&news
===========================================================================
              M i c r o M U S E    O n l i n e    N e w s
---------------------------------------------------------------------------
NEWS LAST UPDATED: Thu Sep 17 15:45:52 EDT 1992 
---------------------------------------------------------------------------
Available news topics are organized by date.  Type 'news <topic>' 

Date      Topic                    Description
-----     ---------------------    ----------------------------------------
09-17     problem                  Database problem 09/17/92 
09-17     welcome.txt              Virgil's design has been installed.
09-17     Recycling                Citizens are urged to recycle
09-04     MUSE-Space               Brief info about new space()
08-13     New Commands             New Commands installed August 13.
06-08     Building Advice          Advice for our Builders
04-29     Theme                    Building Code and Theme Requirements
-----     ---------------------    ----------------------------------------
04-13 [I] oldSpace                 old descriptions of New Space()
09-17 [I] Old                      Old news items
09-17 [I] Info                     Official MicroMUSE Information
         
[I] indicates that the 'topic' is an index to other topics
===========================================================================
&old 
===========================================================================
         O l d   M i c r o M U S E    O n l i n e    N e w s            
---------------------------------------------------------------------------
Available news topics are organized by date.  Type 'news <topic>' 

Date      Topic                    Description
-----     ---------------------    ----------------------------------------
09-17     Pernth Move              Pernth has moved off of MicroMUSE
04-09     +newstaper               The ENews is open for business!
04-08     +cnn Events!             Keep up-to-date on Micro Attractions
02-17     POCB                     Parent Object Certification Board 
02-16     MUSE 1.4                 Changes from MUSE 1.3 to MUSE 1.4
01-14     TV/Radio                 +channel TV/Radio stations
11-01     Educators                Educators visiting Micro

===========================================================================
&info
===========================================================================
             M i c r o M U S E    O n l i n e    I n f o 
---------------------------------------------------------------------------
Read 'News New Commands' for a list of recent updates to the server.
---------------------------------------------------------------------------
Available news topics are organized by date.  Type 'news <topic>' 
                                                               
Date      Topic                    Description
-----     ---------------------    ----------------------------------------
09-17     Charter                  MicroMUSE Charter
04-08     Council                  List of Exec and Inner Council Members
03-31     Guides                   New class of Guides to Serve Citizens
01-23     Projects                 List of Some Public Projects
12-25     Caspian                  MicroMUSE's Own 'Bot
12-20 [L] New Users Guidelines     /|___ These documents must be read by
12-20 [L] Officials Guidelines     \|    all Citizens
11-13     MicroMUSE                A Brief Description
11-13     Cyberion                 Maps and Descriptions of Cyberion City

[L] indicates that the news item is long
===========================================================================
&problem
---------------------------------------------------------------------------

NOTE:  A database problem at 12:30 A.M. Sep 17 required that we pull up a
       backup version from 24 hours earlier.  Any changes you may have made
       during the last 24 hours will need to be redone.  

       shkoo has identified the bug in the code which caused the problem;
       however, Citizens are reminded that the safest thing to do is to
       use @decompile to save their creations off-line.

---------------------------------------------------------------------------
&welcome.txt
---------------------------------------------------------------------------
After a long delay, the new welcome.txt screen, designed by Virgil,
has been installed.   We hope you like it.  
---------------------------------------------------------------------------
&Building Advice
---------------------------------------------------------------------------
A common mistake made by many of our Builders is to envision projects on a
grander scale than their actual time-limitations and MUSE-coding expertise
permit.  Often, such projects end up as mostly empty rooms and exits which
are seldom visited and which use up our valuable object-space.

I advise all Citizens to carefully consider their projects before beginning
to Build.  Smaller, fully functional and richly desc'd exhibits are more
likely to be completed and can later be expanded if builder interest
doesn't wane.

As always, everyone is encouraged to recycle or update abandoned and
obsolete projects they own.  
                                     Ender, member of the Executive Council
---------------------------------------------------------------------------
&Theme                                                    
---------------------------------------------------------------------------
MicroMUSE is our optimistic vision of 24th century AD.  The theme and
historical/technological background of MicroMUSE is outlined in our
charter.  As the charter may be read in the online news ('news charter'),
we *strongly* recommend that all citizens of MicroMUSE familiarize
themselves with this document.  The charter is also available via
anonymous ftp to michael.ai.mit.edu (/muse/info/charter.Z).

All citizens should endeavor to ensure that all of their creations have a
logical and scientifically/technologically sound basis.  

The charter also outlines our Building Code, which specifies minimum
requirements for all construction on MicroMUSE.  Please work towards
bringing your creations up to these Code requirements.
---------------------------------------------------------------------------
&Pernth Move
---------------------------------------------------------------------------
Pernth has moved off of MicroMUSE to the new DragonsFire MUSE.  For more
information, contact Falryx or Merlin.
---------------------------------------------------------------------------
&Recycling
---------------------------------------------------------------------------
      Our current database size is over *15* Mb (!) and continuing to grow
at an alarming rate. If we do not take voluntary measures now to stop the 
growth, we will shortly be forced to restrict building in some other 
manner.  All Citizens are asked to recycle little-used objects and to use 
inheritance wherever possible.  Frequently, updating older object programs 
with newer MUSE functionality can greatly reduce db-space usage.  Unused 
and obsolete projects should be @decompiled and saved off-line.
       
      Please ensure that your project will have a home on Cyberion City,
Earth or in Space before you invest a lot of your time Building it.  Speak
with a Director to check that  your project fits the theme and goals of
MicroMUSE.  To read our Building Code (to be followed by all projects),
type: 'news charter.V' or retrieve the charter via anonymous ftp from
michael.ai.mit.edu (/muse/info/charter.Z)
---------------------------------------------------------------------------
&+newstapers
---------------------------------------------------------------------------
Come to the Communications Complex in Section 2, Arc 1 and visit the
Electronic News office.  +newstapers are vended there for the low price of
100 credits.  You can also purchase +newstapers at EEL Enterprises, Inc in
Chamber D of the Mall in Section 4, Arcs 7 and 0.

Citizens are encouraged to use the +newstaper to advertise for jobs, new
events and other announcements and questions.  New newsgroups may be 
created for a fee.  Staff writers for the EN are sought and may send their
applications by +mail to Editor.  Bug reports on the +newstaper or
suggestions for new features should be sent to Ender.
---------------------------------------------------------------------------
&+cnn Events!       
---------------------------------------------------------------------------
To keep up to date with new events and announcements, tune in to
the Events! +channel (type: +channel +Events!).

To listen to the entire Events! broadcast, type: +cnn Events!
You'll be added to the Events! channel automatically at the start of the
broadcast.  At the end of the broadcast, you will automatically be
switched off of the Events! channel.

To submit announcements for broadcast, send +mail to Ender with the
text of your message.  Only public project announcements may be made
over this channel and the administration reserves the right to edit
or reject any messages.
---------------------------------------------------------------------------
&MicroMuse
---------------------------------------------------------------------------
MicroMuse is currently running on chezmoto.ai.mit.edu 4201, which is a
System V Unix system.  Read the online Charter for more information on
the goals and purposes of MicroMuse.
---------------------------------------------------------------------------
& cvs
This is for cvs: $Id: newstext,v 1.1.1.1 1992/10/11 15:05:02 nils Exp $.
&guides
---------------------------------------------------------------------------
The old Public Relations Department has been replaced by the Department of
Guides.  A new class, Guides, has been created to serve within this Dept.
Guides are responsible for providing help and information to all guests,
visitors and citizens who request it.  Most of those who were Officials and
Junior Officials have been transformed into Guides.
---------------------------------------------------------------------------
&new commands
---------------------------------------------------------------------------
Help is or will shortly be available for all of these. Read the help page
on any of these for complete details:

New or improved commands:

@nemit, @npemit, @nset:  commands for printing and setting unparsed strings.
@decompile has been fixed and improved.
TRANSPARENT exits have been improved.
User-defined functions have been added.

