SimCity focuses exclusively upon webcomics. The artists included and their comics are: Attitude: The New Subversive Cartoonists Attitude: The New Subversive Cartoonists is a series of anthologies of alternative comics, photos and artists' interviews edited by Universal Press Syndicate editorial cartoonist Ted Rall. The books were designed by J. P. Trostle, news editor of EditorialCartoonists.com. Two sequels and three spin-off titles have been published to date. A group of cartoonists featured in the Attitude series formed the organization Cartoonists With Attitude in June 2006; the group hosts slideshow and panel events around the country to promote the series and alternative 	Attitude: The New Subversive Cartoonists
4401242	Lord Lambourne Lord Lambourne Lord Lambourne may refer to: Lord Lambourne Lord Lambourne may refer to: 	Lord Lambourne
4401243	Paul A. Miller Paul A. Miller Paul Ausborn Miller (March 22, 1917 – June 5, 2015) was an American academic administrator who served as the 6th president of the Rochester Institute of Technology from 1969–1979. He oversaw the completion of the move of the campus to Henrietta and the steady growth of RIT between 1969 and 1981. Early life and education. Born in East Liverpool, Ohio, Miller spent most of his childhood on a small family farm in West Virginia. His father operated the farm part-time and supplemented the family's income with factory work. As a boy, he participated in 4-H. 	Paul A. Miller
4401244	Miller attended Bethany College before earning a bachelor's degree in agriculture from West Virginia University in 1939. Career. Miller's first job was as an agent at the agricultural extensions for Ritchie and Nicholas Counties. In 1942, he enlisted in the United States Army Air Corps as a navigator. After World War II ended, he studied for a doctorate in anthropology and sociology at Michigan State College. After graduating in 1953, Miller worked as a professor of Sociology at Michigan State, becoming director of the Cooperative Extension and eventually provost. He moved back to West Virginia to assume the 	Paul A. Miller
4401245	presidency of West Virginia University in 1962 ,where he promoted the university's agricultural extension. In 1966, Lyndon Johnson appointed him the first assistant secretary for education in the United States Department of Health, Education, and Welfare where he was responsible for making the arrangements for the National Technical Institute for the Deaf to start operations. He helped establish the Colombian Institute of Agriculture in Bogotá and the Morogoro Institute of Technology in Tanzania. Anticipating the change in administrations in 1967, Miller accepted a lecturing position at the University of North Carolina at Charlotte. Rochester Institute of Technology. In 1969	Paul A. Miller
4401246	, he became president of the Rochester Institute of Technology which had moved from its old campus in downtown Rochester, New York to a much larger campus on a former farm in the suburb of Henrietta, New York. Miller inherited a nearly 12% budget deficit, the result of declining enrollment, higher attrition, and higher costs for the new campus which resulted in several years of austerity. Miller implemented zero-based budgeting, forecasting of student enrollment, and made the dormitories co-ed. Additionally, Miller quelled student demonstrations in the wake of the Kent State shootings and oversaw precautions taken to defend against 	Paul A. Miller
4401247	the flooding of Hurricane Agnes. Miller attempted to overcome persistent vandalism of the dormitories by staying in them with the students and later instituting a carrot-and-stick repair or improve budget for each dorm. Miller improved faculty compensation and student representation in the Institute equivalent of the faculty senate. Miller hired RIT's first provost, Todd Bullard, in 1970. Later career. After stepping down from RIT in 1979, Miller served in a number of volunteer and civic roles including heading the advisory committee of the W. K. Kellogg Foundation, worked to form Greater Rochester Fights Back, an anti-drug 	Paul A. Miller
4401248	advocacy group, and served on the board of trustees of both Nazareth College and Monroe Savings Bank. He was briefly a director of the Federal Reserve Bank of New York Buffalo Branch. After retiring from RIT, he taught as an adjunct professor at the University of Missouri. He funded the Paul A. Miller Professorship in Adult and Continuing Adult Education at RIT after retiring and the Paul A. and Francena L. Miller Presidential Scholarship at WVU in 2006. Personal life. Miller married Catherine Spiker and raised a son and a daughter. He later married social science professor Francena Lounsbery. He 	Paul A. Miller
4401249	moved to Montrose, Colorado in 2011. Paul A. Miller Paul Ausborn Miller (March 22, 1917 – June 5, 2015) was an American academic administrator who served as the 6th president of the Rochester Institute of Technology from 1969–1979. He oversaw the completion of the move of the campus to Henrietta and the steady growth of RIT between 1969 and 1981. Early life and education. Born in East Liverpool, Ohio, Miller spent most of his childhood on a small family farm in West Virginia. His father operated the farm part-time and supplemented the family's income with factory work. As a 	Paul A. Miller
4401250	List of battles of the Peruvian Navy List of battles of the Peruvian Navy This is a list of major battles fought by the Peruvian Navy since its creation in 1821. List of battles of the Peruvian Navy This is a list of major battles fought by the Peruvian Navy since its creation in 1821. 	List of battles of the Peruvian Navy
