b0r3d-city

Welcome to your city!

b0r3d-city is a custom b0r3d.org build based on micropolisJS by Graeme McCutcheon, a handmade port of Micropolis to Javascript. (Micropolis is the open-source release of a commercial game once sold by Electronic Arts). The aim is to grow your city, balancing the various competing demands. Use the buttons in the toolbox to select the various zones and buildings, and then click on the desired location to build.

What's New Since v0.89

Everything below shipped after v0.89 went out. Newest first.

Known Issues

Classic Cities

From the welcome screen, Classic Cities drops you into one of the 8 original Micropolis scenario maps—Dullsville, San Francisco, Hamburg, Bern, Tokyo, Detroit, Boston, and Rio de Janeiro—fully built out and ready to go, with no objective or deadline attached. Think of it as a head start with history, not a puzzle to solve. Bulldoze it flat or build around what's already there—it's yours now. Want an actual goal instead? The same 8 cities show up again under Scenarios, below.

Scenarios

Scenarios takes the same historical cities and gives you something to actually do: an objective, a deadline, and—for most of them—a disaster that's already underway the moment you arrive. Hit the target before time runs out, or don't.

Zones & Buildings

Tips

If you're starting to run out of money, use the budget tool to modify the tax rate, and funding for various city services. Don't cut things too much, or things will start to fall apart!

The evaluation tool can provide insight into the opinion of the city's inhabitants, and the query tool offers finer-grained insight.

Proud of what you've built (or how spectacularly it's burning)? Hit High Scores to submit your city to a leaderboard shared with the rest of b0r3d.org's games. Three letters is all the fame you get, but it's yours. (Used the cheat menu on this city? No judgement, but it won't be eligible for the leaderboard.)

Getting Around

The map is bigger than your screen, so you'll need to move it. On desktop, the arrow keys (or W/A/S/D) pan the camera, and the mouse wheel (or the Zoom In/Zoom Out buttons) takes you anywhere from a full-map overview down to a close-up. On a touchscreen, drag with one finger to pan, and tap to place whatever tool's selected—drag instead with Road, Rail, or Wire selected to paint a line of them rather than tapping one tile at a time. A second finger always pans, even mid-drag with a tool selected, if you just need to look around. Time has its own controls in the Menu panel: Pause, Slow, Medium and Fast. Slow gives you room to react while a city is small or a disaster is unfolding; Fast is for watching a decade go by.

Graphs

Menu → Graphs plots your city's history: residential, commercial and industrial population, plus crime, pollution and cash flow. Tick whichever you want to see. Two ranges—the last ten years, month by month, or the last hundred at a coarser grain. R, C and I share the left-hand scale, so you can read them against each other and see which way your economy is leaning; crime, pollution and cash flow share the right-hand one, and cash flow is breaking even on the dashed line, not at the bottom. All of this has been quietly recorded (and saved with your city) since the beginning—there was just never anywhere to look at it.

City Maps

Menu → City Maps opens the whole city at once, shrunk to fit a single window, with a dropdown to colour it by whatever you're worried about (or leave it on City for a plain bird's-eye view). Crime, Pollution and Traffic shade the trouble spots orange and red, so anything that isn't a problem stays out of your way. Land Value and Population Density run the other way, dark where there's nothing and bright where there's plenty. Police Coverage, Fire Coverage and Civic Buildings show you how far each of those actually reaches—usually less far than you'd hoped. Rate of Growth is the one to check when things feel stagnant: green neighbourhoods are on the way up, red ones are emptying out. And Power Grid paints everything wired into the grid yellow, except the parts that aren't getting any, which go red—the quickest way to find a zone you forgot to connect.

The white box on the map is where you're currently looking. Click anywhere else and the view jumps there, which beats panning across a city this size. The window stays open and keeps updating while you play, so you can leave it up in a corner and watch the damage spread.

Ordinances

Menu → Ordinances is where the city makes policy. Eight of them, each a checkbox: tick it and it's enacted, untick it and it's repealed, and the window keeps a running total of what the set you've picked will cost. Most are a standing bill the city pays every January along with everything else in the budget; Legalised Gambling and Parking Fines run the other way and pay you. Every price is worked out from how many people live here, so a policy that's pocket change for a village is a real line item once there are a million people to apply it to—worth checking the total again as you grow.

These are nudges to numbers the city was already working out, not switches—and they stack, so Neighbourhood Watch and Homeless Shelters together cut crime further than either does alone.

Neighbouring Cities

Menu → Neighbours lists the three towns over the city limits—Northport, Ashgrove and Lowmoor—and what they'll do with electricity. Each has a rate it sells at, a rate it buys at, and a ceiling on how much it can trade. Pick Buy their power or Sell them ours, set an amount in blocks of 100 units, and the contract is settled once a year with the rest of the budget. Buying is the cheap way to put off your next power plant—cheaper than building one in year one, dearer than one before long, which is the trade. Selling is money for nothing right up until your own city grows into the headroom, because contracted power leaves town before your zones see any of it: oversell and it's you that browns out, not them.

Each neighbour keeps a score of how they feel about you, from hostile to warm. A year of honoured contracts warms it; cancelling a deal yourself cools it, and a bill you can't cover cools it more. Let it fall far enough and they'll walk away, take their megawatts with them, and refuse to deal for a few years afterward—usually at the exact moment your grid was leaning on them. Rates drift a little every year, and which way depends on how things stand between you. One thing to know before you sign: imported power makes your grid bigger, it doesn't make you one. Power still flows outward from your own plants, so a city with contracts and no plant of its own has capacity and nowhere to spread it from. The window will tell you, in so many words, if you're in that position.

Windows

Every panel—Town Info, the Menu button list, your Tools, Budget, Evaluation, Settings, all of it, even the little Demand graph up top—is a real window. Drag one by its title bar to put it wherever you like, and open as many at once as you want. Drag one close to another and it'll click into alignment along the shared edge, handy for lining a few up into a makeshift dashboard. The Menu, Demand graph, Tools, City Maps and Graphs windows can also be resized from their bottom-right corner. Wherever you leave a window—position, size—it stays put next time you play. Budget's the exception: it's still a proper pause-everything dialog, since its numbers are a snapshot you're meant to act on before time moves again. Everything else keeps the city running while it's open.

Saving Your City

Hit Save and give your city a name. You get up to 3 saves at once—save over an existing name (you'll be asked to confirm first) or delete one to make room. Load Game on the welcome screen lists everything you've got, with its population, class, and the date you left off.

Take Picture

Menu → Take Picture renders the city to an image—just what's on screen, or the whole map edge to edge—and gives you a link that opens it in a new tab, where a right-click saves it. Good for a before-and-after, or for proving the meltdown wasn't your fault.

Disasters

Some people just want to watch the world burn. If you're one of them, then the disasters button on the left hand side will give you the matches. Choose one of the options to unleash mayhem!

Settings

You will find assorted helpful controls by clicking the settings button on the left.