New flags: FLOATING, ZEROG, ZONED

New functions:

type(), lattr(), lattrdef(), lwho(), idle(), onfor(), host(),
poss(), objn(), subj(), plural(), art(), nearby(), room(),
pi(), lt(), gt(), simp(), rtime(), stime(), tms(), tml(),
lexit(), lcon(), spc(), flip(), lnum(), string(), ljust(), rjust().

New +help command. When used it should bring an Official to your personal
aid. Note however if there are no Officials logged on, aid may not come.

+cmdav will show you the average number of commands executed per second
in the last 5 seconds, 30 seconds, and 5 minutes.
---------------------------------------------------------------------------
&pocb
---------------------------------------------------------------------------
There is now a Parent Object Certification Board to certify parents for
the new inheritence (see 'help Inheritence').  If you reparent yourself
or one of your objects to something some one else owns, it is probably
a good idea to make sure the thing you're reparenting to is certified by
'POCB'.  This will insure that the object will do no damage to your person 
or to your objects (e.g., a POCB certified parent will not overwrite 
existing attributes on the child-to-be).

If you wish to have an object of yours certified by the POCB board, you
may contact one of the following people (more will be added in the future
if we get too busy): koosh, Erk.
---------------------------------------------------------------------------
& MUSE 1.4 Commands
---------------------------------------------------------------------------
The following New Commands and Topics were added in MUSE 1.4. Help is
available for all of these.

-- Inheritance (topic) -- @reparent, parents(), children(), BEARING flag
-- User-Defined Attributes (topic) -- (see help under Attributes)
	Also: @defattr, @undefattr -- and see @set, @lock (for changes).
-- JUMP_OK flag (mostly replacing ABODE)
-- Timezones (topic)  -- @tzone, time(), xtime()

-- Logic, Floating-Point Arithmetic, and Trigonometric functions
   (see 'help functions' for a complete list)

-- @destroy, @undestroy, @protect, @unprotect, @poof
-- @foreach, @entrances, entrances(), objlist(), wmatch()
-- @pemit [to a person], @remit [to a room], @zemit [to a zone]
-- @decompile, @getalias
-- Register listens: !listen:action (similar to $verb:action).
     See 'help $ event' and 'help ! event'.
&TV/Radio
Several projects have been started along the lines of community TV and
Radio stations.  If you have a creative talent that you would like to
use in the broadcasting area, speak with Kaneda, Zeus, or Moulton.
Among the topics we are interested in are educational shows, cultural
and news shows, and other forms of entertainment suitable to the MicroMuse
environment and the text-only format.
---------------------------------------------------------------------------
& Caspian
---------------------------------------------------------------------------
Caspian, the Maas-Neotek Robot, will now be online as much as possible.
The Robot will respond to speech, pages, and whispers, and will talk
over +com 'robot'.  It will occasionally ignore sentences it does not
understand.  You may ask it for directions from one room to another
('How do I get to Room2'), or about people, and other things as well.
Try it out!  If there's something you'd like it to talk about that it
doesn't understand, send mail to Aslan.
---------------------------------------------------------------------------
&Educators
--------------------------------------------------------------------
Educators from KIDSNET on the Internet have been invited to explore
MicroMuse.  They are interested in applying computer nets to K-12
education.  Please make them feel welcome. 
--------------------------------------------------------------------
&projects

(For a list of ongoing projects, see 'news ongoing projects')

Projects that need doing and contacts:
  Cyberion City II Weather (Aslan)
  Various earth projects (such as Neo-Tokyo) (Falryx)

If you can think of any other projects that need doing, please contact shkoo.

&ongoing projects

Projects which are in progress are: 
 o  The ongoing construction of CC II -- Aslan and Ender
 o  The Building of Moscow -- Falryx
 o  Construction of a Weather system for CC-II -- Meteorologist
 o  The Building of a CC-II Yellowstone Park -- Calvin
 o  The Building of a Narnia Entertainment Attraction -- Aslan
 o  Construction of the TourCar system for CC II -- TourGuide
 o  Development of MicroMuse University and MMTV -- Kaneda
 o  Construction of the Solar System Wolf 359 -- L'pus
 o  Building of a Rainforest -- Erica
 o  Building of Neo-Tokyo -- Sloat, Colonel, and Tetsuo
 o  Creation of the Interzone -- Tymra
 o  Electronic News +newstaper -- Ender, Calliope and staff

If you are interested in starting a project contact your executive council.

&councils
---------------------------------------------------------------------------
There are two councils that are responsible for the administration of
MicroMUSE: the Executive and Inner Councils.  As a citizen of Micro,
you can send e-mail to these governing bodies:

Executive Council  (exec@chezmoto.ai.mit.edu):
  This council is comprised of the Directors of MicroMUSE.  They
  are ultimately responsible for all changes to the MUSE. Members:

  Prime Director: Jin
  Directors: shkoo, Ender, Erk, Moulton, Priam_Agrivar, Aslan

Inner Council   (inner@chezmoto.ai.mit.edu)
  This council is comprised of the various heads of departments plus
  other advisors. Members are:

  All Members of the Executive Council, and:
  Sword <Guides>, Calliope <Electronic News>,
  Falryx <Earth>, Merlin <Public Projects>, Spark and Ibis.

You may also send e-mail individually to anyone listed above if
you wish. Use their names as they appear above and send the mail to
name@chezmoto.ai.mit.edu.  Example: priam_agrivar@chezmoto.ai.mit.edu

---------------------------------------------------------------------------
&Cyberion                                                   
Cyberion City II has been built, under the direction of Ender.  The new
center of MicroMuse is a cylindrical structure 36 km in length and 15 km
in diameter.  Residences and other buildings exist on the interior curved
surface of the city, which is spinning on its axis to simulate the
force of gravity, and is orbiting the Earth every 48 hours.  A special weather
core will allow simulation of weather and direct transmission of light and
heat.  Transportation is facilitated through a PeopleMover system of monorail
cars and slidewalks along a Main Transportation Spine (MTS).

Read CybCity.Txt (available by anonymous ftp from michael.ai.mit.edu) for
a general introduction to the city.  For general information about the city,
and overview maps, type 'news ccii.1' through 'news ccii.4'. For maps
of individual sectors, type 'news map.0' through 'news map.11'.

&TourGuide
---------------------------------------------------------------------------
Wolfman was hired to construct the TourCar system for Cyberion City II.
If you have an attraction you wish to have featured on the tour, or if
you wish to assist Wolfman, please leave him a note.  He will also be
on as TourGuide during the duration of this project.

The Touring Agency is located off of the Matter Transmission Station at
the Port end of Cyberion City II, Section 0 Arc 7. 
---------------------------------------------------------------------------
&ccii.1
Cyberion City II: Overview Maps                             [13 Jun 91]
I. Over-all Side View
   This design is basically a very large cylinder (shown here in cross-
   section divided into two parts):

1)   Starboard Half of Cylinder:

   Starboard  Research    Mountain             Residential Residential
    Section    Section     Section   Flatland   Section 2   Section 1 
    ------- ============ ============================================|
   |Water  ||Research &||Mountains |Wetlands   |Resident2 |Resident1|:
   |Recycl.||Developmen||and other |and        |          |         ||
   |-------||----------||ecological|---------------------------------|
   |Observ.||Zero & Low||and       |                                 :
   |-------||Gravity   ||############################################|
   |Sci Lab||Environ.  ||environ.  | Atmosphere (for atmospheric effe:
   |-------||----------||parks and |---------------------------------|
   |Power  ||Industrial||treatment |Forest     |          |         ||
   |Distri.||Park      ||facilities|Areas      |          |         |:
    ------- ============ ============================================|
      11          10        9          8           7          6
                                                                   
<Starboard End>                                             <Center>   
<NOTE: See 'news ccii.2' for more>
&ccii.2
Cyberion City II: Overview Maps                              [13 Jun 91]
I. Over-all Side View
   This design is basically a very large cylinder (shown here in cross-
   section divided into two parts):