4401251	SimCity SimCity SimCity is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, SimCity", was published by Maxis in 1989 and sparked the creation of several sequels and many other spin-off ""Sim"" titles, including 2000's "The Sims", which itself became a best-selling computer game and franchise. Maxis developed the series independently until 1997, and then continued under the ownership of Electronic Arts until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to  what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise. Gameplay. SimCity titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budget provided. As the city matures, the player may be able to add government and other special buildings (such as a mayor's house or courthouse), depending on how large the city is. Proper management of the city requires  citizens to be provided with basic utilities (electricity, water and sometimes waste management) along with public services such as health, education, safety, parks and leisure facilities. These are provided by building relevant buildings or infrastructure, with each building covering a circular "range" in its vicinity. Inadequate funding of these services can lead to strikes or even urban decline. The primary source of income is taxation, though some income can also be generated by legalizing gambling or placing certain "special" buildings such as military bases or federal prisons. The player may also make deals with neighbouring cities to sell or buy  services, as long as a connection is made to the neighbour for that service, such as electricity cables. The player may also have to deal with disasters, such as fires and tornadoes, or fictional crises such as monster attacks. "SimCity" titles are predominantly single-player games, with a few exceptions, including the "Network Edition" of "SimCity 2000", the Unix port of the original "SimCity", and SimCity (2013). "SimCity 4" also provided a limited form of multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not to interact in real-time  gameplay. Depending on the title, there may scenarios with city performance-related goals and time limits in which to complete them. Development history. Under independent development (1985-1997). Development of the original "SimCity" began in 1985 under game designer Will Wright, and the game was published in 1989. Wright was inspired by a map creation feature of the game "Raid on Bungeling Bay" that led him to discover that he enjoyed creating maps more than playing the actual game. While developing "SimCity", Wright cultivated a real love of the intricacies and theories of urban planning and acknowledges the influence of  Jay Wright Forrester's book "Urban Dynamics." In addition, Wright also was inspired by reading "The Seventh Sally", a short story by Stanisław Lem from "The Cyberiad", published in the collection "The Mind's I", in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress. The first version of the game was developed for the Commodore 64 under the working title "Micropolis." The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; as a result, game publishers did not believe it  was possible to market and sell such a game successfully. Brøderbund declined to publish the title when Wright proposed it, and he then pitched it to a range of major game publishers without success. Finally, founder Jeff Braun of then-tiny Maxis agreed to publish "SimCity" as one of two initial games for the company. Wright and Braun returned to Brøderbund to formally clear the rights to the game in 1988, when "SimCity" was near completion. Brøderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both  of its initial games. With that, four years after initial development, "SimCity" was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989. Sim City was released in 1990 on the ZX Spectrum 48K & 128K by Infogrames. The SNES port was very similar to the original edition but had some unique features, including Reward buildings, a Mario statue and possible attacks by a giant Bowser. The unexpected and enduring success of the original "SimCity", combined with other ""Sim"" titles' relative lack of success at the time, motivated the development of  a sequel. "SimCity 2000" ("SC2K"), released in 1993 with an isometric view instead of overhead. Underground layers were introduced for water pipes and subways, along with many new buildings, more elaborate financial controls and many other improvements. Continued releases under Electronic Arts (1997-2003). Maxis was purchased by Electronic Arts in 1997, and the company would gain control of the "SimCity" brand. Will Wright continued to work at the company, moving on to work on "The Sims", with development on future SimCity titles being led by other Maxis staff such as Christine McGavran. The next title, "SimCity 3000" ("SC3 K") was released in 1999. It introduced many new features, including waste management, agriculture, business deals and expanded inter-city relations. The game maintained the pseudo-isometric dimetric perspective of its predecessor, though the landscape became more complex and colorful. The Japanese exclusive "SimCity 64" was released in 2000 and featured the ability to view the city at night, pedestrian level free-roaming, and individual road vehicles and pedestrians (which could only be seen while in the free-roaming mode). Cities in the game