      a teacher key, because you may end up in a shell
                      when you exit.


--- Editing a city * -----------------------------------------------------

    You will notice that your city is shown at the right and that the
    currently selected square is inverted. At the left there is a menu and
    some information (such as money and date). Realize that when you use
    the query tool (ENTER) or the 2ND key that the action, if any, will be
    based on the currently selected tile. You can use the following keys
    in edit mode:

        UP          - move the menu selector up
        DOWN        - move the menu selector down
        2ND         - choose the currently selected item
        EXIT        - leave the current submenu, if any
        1, 3, 7, 9  - a diagonal keypad
        ENTER       - use the query tool
        ALPHA       - toggle view of zoned buildings
        LEFT        - rotate the map counter-clockwise 90 degrees
        RIGHT       - rotate the map clockwise 90 degrees
        ON          - begin simulation mode (see below)
        CLEAR       - save your city and leave the game


--- The query tool * -----------------------------------------------------

    When you push ENTER while in edit mode, the query screen pops up. The
    screen is divided into two sections; the section on top relates to the
    current tile, while information below the line regards the city as a
    whole. Above the line, the graphic of the selected tile is shown on
    the left. The name of the tile is shown at the right, as well as its
    zone type and, if applicable, its population.

    Below the line, your money and the date is shown on the left (just as
    it is all of the time). At the right is city information. First, there
    is something that says "[D]isasters:" and then "yes" or "no". This
    indicates whether or not disasters are enabled or not (they are
    enabled by default). To toggle this option simply press the D (TAN)
    key. Below this is figures for your city population, taxes, and annual
    income. To adjust your taxes, press the UP and DOWN keys. You will
    notice an immediate change in annual income, since it is updated
    whenever you adjust taxes.


--- Simulation * ---------------------------------------------------------

    In order to get people to move into your zoned areas (and therefore
    create tax revenue) you must tell the TI-86 to simulate. As stated
    before, you do this by pressing the ON key. In order to stop the
    simulator and return to edit mode, simply press ON again. When the
    calculator is simulating you will note that the menu is replaced by an
    hourglass and that the months are now changing.  The following may
    happen during simulation:

        Various messages may appear below the hourglass. These indicate
        the demands of your "sims". For example, if it says 'disease
        rampant' then you need more hospitals. If these demands are not
        met your "sims" will likely leave your community.

        Natural disasters should be rather worrisome to you. When a
        disaster occurs, time stops and remains stopped until that
        disaster and any others have run their course. You can stop the
        simulator while a disaster is occurring. For more information
        about disasters, see the Advanced Strategies section.  Here is a
        list of possible disasters:

            tornado - goes through your city wiping out thin path of tiles
            fire    - starts small at first and then spreads
            'quake  - cause your city to shake and random tiles to fall to
                      rubble; they also start some fires, which should be
                      no problem if your fire coverage is up to par
            monster - is just like a tornado, except rather then making
                      tiles into rubble it turns them into fire.


--- Costs * --------------------------------------------------------------

        Demolishing is free because you let the local kids do it.  Costs
        of things you can build are as follows:

            arcology            - $50000, if available
            power plant         - $4000
            police station      - $500
            fire department     - $500
            hospital            - $500
            library             - $500
            school              - $250
            public park         - $250
            airport tile        - $250
            seaport tile        - $150
            residential tile    - $5
            industrial tile     - $5
            commercial tile     - $5
            one tile of trees   - $5
            one tile of road    - $10
            one tile of water   - $75

        Here are the annual costs for various items:

            police stations     - $256 each per year
            fire departments    - $256 each per year
            hospitals           - $256 each per year
            schools             - $128 each per year
            libraries           - $64 each per year
            public parks        - $32 each per year
            streets             - $2 per tile per year


--- Cheater, cheater -----------------------------------------------------

    There is a cheat code and there are also other dark secrets. To
    activate the cheat menu, go to the query screen by pressing ENTER on
    any tile. Now type LALEAN; you don't need to use ALPHA. Now leave the
    query screen and you will see that you are at a new menu, the cheat
    menu. This menu works like any other menu; to select an option press
    2ND and to go back to the main menu push EXIT. Furthermore, there is
    an easter egg which can be obtained by typing the same code in at the
    title screen.


--- Travel by car --------------------------------------------------------

    Your sims travel through your community in their car. Therefore, each
    zoned tile must have immediate access to a road. This means that if
    you zone a 4 by 4 grid and put a road around it, only the outermost
    square of zoning will build. A sim must walk in a certain direction in
    order to get to a road. This is the sim's primary direction. The sim
    then randomly choose an adjacent secondary direction.

    An example will help to clarify all of this. Suppose there is a sim
    named John Doe who must walk southeast in order to get to a road.
    John's primary direction is southeast. John will now randomly pick
    either southwest or northeast as its secondary direction. John may not
    choose northwest as his secondary direction because northwest is the
    opposite direction of southeast. Let us suppose John picks southwest.

    Our scenario thus far is that John Doe must walk southeast to get to
    a road, and has chosen southwest to be his secondary direction. In his
    car, John must only travel in the primary direction and secondary
    direction he has chosen. Thus, John can only travel southwest or
    southeast in his car.