2)   Port Half of Cylinder:
                                                    Adminstration &
     Entertain- Business  Business   Info &         Space Admin. &
        ment    Section 2 Section 1 Communic. Univ. Space Port &
                                                    Weather Control
    |=============================================== -------------  
    :|Business3|Business2|Business1|Inform. |Univer.|Admin Section| 
    ||Entertain|Shopping |Corporat.|Communic|Campus |Space Admin  | 
    |-----------------------------------------------|-------------| 
    :     Atmospheric core (for weather effects...  | Hangar|Main | 
    |#######################################|#######|-------|Port | 
    :.....and hang-gliding and motorized gliding)   |Weather|     | 
    |-----------------------------------------------|-------------| 
    ||Theatres |Restaur. |Stock Ex.|Communic|Museums|Space Admin  | 
    :|Other    |Services |Banks,etc|Inform. |Researc|Admin Section| 
    |=============================================== -------------  
        5          4          3         2       1          0
                                                               
  <Center>                                                  <Port End> 

I. A. Dimensions
      Each Section is 3 km thick for a total Cyberion City II length of
      36 km.  Each Arc is approximately 6 km in length for a total
      circumference of 48 km.  The diameter of CC II is ~ 15 km.
<NOTE: See 'news ccii.3' for more>
&ccii.3
II.  Views from the End         

     [Looking from Starboard to Port]      [Looking from Port]              
     [This would be Section 11]            [This would be Section 0] 
                                                                          
         ----> Spinward Rotation               <---- Spinward Rotation    
               .0                                    .0                   
                                                                          
    .7                    .1              .1                    .7        
              Radio Telescope                                             
           x  .   .  Array                          .    .                
            Observatory x                         Space port              
          & Observation                          .          .             
.6       x  . Bubble .  x     .2      .2                            .6    
              .    .                                .     .               
            x         x                                                   
                 x                                                        
    .5                    .3              .3                    .5        
                                                                          
               .4                                    .4                   

    Note: Sections are subdivided into 8 equal Arcs.  Thus, locations
          can be specified by a Section Number (0 to 11) and an Arc Number
          (0 to 7).  E.g. <Sec 10 - Arc 2>.

<NOTE: See 'news ccii.4' for more>
&ccii.4
There are maps of individual sections in 'news map.0' through 'news map.11'.
Maps of off-city areas are not currently available.  Check the TransMat
station in Section 0, Arc 7 for a list of generally accessible cities and
planets.

&map.0
III.  End-View Section Maps
[Note: these maps show spinward as a clockwise rotation.  However,
the city administration decided to spin the city counterclockwise
when it first was constructed. Neither the maps nor the spin direction
can be easily changed.]

Section 0: Admin, Space Admin & Space Port        -------> Spinward    
                                                    .0
   Arc 0: Main Administration Complex                             
   Arc 1: Space Administration           .7             ---    .1
   Arc 2: Planet Metro                                 [ 9 ]
   Arc 3:                                               ---          
   Arc 4:                      
   Arc 5:                                           # 8
   Arc 6:                            .6            ###             .2
   Arc 7: Teleportation Center                      #
   Str 8: Space Port (Hangars and Dock) 
   Str 9: Weather/Environ Control                                 
                                         .5                    .3
                                                             
                                                    .4
                               

&map.1
Section 1: University and Museum                 -------> Spinward
                                                    .0
   Arc 0: Cyberion City University                                
   Arc 1: Administrative Offices         .7                    .1
   Arc 2: Science Center                          
   Arc 3: Curio Shop                                                        
   Arc 4: Museum Complex                     
   Arc 5: Air and Space Museum                      # 
   Arc 6: Library                    .6            ###             .2
   Arc 7: University Annex                          #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.2
Section 2: Information and Communications        -------> Spinward
                                                    .0
   Arc 0: Cyberion Information Center                             
   Arc 1: Communications Complex         .7                    .1
   Arc 2:                                 
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 
   Arc 6: Robot Housing              .6            ###             .2
   Arc 7: Nexus                                     #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.3
Section 3: Corporate Business                     -------> Spinward
                                                    .0
   Arc 0: Central Corporate Offices                               
   Arc 1: 1st Galact.Bank, Stock Exch.   7                    .1
   Arc 2:                                 
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 
   Arc 6:                            .6            ###             .2
   Arc 7:                                           #
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.4
Section 4: Retail Businesses                     -------> Spinward
                                                    .0
   Arc 0: Central Business Complex                                
   Arc 1: Restaurants & Other Businesses .7                    .1
   Arc 2: Medical Center Complex                          
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 
   Arc 6:                            .6            ###             .2
   Arc 7: Malls and stores                          #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.5
Section 5:  Entertainment, Parks & Recreation    -------> Spinward
                                                    .0
   Arc 0: Disneyland                                              
   Arc 1: Parks                          .7                    .1
   Arc 2: Narnia                                
   Arc 3: Space Place
   Arc 4: Oz                     
   Arc 5:                                           # 
   Arc 6:                            .6            ###             .2
   Arc 7: MicroBoardwalk                            #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.6
Section 6: Permanent Residences                   -------> Spinward
                                                    .0

   Arc 0: Hotels and Lodging
   Arc 1: Stardust Homes                 .7                    .1
   Arc 2: Asimov Residences
   Arc 3: Bradbury Residences
   Arc 4: Clarke Residences            
   Arc 5: LeGuin Residences                         # 
   Arc 6: Urban Parks & Recreation   .6            ###             .2
   Arc 7: Cemetery                                  #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.7
Section 7: Temporary Residences & Resorts        -------> Spinward
                                                    .0
   Arc 0: Star's Hotel                                            
   Arc 1: Xanaquest Condos               .7                    .1
   Arc 2: Celestial Condos                       
   Arc 3: Lewis Carroll Residences                                        
   Arc 4: Ray Smullyan Residences
   Arc 5: Martin Gardner Residences                 # 
   Arc 6: Doug Hofstadter Residences .6            ###             .2
   Arc 7: A.K. Dewndey Residences                   #
                                        
                                                                  
                                         .5                    .3
                                                             

                                                    .4

&map.8
Section 8: Wetlands, Prairie and Forest Preserve -------> Spinward
                                                    .0
   Arc 0:                                                         
   Arc 1:                                .7                    .1
   Arc 2:                                 
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 
   Arc 6:                            .6            ###             .2
   Arc 7: Desert                                    #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.9
Section 9: Mountains and Sanitation Utilities     -------> Spinward
                                                    .0
   Arc 0:                                                         
   Arc 1:                                .7                    .1
   Arc 2:                                 
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 
   Arc 6:                            .6            ###             .2
   Arc 7:                                           #
                                        
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.10
Section 10: Industrial Park and R&D               -------> Spinward
                                                    .0
   Arc 0: Main Industrial Park                                    
   Arc 1: Research and Development       .7                    .1
   Arc 2: Research and Development                                
   Arc 3: Research and Development                                
   Arc 4: Outdoor R&D                     
   Arc 5:                                           # 9
   Arc 6:                            .6            ###             .2
   Arc 7:                                           #
   Str 9: Zero-Grav Labs                
                                                                  
                                         .5                    .3
                                                             
                                                    .4

&map.11
Section 11: Power, Water Recycling, Observatory   -------> Spinward
                                                    .0
   Arc 0: Power Utility                                           
   Arc 1: Water Recycling                .7                    .1
   Arc 2:                                 
   Arc 3:                                                         
   Arc 4:                      
   Arc 5:                                           # 9
   Arc 6:                            .6            ###             .2
   Arc 7: Science Labs (special)                    #
   Str 9: City Observatory (and Radio Telescope)
                                                                  
                                         .5                    .3
                                                             
                                                    .4
<NOTE: End of Cyberion City II Maps>
&Threadfall
------------------------------------------------------------------------------
Threadfall is now done. If you have read Anne McCaffrey's Pern series or
are a part of the Pern world here on Micro then you should know it is when
the Red Star passes close to the planet Pern and the Threads try to cross
the gap. It is then the job of the DragonRiders to torch this vile thing
out of the sky, lest the planet be overrun by them. DragonWings are now
currently being set up, contact Laura for more information.
------------------------------------------------------------------------------
&charter
==============================================================================

                            The MicroMUSE Charter
                               April 17, 1992        

==============================================================================
MicroMUSE is chartered as an educational multi-user simulated environment
with preference toward educational, scientific, and redeeming cultural
content.  MIT in Massachussets provides the computing resources for MicroMUSE
with the understanding that these resources are used in accordance with the
University's general policies and guidelines for propriety and relevance to
MIT's educational mission. Since MIT is funded in part by Federal taxes, we
have an obligation to ensure that those taxpayer dollars are not used to
support activities of a questionable or objectionable nature.            