were also presented in 3D hybrid graphics, a first for the franchise. "SimCity 4" was released  on January 14, 2003. Among various changes, cities were now located in regions, which were divided into individual segments. Each region represents the metropolitan area of a city, while individual segment maps represented districts. The zoning system was updated, and buildings were classified into several wealth levels, types, and building size stages, which were affected by the region's population and condition. Urban decay and gentrification were simulated with buildings deteriorating or improving accordingly. Residents and neighbourhoods were transferrable between "SimCity 4" and "The Sims 2". Section::::"Societies" and portable spinoffs (2007-2011). After the release of SimCity 4, EA would  instead have Tilted Mill Entertainment develop the next major title in the franchise, rather than Maxis. The group developed "SimCity Societies" (2007), which was significantly different from prior games, owing to a small-scale social engineering focus and less detailed simulation. Rather than placing zones, buildings were constructed individually for example, similar to Monte Cristo's game "City Life". Six "social energies", called societal values, allowed players to learn about the characteristics of the citizens. Cities behaviour responded to the energies the players chose and the reward system from "SimCity 2000" returned. The game was met with mixed reviews. Wright , at the time developing "Spore", later commented on the move away from Maxis: "I didn’t have anything to do with that decision. Honestly, I didn’t even play Societies. I read some of the reviews of it, though." "SimCity DS," a heavily modified version of "SimCity 3000", was released that year. The game made use of the handheld's dual screen to display additional interfaces at once. System specific features were also prominent, such as the microphone, which was used to blow out fires, and the touch screen, which was used to control the interface. A 2008 sequel introduced  a challenge mode in which players guided their city through different historical periods. For instance, the player could create a medieval city, or a pre-historic city. On January 10, 2008, the source code of the original game was released under the free software GPL 3 license. The release of the source code was related to the donation of "SimCity" software to the One Laptop Per Child laptop, as one of the principles of the OLPC laptop is the use of free and open source software. The open source version was called "Micropolis", since EA retained the trademark "SimCity". "SimCity  Creator" for the Wii was first announced on February 12, 2008. The title featured the ability to directly draw roads and train tracks on the ground using the pointer function of the Wii Remote, as well as several customizable themes for the city's buildings. It was released worldwide in September 2008. The late 2000s and early 2010s also saw several games re-released for mobile devices. This included "SimCity 3000" (2008), "SimCity Deluxe" (2010), and "SimCity 4" for Blackberry playbook (2011). Reboot and end of franchise (2012-2014). "SimCity"s sixth major release was announced on March 5, 2012, for  Windows and Mac OS X by Maxis at the "game changers" event. Simply titled ""SimCity"", it was a dramatic departure from previous "SimCity" games, featuring full 3D graphics, online multiplayer gameplay, the new "Glassbox" engine, as well as many other feature and gameplay changes. Director Ocean Quigley discussed issues that occurred during the development of the title, which stemmed from two conflicting visions coming from EA and Maxis. EA wanted to emphasize multiplayer, collaborative gameplay, with some of the simulation work conducted on remote servers, in part to combat piracy. In contrast, Maxis wanted to focus on graphical improvements with  the new title. Quigley described the resultant title as a poor compromise between these two objectives- with only shallow multiplayer features, and a small city size limit- one quarter of the land area of previous titles in the franchise. The game was released for Windows on March 5, 2013, and on Mac in August. Medium would later refer to the release as "one of the most disastrous launches in history". The game required a constant internet connection even during single-player activity, and server outages caused connection errors for many users. Multiplayer elements were "shallow at best", with departing players  leaving abandoned cities behind in public regions. Users were unable to save their game- with the servers instead intended to handle this- and so when users were disconnected they would often lose hours of progress. The game was also plagued by numerous bugs, which persisted long after launch. The title was heavily criticized in user reviews, and developer plans for post launch updates were scrapped. EA announced that they would offer a free game from their library to all those who bought "SimCity" as compensation for the problems, and they concurred that the way the launch had been set up  was "dumb". As a result of this problem, Amazon temporarily stopped selling the game in the week after release. The always-online requirement, even in single play, was highly criticised, particularly after gamers determined that the internet connection requirement could be easily removed. An offline mode was subsequently made available by EA in March 2014, and a mobile port entitled "" was released later that year. It has