            ==> now would be a good time to examine SC2K-1.GIF <==

    In the graphic above, the red line shows John's line of travel. Notice
    that near the bottom of the grid the red line ends. This is because,
    at this point, John cannot travel southwest or southeast anymore. The
    other colors indicate residential, commercial, and industrial zones,
    as well as roads and unzoned areas (white). Now that we got that over
    with, on with the show.

    The reason sims travel is so that they can get to other types of
    zones. A residential tile must be able to get to both industrial and
    commercial tiles, a commercial tile must be able to get to both
    residential and industrial tiles, and an industrial tile must be able
    to get to both residential and commercial tiles. Tiles only have to
    touch the path of travel in order to be counted. Note that, in the
    picture above, the industrial and commercial tiles found have each
    been marked with an X. You are probably wondering, "What if John had
    chosen northeast as his secondary direction?" 

            ==> now would be a good time to examine SC2K-2.GIF <==

    This grid shows a good 8 by 8 layout. No matter what John Doe chooses
    for his secondary direction, he will get to both a commercial and an
    industrial zone. Someone will undoubtably be pestering John about
    buying his land to build condominiums on.

    Now let's look at the same John Doe in a slightly different city
    layout. First we will examine southwest as a secondary direction.

            ==> now would be a good time to examine SC2K-3.GIF <==

    Notice that John cannot reach the industrial zoning near the top of
    the grid because he cannot travel northeast. "So," you may say, "let's
    make northeast John's secondary direction."

            ==> now would be a good time to examine SC2K-4.GIF <==

    This is even worse! John travels only two tiles before he reaches a
    dead end. Since neither of his trips was successful, he will leave his
    upper class home and it will become a middle class home. Obviously,
    this is a contrived example, but I hope that this has helped you
    decide on a better street layout for your community.


--- Advanced strategy ----------------------------------------------------

    Please be sure you have read the Travel by Car section before reading
    this. This section expands further on the topics learned in the
    previous section. Our example, John Doe, lives in an upper class home.
    If he travels and all he can find are slaughter houses and hot dog
    stands, he won't be very satisfied. He needs to find at least a
    textile factory (industrial) and a grocery store (commercial).
    Otherwise, he will leave his upper class home and it will turn into a
    middle class home. A tile will keep downgrading until it can find an
    equivalent level in other tiles.


--- Disasters ------------------------------------------------------------

    There are currently four kinds of disasters that can occur in your
    community:

        Fire        - This is the nicest disaster. If your fire coverage
                      is up to par, it destroys a very small, localized
                      area. Fires are easy to clean up after. If your
                      fire coverage is not good, things might get rough.
                      On the off chance a fire burns down a fire
                      department, things could get really ugly.
        Tornado     - This disaster just sets a line of rubble through
                      your city. At least you can follow it and clean up
                      the mess. If you turn off the zoned buildings with
                      ALPHA, you can easily follow the trail of rubble and
                      rebuild as necessary.
        Monster     - A monster is just like a tornado... except it sets
                      fire instead of rubble. If your fire coverage is
                      good, the fire won't spread, and you can clean it up
                      like a tornado. If, however, the monster happens to
                      ignite a fire department, there goes your community.
        Earthquake  - This disaster is really mean! It goes through your
                      city setting 3/64 of the tiles to rubble and 1/64 to
                      fire. As soon as the screen shakes, press ON to stop
                      the simulator. Press ALPHA to hide buildings. Look
                      around to see just how much rubble you have, and how
                      many fires you have. Don't take chances with these
                      fires. Make sure you create fire breaks around them,
                      as described below.

    Whenever a fire occurs and you do not have sufficient fire coverage,
    you will want to bulldoze fire breaks around the fire. This is
    accomplished by using the demolish tool on any tiles surrounding a
    fire. By doing this, the fire will not spread. Be careful! If you miss
    one tile then the whole process wasn't worth anything. When the fire
    is finally out you can then rebuild in the rubble areas. IMPORTANT!
    Although it is rare, multiple disasters can happen at the same time.
    Keep a watchful eye on your city.


--- Customizable features ------------------------------------------------

    The TI-86 contains multiple features that can be customized. These
    include custom interrupts, on, off, keypress, and other routines.
    Because these routines can interfere with a game, all of them are
    turned off. When the game is exited, they will all (except for IM 2)
    be turned back on. One side effect that I am aware of is with Bill
    Nagel's greybg. When you exit, the last screen will become your
    wallpaper. To fix this problem, run greybg again.


--- Recognitions ---------------------------------------------------------

    + TI, for their TI-86 (even though it screws up sometimes)
    + My beta testing team:
        + Adam Morgan, Chief Beta Tester
        + Ricci Adams
        + Keith Batten
        + Caymran Cummings
        + Ahmed El-Helw
        + Dan Koester
        + Bryan Rabeler
        + Nicolas Schmitt
        + Brian Smith
        + John Tompkins
        + Alex Tran
    + John Tompkins, who drew about 15% of the graphics
    + everyone who mailed with bugs or suggestions
    + anyone I forgot to mention


--- Future improvements --------------------------------------------------

    + have a chart screen showing demands graphically
    + make ports have a role in the simulation
    + fix tornados so they don't destroy water
    + ask user if they want a river automatically placed
    + when auto-goto happens for disasters, store current position
    + anything you suggest by sending e-mail to kirkmeyer@bigfoot.com
    + optimize code for increased speed
    + since all of the tiles are contained in sc2k_LIB, I might create a
      tile editor program for the computer