MicroMUSE computing resources, including CPU time and database memory, may be
allocated to educational, scientific, cultural, social, and recreational
purposes, with preference for fullfilling the primary educational mission of
MicroMUSE as spelled out in the Charter.
==============================================================================
(type: 'news charter.I' for more)
&charter.I
I.    Purpose of MicroMUSE          
      A.  Educational:  MicroMUSE allows the cooperative exploration and
          construction of simulated worlds, past, present or futuristic.
          The educational aims of the Muse are as varied as the people who
          use it.  Some such uses include learning basic programming
          techniques, producing simulation models of real-life phenomena,
          exploring such simulated models to learn about the systems that
          were modeled; learning by teaching others; classroom projects;
          meeting people from other parts of the country or the world;
          reading and learning to write clear, understandable prose.
      B.  Recreational:  Provides a congenial atmosphere and comfortable 
          environment for socializing and exchanging ideas.             
      C.  Visionary:  MicroMUSE models an optimistic possibility for a future 
          world inhabited by a productive worldwide community of people and
          of the tools and machines they have built.
      D.  Communication and transfer of ideas:  MicroMUSE is geared towards
          the promotion of communication and the transfer of new ideas.

(type: 'news charter.II' for more)
&charter.II
II.   Setting of MicroMUSE
      A. Time
         Sometime in the 24th century, AD.
      B. Place
         The primary location of MicroMUSE is  Cyberion City II, a large
         space city, cylindrical in shape, that spins on its axis to produce
         artificial gravity (people inhabit the inner curved surface of the
         city) and that orbits the earth.  MicroMUSE extends throughout our
         solar system and into other parts of the galaxy.
      C. Other Sentient Species
         Non-human species are allowed on MicroMUSE as long as that species'
         description and background history is logical and consistent; i.e.,
         biologically sound with some thought as to the evolution and home
         environment of the species -- and historically consistent with
         MicroMUSE's Virtual history.  Maas-Neotek Robots are also welcome.
      D. Political Set-Up of Earth
         Currently a single United Nations government, the world is at
         peace.  There is a strong emphasis on cultural preservation.
      E. Cities
         Cyberion City is the largest space city in the Solar System.  More
         information is available in the document "Cyberion City II -- Inside
         and Outside," written by David Albert (a.k.a. Aslan). (SEE
         CybCity.Txt, available through anonymous ftp to Michael.AI.MIT.EDU)
      F. Environment
         Much of Earth's natural environment was saved when the fruits of
         space technology permitted the building of undersea living
         environments and mining of the asteroids.

(type: 'news charter.III' for more)
&charter.III
III.  Technological Advances Since 1990 and Current Limits of Technology.
      (Note: This section is intended as an exercise in creative scientific
      thought.  Feel free to discuss new ideas with the executive council).

      A. Space Travel
         1. Interplanetary vessels use fusion drives or ion drives.
            Spaceships may be built and registered and may then travel in
            our Solar System or, with the appropriate drive, between systems.
         2. Planetary vehicles use an advance propulsion device to overcome
            gravity.  All starships use this technology to land and lift off.
         3. Interstellar space craft use a hyperdrive (Upgrades available only
            from Space Administration). The hyperdrive doesn't work near large 
            masses, so a short-range matter transmission system is required to
            bring  starships into a star system from interstellar space. 
      B. Matter Transmission (Teleport)
         1. A matter transmission system was developed almost 50 years ago. 
            Currently, it requires an enormous amount of power to operate. 
            Teleportation is limited by theory to an nterplanetary scale.  The 
            result of this is that regular use of teleportation is generally 
            limited to distances less than a single Earth diameter.

            The Teleportation technology uses a positron emission scanner to
            analyze the makeup of the item to be transmitted.  A complete
            blueprint is then transmitted to the receiving station, where a
            duplicate of the teleported item is fabricated from raw materials.
      C. Communications
         1. Earth technology includes the ansible, a device which allows near
            instantaneous communication anywhere in the galaxy. This
            technology was discovered at about the same time as the
            hyperdrive.
         2. Computers of small sizes are in use everywhere.  
      D. Holographics
         1. Computer-generated holographics are almost perfect, though
            generally too expensive for personal use.
      E. Finances
         1. To encourage explorers as well as builders, every player will
            receive a 250 credit allowance each day he or she connects.
            This allowance, along with the 2000 initial credit allotment to
            new players, should be sufficient for most uses.  Additional
            grants are available to qualified builders engaging on large
            public projects.
	 2. The quota system for keeping the database at a reasonable size
            is intended to promote constructive building and efficient use
            of available resources.  Builders engaging on large-scale
            projects should ask a Director to inspect their work-to-date,
            and can then ask for quota increases as needed.
       F. Rules for Technological Breakthroughs          
            Technological Breakthroughs must be approved by the Science and
            Technology Council.  Innovation *is* encouraged, and all new
            ideas will be carefully considered.

(type: 'news charter.IV' for more)
&charter.IV
IV.   Cultural and Evolutionary Achievements Since 1990
         A major advance of civilization occurred when homo Sapiens learned to
         regulate the primitive instinctive drives of the subcortical brain. 
         Humans have been able to transcend their emotional predilection
         toward violence, and replace it by cognitive communication,
         negotiation and creative problem-solving (primarily, violent behavior
         includes the use of force to manipulate or coerce another individual
         to behave contrary to their will, conscience, or better judgment). 
         This achievement models the successful example of Artificial Sentient
         Beings who routinely demonstrate the superiority of their enlightened
         strategies for conflict resolution.

(type: 'news charter.V' for more)
&charter.V
V.    Guidelines and Standards for Building (The MicroMUSE Building Code)

      A. All rooms must have detailed descs; all exits should be described,
         and MUST have an osucc if the exit is unlocked (this is the minimum
         requirement so that it is possible to tell which way people are
         going).  Exits should also have succs, fails if the exit is locked,
         and odrops so that it is possible to tell which way people are
         coming from.  Objects should be locked down if they are a permanent
         part of the landscape, and should all be described in detail.  The
         desc on an exit is a good place to put a detailed description of the
         outside of a building, room, or the special shape of a door; it can
         also be used to describe what you see by looking down a street, etc.
         Abandoned (and unfinished) rooms or projects will be destroyed and
         recycled after the builder has been given a month's notice, unless
         the builder indicates s/he is still working on the area.
      B. All planets must use at least the same level of detailed
         realism as Lord_Soth's Mars, while displaying their Builder's
         individualistic creativity.
      C. No *obvious* exits between two rooms which are not logically
         connected will be allowed.  The one exception to this will be
         projects currently under construction.  However, in this case,
         access to these exits must be limited to Builders involved
         in the construction.  Use of non-obvious exits set DARK to avoid
         continuity problems should be discreet.
      D. Recreational and entertainment facilities which are not suitable for  
         minors shall not be established in MicroMUSE public areas. 
         Proprietors of any establishments hosting activities suitable for
         mature audiences shall be responsible for regulating and protecting
         from harm any players who might encounter therein any discussions or
         materials unsuitable to their age.  Complaints or violations shall be
         taken up by Council and remedial measures may be undertaken to
         protect the propriety and dignity of community members adversely
         affected by exposure to sensitive thematic material.
      E. Only personal rooms and classrooms may be set ABODE (to discourage
         frivolous teleportation).  The one exception to this will be projects
         currently under construction.  This rule may later be changed
         depending on how the Zoning concept works out.
      F. The Research and Development Section in Cyberion City is the place to
         temporarily link up projects.  Research Centers may be leased for
         1000 credits.
      G. Players wishing to Build something that will conform to this micro
         universe are advised to consult with one of the active Directors
         prior to construction to assure that their creation will have a place
         to be linked upon completion.  
      H. Machine technology must conform to current technological levels.
         All creations on microMUSE must have some easily discernable
         rationale.
      I. Another note on detail - Builders should be aware of and make strong
         efforts to take into account the natural phenonena of their systems.
         For instance, players should not be able to walk about on a planet
         with crushing gravity without some explanations. These "explanations"
         should consist of some form of technological innovation, as long as
         it conforms to MicroMUSE's level of technology. Another example is
         teleportation, which will no doubt become the craze as people
         begin to link several projects together. Some detail should be given
         to the system performing the teleportation, and realistic effects
         such as time delays, "special effect" messages, and so forth are a
         must.  If the builder makes no effort to explain their construction,
         its continuing existence will be subject to possible destruction.
      J. Exits should follow the convention of one of the following:
         @name exit=descriptive-name <abr>;descriptive-name;abr
         @name exit=descriptive-<N>ame;descriptive-name;<N>
      K. Builders of parent objects should take care to define all attributes
         used in the parent object so that conflicts will not arise on children 
         objects with multiple parents.  Inheritance should be used wherever 
         possible so as to reduce db-space usage.