been suggested that the poor performance of "SimCity" was responsible for the 2015 closure of Maxis' Emeryville studios, and the end of the franchise. Spin-offs. During the 1990s a large number of  games were developed under the "Sim" nomenclature started by Maxis in 1989. This list includes only spin-offs that directly relate to "SimCity". Section::::"SimFarm: SimCity's Country Cousin" (1993). "SimFarm" was released in 1993 for DOS, Windows, and Mac and is a spinoff of "SimCity". "SimFarm" focuses on developing a farm, allowing the player to plant crops and grow their farm. Section::::"Sim City: The Card Game" (1995). "Sim City: The Card Game" is an out-of-print collectible card game based on the video game "SimCity". It was released in 1995 by Mayfair Games. Several city expansions followed, adding location  and politician cards from various cities including: Chicago, Washington, New York City, and Atlanta. A Toronto expansion was planned but never released. Allen Varney of "The Duelist" said it offers "fine solitaire play" and that the game eventually offered stand-alone city sets. Section::::"SimTown" (1995). "SimTown" is a 1995 video game published by Maxis, much like "SimCity" but on a smaller scale. "SimTown" allows the player to construct a town consisting of streets, houses, businesses and parks and then control the people in it. "SimTown" was targeted more towards children. Section::::"SimCopter" (1996). As the name suggests, "SimCopter" puts the player  in the role of a helicopter pilot. There are two modes of play: free mode and career mode. The free mode lets the player import and fly through imported "SimCity 2000" cities or any of the 30 cities supplied with the game. However, user cities sometimes need to be designed with "SimCopter" in mind, and most of the time the player must increase the number of police stations, fire stations, and hospitals to allow for speedier dispatches. The second mode—the heart of the game—is the career mode. This puts the player in the shoes of a pilot doing  various jobs around the city. The game is notable for being the debut of the Simlish language. The game gained controversy when a designer named Jacques Servin inserted sprites of shirtless "himbos" (male bimbos) in Speedo trunks who hugged and kissed each other and appeared in great numbers from time to time. The easter egg was caught shortly after release and removed from future copies of the game. Section::::"Streets of SimCity" (1997). "Streets of SimCity" is a 1997 racing and vehicular combat computer game published by Maxis. One of the game's main attractions was the ability to explore any  cities created in "SimCity 2000" by car in a cinematic style. The game, like "SimCopter", is in full 3D and the player's vehicle can be controlled using a keyboard, a joystick, or a gamepad. Another notable feature is the game's network mode, in which players can play deathmatches with up to seven other individuals. Notably, it is one of the few games in the Maxis series that Will Wright did not work on, and the last Maxis game to be developed and released without supervision by Electronic Arts (which acquired Maxis in 1997 and assisted development of Maxis  games thereafter). Section::::"The Sims" franchise (2000- present). Originating as a spinoff, "The Sims" quickly evolved into one of the most successful video game franchises of all time. Early releases retained a level of interconnectivity with "SimCity", such as the ability to transfer neighbourhoods from "SimCity 4" to "The Sims 2". A crossover title, "SimsVille" was earmarked for 2001 and would have allowed the player to build the city, as well as make sims and play them. The game was cancelled so that Maxis could focus on future "Sims" expansions, and development for "The Sims 2". Reception. The first two games  were well received and sold well during the 1990s, with the franchise achieving a total of 5 million sales by 1999. "SimCity 2000" in particular was among the highest selling games of the 1990s, and in 2018 was featured at #86 of IGN's top 100 video games of all time."SimCity 4" (2003) marked the high point in the franchise's GameRankings score at 85. The 2013 reboot was very poorly received, with Green Man Gaming comparing its effect on the franchise to the destruction of the city of Pompeii. The cities presented in the franchise have been criticised  for being unrealistic- lacking parking and cycle lanes for example. "SimCity" games are also built on the premise that simply adding police stations reduces crime nearby, which may not be the case. Legacy. The franchise has been credited with inspiring a generation of urban planners, transport officials, and local government figures, who experienced the games at a younger age and took on those careers in later life. Various editions of the game have been used in education to simulate urban planning for students in elementary through college classes. While there were a handful of city-building games before 1989, "SimCity  popularized the genre and laid the groundwork for many titles inspired by it, including Cities Skylines" (2015), which was greenlit after the poor reception of the reboot. More broadly, the lack of a win condition in favor of open-ended play was a novelty at the time that gave rise to Maxis' "software toys" design concept, which influenced many other titles from the company. SimCity SimCity is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, "SimCity", was published by Maxis in 1989 and sparked the creation of several sequels