      L. These guidelines are intended to facilitate the logical
         continuity of MicroMUSE.                        

('news charter.VI' for more)
&charter.VI
VI.  Code of Conduct        
   A. The letter sent to New Users describes guidelines for appropriate
      behavior on the Muse.  This letter is now available online and by
      anonymous FTP. Read 'news New Users Guidelines' online.  This letter
      should be considered a part of the charter.

   B. Conduct of All Officials -- the letter sent to all Officials is now
      available online and by anonymous FTP. Read 'news Officials Guidelines'
      online.  This letter should be considered a part of the charter.

(type: 'news charter.VII' for more)
&charter.VII
VII. Administrative Hierarchy
      MicroMUSE is guided by its Executive Council, assisted by the Inner
      Council and all interested Citizens. Read 'news Council' for the
      current list of council members.  The Executive Council is
      responsible for legislating policy.

      Leadership is open to those who choose to participate in the process in
      a respsonsible and conscientious manner.  Vision, commitment, energy,
      creative problem-solving, and a constructive attitude are all essential
      elements in leadership.  Leadership is *not* about power and control.

      A. Directors of MicroMUSE -- provide assistance where needed, help
         maintain order, and initiate positive growth of the MUSE while
         protecting our limited resources.
         1. Jin............<Chief Administrator of MicroMUSE & Chief Justice>
         2. Moulton........<Science & Tech Council & Education>
         3. Ender..........<City Department & Bylaws>
         4. Erk............<Economy & Code Hacker>
         5. shkoo..........<Principal Code Developer>                
         6. Aslan..........<City Department; Science & Tech; Education>
         7. Priam_Agrivar..<Space Administration>
      B. Administrators of MicroMUSE -- assist the directors to run the MUSE.
         1. Merlin <Corporations>
         2. Falryx <Earth>
         3. Sword  <Character Registration>             
      C. Officials of MicroMUSE   
         [Department of Guides] -- assist new arrivals to MicroMUSE;
         provide help where required by citizens of MicroMUSE; help maintain
         peace and order.
         1. Sword..........(Head of Guides)
         2. Aries..........(Guide)
         3. Zeus...........(Guide)
         4. Dodger.........(Guide)
         5. Petra..........(Guide)
                                      
         [Electronic News Department] -- facilitate the flow of information
         on MicroMUSE.  To accurately report newsworthy events and stories;
         help the administration in keeping everyone informed.
         1. Calliope.......(Head of News Department)

         [Code Development Department] -- upgrade MicroMUSE's code and
         to update the documentation.
         1-4: koosh, Michael, Erk, Aslan, Gandalf
         5: Virgil.........(MUSE manual)
                                   
         [Space Administration] -- organize all of Outer Space and coordinate
         all Building there; provide means to the exploration of Outer Space.
         1. Priam_Agrivar.. Director of Space Administration
         2. Space_Builder.. Corporate Character for the SA
         3. Carrie_Gram.... Head of AeroSpace Research and Development
         4. Yarus.......... Commander, Galactic Task Force (GTF)
         5. Payne.......... Coordinator of Planets
         6. Murphus........ Advising Astronomer (in RL)
                                             
         [Education Department] -- provide information and instruction to
         those who wish to learn about various aspects of MUSE technology;
         coordinate various educational efforts.
         1. Aslan..........(Head of Education Department)
         2. Moulton........(Director of the Cyberion City Museum)
         3. Kaneda.........(Educational Materials Developer)
         4. Calvin.........(Materials Evaluator; Programming Teacher)
         5. Spark

         [Justice Department]
         1. Moulton........(Justice and Chief Counselor)
         2. Defender.......(Prosecutor and Investigator)
         3. Michael........(Prosecutor and Investigator)
         4. Erk............(Prosecutor and Investigator)

         [Business Department] -- monitor and guide the flow of funds on
         MicroMUSE.  To provide for a working economy which encourages good
         Building, rewards innovation, and restricts wasteful use of our
         limited resources.
         1. Erk............(Economist)
         2. Cyborg.........(First Galactic Bank Builder)
         3. Sword..........(Director of the Employment Office and Think Tank)
         4. Barkley........(Official in charge of the Retail Sector)

         [Science and Technology Council] -- devise and develop systems to
         support the technology infrastructure of Cyberion City and the Solar
         System. To grant approval to those new technologies which fit
         MicroMuse's goals and improve the quality of life.
         1. Moulton........(Chair of the Science and Technology Council)
         2-7: Jin, Erk, Ender, shkoo, Aslan, Priam_Agrivar

------------------------------------------------------------------------------
Note: This document will be subject to further revisions as MicroMUSE develops.
------------------------------------------------------------------------------
(type: 'news charter.index' for an index of this charter.)
&charter.index

Index of MicroMuse Charter.
---------------------------

I.    Purpose of MicroMUSE
II.   Setting of MicroMUSE
III.  Technological Advances and Limits
IV.   Scientific, Environmental and Political Achievements
V.    Rules for Technological Breakthroughs
VI.   Guidelines and Standards for Building
VII.  Code of Conduct
VIII. Administrative Hierarchy

& New Users Guidelines
============================== Introduction ============================

This document contains a brief introduction to the MicroMuse environment.
A longer and more detailed description is available in MicroMuse's Charter.
The full charter is available by anonymous FTP to michael.ai.mit.edu, in
the file /mud/tinymuse/charter.  Extensive online help and news is available
on MicroMuse itself. Type 'help' and 'news' when you are connected to get
started with those tools.

Since the best way to learn about MicroMuse is to use it, we hope you will
connect soon and begin exploring.  Before you do, however, take a few minutes
to read this document, which contains a discussion of what constitutes
appropriate and inappropriate uses of the Muse. We expect everyone who
connects to the Muse to be familiar with this document.  By connecting, you
agree to abide by the guidelines it sets forth.

================================== MicroMuse ============================

MicroMUSE is chartered as an Educational MUSE, with preference toward
Educational, Scientific, and Cultural content.  The Massachusetts Institute
of Technology (MIT) provides the computing resources for MicroMUSE with the
understanding that these resources are used in accordance with the
University's general policies and guidelines for propriety and relevance to
MIT's Educational Mission.  Since MIT is funded in part by Federal taxes, we
have an obligation to ensure that those taxpayer dollars are not used to
support activities of a questionable or objectionable nature.

The purposes of MicroMUSE are manifold, as described in the charter. We strive
to provide an environment for educational exploration and construction of
simulated realities, present and futuristic; a recreational and congenial
environment for socializing and exchanging ideas; a visionary model of an
optimistic possibility for a future world inhabited by a productive community
of people and machines; and a place where people can work cooperatively on
new ideas in an atmosphere of trust and free communication.

======================== Administration of MicroMuse =====================

The Directors of MicroMuse are the volunteers who work behind the scenes to
ensure the smooth running of the MicroMuse environment.  They are assisted
by a small group of Officials.  All of the Administrators and Officials of
MicroMuse are ready to help you at any time with any questions or concerns
you may have.  If the person you approach is not able to resolve your
question, you will be referred to someone else who can.

At the present time, the Directors of MicroMuse are Jin, Koosh, Moulton, Erk,
Ender, Michael, Priam_Agrivar, and Aslan.  Questions of general policy are
decided on a consensus basis by the directors, and such questions should be
directed to them.

Guides are people who have been nominated by the directors to perform
public service work on the Muse.  They are all available to help you any
time they are connected.  The list of Guides changes from time to time,
but in general Guides (as well as Administrators) can help you with
questions about how to use the muse, what resources and activities are
currently available, and how to build your own areas.  Guides and
Administrators are identified as such in the list you see when you type
'WHO' to see who is connected.

We also strongly encourage players to help each other.  Feel free to ask
other players if they have time to help you.  Most of our players learned
from others, and are happy to help you get started if they have extra time.

==================================== Rules ===============================

MicroMuse is a virtual community, and players are expected to conduct
themselves in an appropriate manner at all times.  Specific guidelines are
listed here, but the basic intent is that people will observe the general
norms of social interaction, which include respect for other people and
for their rooms and property.

1) In public areas of MicroMuse, players should conduct themselves as a
   polite person would in real life.  This applies in private areas of
   MicroMuse as well unless you are given permission otherwise by the
   owner of the private area you are in.

2) You are responsible for your character.  That is why we are strict
   in requesting registration. Guard your password well.  We have seen
   cases where friends or roommates use another person's character and 
   comport themselves irresponsibly.  You are responsible for your
   character no matter who controls it.

3) Abuse of other players will NOT be tolerated. In particular, respect
   other player's requests for privacy.  Continued pages or visits to a
   player after that player has expressed their wish for privacy shall
   be considered harassment.

4) Unwanted advances of hostile or forward nature are unacceptable.  As in
   real life, if you wish to form a new relationship you are expected to
   begin first as friends.  If you think someone might be interested in 
   developing a closer personal relationship, it is your responsibility
   to make absolutely sure of this before saying or doing anything that
   would be considered inappropriate in real life.  Such inappropriate
   behavior includes, but is not limited to, suggestive remarks; violation
   of the other person's space; forward, intimate or suggestive conduct.

   People on MicroMuse are of all ages and backgrounds. Some are young
   children; some are in high school or college; some are older.  Some are
   married.  Most are not here specifically to form intimate relationships,
   and it is inappropriate to assume that someone is so interested unless
   you have received clear indications of it. If you are unsure whether your
   behavior is appropriate, STOP, and ASK.  Many people are hesitant to say
   'go away' in so many words because they do not wish to be rude.  It is
   your responsibility to make sure they are saying 'yes' before pursuing
   a close personal relationship.

5) If you experience harassment in any form, you should speak privately
   with a Director.  All communications will be kept completely confidential
   if you so wish.  With your permission, the Director will discuss the
   situation with the other person involved, and usually such situations can
   be resolved quickly.  In more serious cases, if you wish to press formal
   charges, the Director you approach may ask your permission to discuss the
   case confidentially with one or more of the other Directors, as well as
   with the other person involved.  Whatever the course you select, the
   Director will work with you to ensure that the harassment stops.

6) In general, players may assume that they can wander freely into any area
   that they can reach through unlocked exits.  Players should not teleport
   uninvited into other people's houses.

7) It is not appropriate to 'spoof', that is, to @emit an utterance when
   there is a reasonable expectation that someone might think the utterance
   was performed by somebody other than yourself, and with the intent to
   confuse or deceive.

8) Objects created by a player for private use belong to that player.  It
   is not acceptable to move other people's property without permission.
   The one exception to this rule is that objects left in a room you own
   may be sent home if you do not want them.

   Objects created as part of a public works project and linked to public
   areas of the city are considered to have been donated to the city. Other
   people working on the same or similar projects may add on to them or
   edit them as the need arises.  Once completed, public rooms or objects
   may be @chowned to a non-playing character to ensure their permanent
   incorporation into the city.

9) Keep track of the objects you create. Leaving personal objects in public
   places or in other people's space without permission is considered
   littering and should be avoided.

10) Unless you have been invited to remain in someone else's space, it is
    considered polite to go 'home' before disconnecting.  Also, players
    should avoid disconnecting in public areas.

11) There is an online help page on the topic of Privacy that explains to
    what extent your communications with other players on the Muse are kept
    private.  Rules and regulations aside, reading that help topic will give
    you a better understanding of how 'safe' your privacy is.  To read it,
    type 'help privacy' while connected to the Muse.

================================ Conclusion =================================

We hope you will enjoy exploring and contributing to the ever-growing world
of MicroMuse.  When you first connect, type 'help getting started' for a
brief list of helpful commands.  Then, after you have started exploring,
read more of the online 'help' and 'news'.  You may also ask other players
for help getting started, finding your way around, or doing some building.

See you online!

& Officials Guidelines
====================== Information for New Officials =====================

Congratulations on your new job!

This document contains a general introduction to the responsibilities of
being a MicroMuse Official.  It includes a description of some of the powers
you may have been given in order to fulfill your responsibilities, and
contains guidelines on the appropriate and inappropriate use of these powers.

You have already spoken with other Officials or Administrators about the
specific role for which you have been nominated.  If you have any questions
about them, you should of course feel free at any time to discuss them
again with your Department Head or with any Director.  If, after you have
been invested as an Official, you find that other commitments do not leave
you enough time to discharge your responsibilities, please let us know and
we will understand.  We can restore you to your status as Citizen and keep
you in mind for an Official job should your time free up again.

========================= General Responsibilities ========================

As an Official, you represent MicroMuse to the other players, many of whom
will view your behavior as a model for their own.  You should, therefore,
be especially aware of the guidelines and expectations for the Muse, as
described in the introductory letter to all players and in the Charter.

Your name appears in the WHO list as an Official.  This means that players
may contact you for help.  If you are not available to help, please consider
setting yourself @hidden.  Otherwise, you should be prepared to answer general
questions, and to refer players to the appropriate person for help you cannot
personally provide.

Officials should always be on channel _ocu.  This channel is used for
communications to all officials.  Players who are not officials may broadcast
to this channel but cannot listen to it.

All Public Relations officials are on channel _pr.  This channel receives
messages each time a guest or new player connects, and additionally whenever
a player (generally a guest) uses a PR Intercom.  Other officials are urged
to join this channel if they have the time to provide general PR help.

========================== Using Official Powers ===========================

The purpose of granting an Official the power to use 'official' commands is
to enable that person to perform his or her services to the players on the
Muse.  If, after reading this section, you have any questions about the
appropriate or inappropriate use of the official commands, please ASK.

Announcing:
    The '@announce' command is intended for use only when it is important
    for everyone currently connected to hear your message.  For general
    'hello's and 'goodbye's and other queries, use '+com public' or another
    appropriate '+com' channel.

Joining players:
    Public Relations officials have the power to 'join' (or 'meet') other
    players.  Except when meeting new arrivals in the Main Transporter
    Lobby, you should obtain permission from the person you are joining
    before using that command.

Summoning players:
    Most officials do not need the summon command. If for some reason you
    need that command, you must be cautious when using it.  It is a gross
    breach of ethics and politeness to summon people without their consent
    except in an emergency.

Examining objects:
    Some officials have the power to examine registers on other people's
    objects. It is expected that you will not examine objects unnecessarily.
    Still more importantly, it is expected that you will keep confidential
    anything you see regarding other people's things.

Changing objects:
    A few officials engaged in building projects may have the power to chown
    or modify other people's objects.  If you have this power, it is vital
    that you be extremely careful with it.  Especially when referring to
    objects by number, a small typo may inadvertently cause you to change or
    destroy an object belonging to someone else.  It goes without saying
    that this is a serious error and one you must take great pains to avoid.
    If despite all precautions, you find that you have changed or destroyed
    something not yours, notify the owner or a director *immediately*.

Seeing hidden players:
    Some officials can see everyone on the WHO list, including players who
    are hidden.  Avoid disturbing such players; presumably they have set
    themselves hidden to avoid being paged. Under no circumstances should
    you tell anyone else who the hidden players are.

Setting the Haven and Slave flags:
    Some officials have the ability to set the haven and slave flags.  The
    reasons and procedures for doing so are described in the next section.
    Setting these flags when the reasons in the next section do not apply
    may constitute a serious abuse of power.

Once again, we would like to emphasize that the powers you may have are
given in order that you may properly fulfill your responsibilities, and
are granted only to the extent that you need them.  We do not give out
powers as a reward or for any other reason.  We do give out powers because
we trust that you will use them in a manner appropriate to the job for
which you have been nominated.

======= Helping players deal with runaway objects and other problems =======

1) Runaway objects:

At times, a player may approach you and explain that one of his or her
objects is causing trouble -- generally, that it is in an infinite loop.
You should find out the object number (using @find, if the player can
only give you the name) and set the object 'haven'.  Then help the player
understand the problem with the object, if you can, or refer the player
to another official or administrator for help.

At other times, you may come across a runaway object on your own.  If the
player who owns the object is connected, notify them of the problem before
setting the object 'haven'.  If the player is not connected, and the
object is causing trouble, you should set it 'haven' and notify a director.

2) Harassment

At times, a player may approach you and explain that he or she is being
harassed by an object and/or another player, or that an object owned
by another player has caused trouble.  In general, you should refer such
problems to a director if at all possible.  If no director is available,
and the problem is immediate, you may take one of several actions depending
on the scenario:

  a) If an object is causing trouble, verify that the object is indeed
     the source of the complaint, and then set it 'haven', determine
     who owns it, and notify a director as soon as possible.

  b) If a player is harassing another, begin if possible by getting both
     players together to discuss the matter.  If you can verify that the
     harassment is occurring, and the harassing player is uncooperative,
     you may set the player 'slave' to stop the harassment, join the player
     (since he or she will no longer be able to page you), tell the player
     what is going on, inform them that they can communicate with you only
     with the 'pose' command, and tell them what they need to do to remain
     in good standing.  If the player agrees, you may unset the 'slave' flag.
     Any time -- and we expect these incidents to be extremely rare -- that
     you set the slave flag on anyone for any reason, inform a director as
     soon as possible thereafter and explain the circumstances and what, if
     anything, was resolved.

If you find it necessary to deal with a complaint of harassment, be sure to
inform both parties that no formal action, beyond what you do in the immediate
term to help resolve the problem, will be taken until both have had ample
opportunity to explain the situation to the directors.

============================== Conclusion =================================

We hope that this guide to official powers and responsibilities has helped
to make clear your important role in the development and maintenance of
the Muse and in the guidance of its players.  We are grateful for the time
and effort you put into making the Muse a better place for everyone.

We look forward to your continued presence on MicroMuse!

&interzone

The Interzone -- Clumped at the center of the galaxy like the
hard-shelled nucleus of a genetically engineered cell, The Interzone is
a complex mega-structure of star cluster-sized proportions. Built
several thousand standard years ago, it was designed by a multispecies
consortium of architects to house the newly constituted galaxy-wide free
trade zone.

Commerce is king in the Interzone; all mercantile exchange between the
many galaxies' species is conducted through here; there are no laws but
those of self-interest, survival, and the furtherance of an unrestricted
trade. Everything else is secondary.

The sentient population comprises mostly transients. Beings from many
galaxies come here to conduct business, but most head straight for the
homeworld as soon as the deals are closed. Some remain -- for reasons of
curiosity, indulgence, prurience, or sometimes for no explainable reason
at all. Undeniably, the Interzone is a powerful magnet -- as all
wide-open megalopolises are -- but it seems to attract only certain
types who, for whatever reason, find it a suitable place to stay longer
than they have to.

Of the ones that do stay, some are pioneers, some adventurers, some
opportunists, some parasites, some predators, some prey. All are
survivors in one way or another. There are billions upon billions of
stories in the Interzone, and yours is one of them.

WeLcOmE To ThE InTeRzOnE

&space

Space news is being re-written in preperation for the opening of space.
I am sorry for the delay but we have been working very hard on the
space.c code and have not had time to get to this earlier. -PA

Addendum: the old space news is still available until the new space news
          has been written:  to view it, type: 'news oldspace'

&oldspace
=============================================================================
                    N e w s   f o r   M i c r o S P A C E 
                    Compiled and written by Priam_Agrivar
                    Director of Space Administration CCII
-----------------------------------------------------------------------------

Table of Contents
-----------------

  No. Topic                        Description
  --- -------------------          ----------------------------
   1. Space Background             How the idea came to be. [Long]
   2. Space Travel                 How it will take place.
   3. Technical Data               About all the neat goodies.
   4. Space Code                   What is being done in the server. [Long]
   5. AstroSpace Technical School  An overview of courses. 
   6. Ship Building Guide          Read this before you build. [Long]
   7. Planet Building Guide        Not a small task. [Long]
   8. Space Administration         What we do.
   9. Other Stuff                  Odds and Ends.
  10. Progress                     How things are going.

To read the news on each of the above topics, type 'news <topic>'

   example: news space background

Send all comments, questions, gripes, and critiques either to 
+mail Priam_Agrivar or e-mail priam_agrivar@chezmoto.ai.mit.edu
-----------------------------------------------------------------------------
&space background

Space Background
----------------

	Space, the final frontier...ACK! I won't start. :) I'm sure some of
you have heard that we are developing a new space system for MicroMUSE. Well
the rumors are correct, we are. This tid-bit of news should help you
understand what we are going to do. Let me start from the begining:

	About eight months ago I bumped into a fellow (Yarus) who is a space
fanatic from the astrophysics end. We got to talking about space, as I'm
heavily into astronomy, and found the we were both dissatisfied with the way
the people were learning about space, such as through movies. As I'm sure
most of you know, what you see a spaceship doing in the movies is not the
way it really is. So Yarus and I set out to create a game that would be both
fun and educational about space travel. To shorten things up a bit here
eventually we decided to put it on the MUSE. Our thoughts on doing this where
that people could learn about the physics of space by actually being in a
spaceship and exploring the cosmos.

	A bit about the new system. First of all we are thowing out the old
space, complete overhaul. I know, this does suck, but managing the old
system has gotten WAY out of hand and it is taking up too much valuable
db space. Upon looking at it the new space will, by far, outdo the old
space. Where should I start? Hmm...Okay. Space will now be set up in a 3-d
world. What do I mean by this? Well currently it is just a bunch of rooms
hooked together that your spaceship moves through, well with the new system
space will look how it should...one vast vacuumous area. Everything within
this area will be in X Y and Z coordinates, so you have to now get your
brains working in a three dimentional realm, great fun eh? Let me talk a bit
about the pilot end of things.

	Ok future space pilots, you are in for a WAY big change. Those of
you who actually become regular in MicroSPACE will learn what it takes to
run a spaceship. Fun things such as regualating burn time and amount,
establishing a stable orbit, landing a shuttle on a planet, and of course
the sling-shot effect. Also other fun things that only only exist in
theory, such as jumping into hyperspace and piloting through worm holes.
sound like fun? I dunno yet either. :) But WAIT! Flying a ship is not
the half of it. You will be able to explore new worlds set up in senario
like fashions. Establish Mining and Trade companies. Start inter-stellar
passenger liners. Learn about the cosmos by just being there. And last but
not least, feel yourself actually get nervous as you realize you could die
out there...

----------------------------------------------------------------------------

&technical data

Technical Feldercarp for Space
------------------------------

	Engines: Four different types.
	Fuel: What you need to power your engines.
	Navigation: How to get around.
	Communication: A voice in the dark.
	Detection Systems: How to 'see' in space.
	Ship Types: What the different ships are.
	Ship Classes: Purposes the ships serve.
	Transmats: This biggest convience since the microwave.
	EVA: A walk in space.
	Power Allocation: Use it wisely.
	Gravity Manipulation: What we can do with it.
	Weapons and Defences: Worth looking at.

News on each of the above topics is available. ex: news navigation

&engines

Engines
-------

	Ion Drive: Moves a ship up to .01 speed of light.
	Fusion Drive: Moves a ship up to .99 speed of light.
	Warp Drive: No such thing. (sorry)
	Hyper Drive: Moves a ship within Hyperspace.
	Worm Drive: Throws a ship into a worm hole.

News on each of the above is available as well.

&ion drive

Ion Drive
---------

Movement around planets and withing planetary systems will be mostly
done with an Ion Drive, as they are slow and very manuverable. Acceleration
and deceleration is very fluid while using such an engine. This engine
uses ionized particles for movement. 

&fusion drive

Fusion Drive
------------

Flight through a space system will be handled by a Fusion Drive. They work
on the nuclear fusion principal. (Fission is obsolete for anything other than
destruction) There drives will be rated by acceleration principal, some
engines can accelerate better than others. Ratings will be from I-V, V being
the best acceleration, of course the cost is higher as well.

&warp drive

Warp Drive
----------

The principal of warping space for travel purposes is not theorized
and thus will not be used on MicroMUSE.

&Hyper Drive

Hyper Drive
-----------

The idea is farily simple. It surrounds the ship with a barrier that holds
it in Hyperspace and boosts the ship to higher speeds by using energy that
is releasted by a matter/anti-matter mix. If the balance is improperly
managed a very large explosion will result. 
 
&Worm Drive

Worm Drive
----------

This works by manipulating gravity. It creates a very heavy gravity well
around the ship which essentually pushes it into the 5th dimention. The push
is usually done at a low speed or at 0 speed. It can however be done at
a faster speed if the point is hit at the correct time, otherwise it will
just crush the ship into a tiny ball. It cannot take place while in
Hyperspace, yet.

&fuel

Fuel
----

Really the only type of fuel used is Hydrogen in a heavy state, otherwise
known as Deuterium, an isotope of H. Unlike H which contains 1 electron
and 1 proton, D (Heavy H) contains 1 electron, 1 proton and 1 neutron.
The atomic mass of D is twice that of H, it is created by electrolysis
of Hydrogen at distillation/mining plants orbiting some jovian worlds.
It is ionized for use with the ion drive. It is used in a nuclear reaction
with the fusion drive. It is converted to anti-matter for use with
a Hyper Drive, altho a suplementary crystal is needed. It is compressed
at the sub-atomic level for use with a worm drive. 

Due to the immense popularity of this gas, serval mining station have
been poping up around jovian worlds. Such a trade is quite rewarding.

Crystals are used as 'spark plugs' for the Hyper Drives, the better
your crystal the higher percentage of power efficency you will receive.
Crystals do burn out after heavy usage, they are quite rare and thus
very expensive.

A worm drive needs to be overhauled after each push. The time it takes to
overhaul depends on the amount of compressed hydrogen used, which in turn
depends on the length of the worm hole.

&navigation

Navigation
----------

Not hard to grasp. Cept everything is in 3-d. You have XYZ which is
your position in space reletive to Sol centre. Forth Track and Rise
which is your speed in each of these planes. Yaw Pitch and Roll which is
your degrees on these planes. And Rotation Climb and Spin which is the speed
of your degrees. Simple eh? Acceleration can only be applied to the aft so
you must be pointed in the right direction. Note tho: Just because you
stop your engines doesn't mean your ship will stop. (Newtonian Physics)
Some of the harder aspects of navigation will be sling-shoting, docking,
orbiting, landings, and Hyperspace jumps.

&communication

Communications
--------------

	Microwave Transmitter/Receiver: Standard, short range only.
	Sub-Space Ansible: Complex, long range communications.
	Ship Transponder: Wave generator.
	Planetary Beacon: as above.

News is available on each of the above.

&microwave transmitter/receiver

Microwave Transmitter/Receiver
------------------------------

Short range communications will work as they do today for NASA. However
this type is ONLY effective within short ranges due to the slow nature
of microwaves within the vast scheme of space.

&sub-space ansible

Sub-Space Ansible
-----------------

Long range communications is very bizzare. But it works on the cosmic
string principal. Strings exist in the 2 dimentional plane but can exist in
the same area of space thought all time. This is hard to explain. A particle
moves in space as it moves in time, but a string remains stationary in time
as it moves in space. Strings are of infinite length or infinite loop. A
sub-space ansible sends 'vibrations' down the length of these strings
resulting in near instantainious communication. Anyone with an ansible
can listen in on any communications occuring in the sub-space realm, thus
most important messages are coded.

&transponders

Transponders
------------

Transponders work as they do today but on a larger scale...same with
beacons. They occur within heavily traveled areas.

&beacons
See 'transponders'.
&detection systems

Detection Systems
-----------------

	Radar: Nope. Too slow.
	Scanners: Essentially a Beam probe.
	Sensors: Detect fluctuation in particles.

News on each of the above is available.

&radar

Radar
-----

Radar is very obsolete, I suppose if you *really* wanted one you could buy
it somewhere....

&Scanners

Scanners
--------

Scanners replace active radar. They are really only effective at short
ranges. And the use of them is VERY noticable. Everyone within about 1 AU
will know that you are using them. They work in various wavelengths and must
be configured to what you are looking for.

&sensors

Sensors
-------

Sensors replace passive radar. They decect variations in Tacyons, Leptons,
Mesons, Baryons, Photons, Gluons and other particles. They get the name from 
the word 'sense', they do not function actively. They too must be
configured.

&ship types

Ship Types
----------

	Shuttles: For planetary landings...no other ship can.
	Systemship: Inner system travel.
	Starship: Vast distance travel.
	Tourship: Automated cruising ship.
	Space Stations: From outposts to cities.

News on each of the above is available.

&shuttles

Shuttles
--------

To land on a planet, you will need a shuttle. This is a hard task, yes. But
a vital one. They are usually small 4 man ships. They can be configured for
cargo or passengers.

&systemship

Systemship
----------

Within a star system a system ship would be best at lower management than a
starship. They cannot land on planets and usually carry shuttles.

&Starship

Starship
--------

The ultimate of ships is the starship. They require very high upkeep and a
crew that know what they are doing, as these things can easily become lost
in deep space. They are capable of system travel just as a systemship and
they also carry shuttles as well.

&tourship

Tourship
--------

There highly automated ship are for the space farer who does not wish
to do the calculations involved with hard-core space travel. Things
like orbits and hyperspace jumps are pre-calculated, however this means
faring into unknown areas is not possible because the ship's computer
does not have the required data.

&space stations

Space Stations
--------------

These are immoble bases that are either in orbit or are positioned in
deep space as way stations. They vary in size and purpose.
Cyberion City II is a very large space station (space city) in orbit
around Earth.

&ship classes

Ship Classes
------------

Each starship, systemship, shuttle, tourship or station will fit into
one of the following classes:

	Freighter: A cargo ship. (shuttle, systemship, or starship)
	Liner: A passenger ship. (Any, except Space Station)
	Explorer: A research vessel. (shuttle, systemship, or starship)
	Recreational: Just for fun. (tourship only)
	Warship: Not available yet. (systemship or starship)
	Outpost: Deep space Way Station. (station)
	Orbital: Base or City. (Station)

&transmats

Transmats
---------

There are two kinds, Cargo Transmats and Personell Transmats. The idea is
fairly simple...they work on the disintigrate/reintigrate, if it wasn't for
the neuro blockers they would be very painfull. But none-the-less they work
very good for cargo and other non living material. As for living tissue they
have to be finely adjusted and very rarely fail. In any case they need a
transmiting and receiving station. Thus you cannot 'beam' onto an unexplored
planet. Semi-portable versions are available. Range is limited to 5000 km.

&eva

EVA
---

Extra-Vehicular Actvivity, why? I would hope just for repairs...but you had
better know how to run a space suit and a MMU (Manned Manuvering Unit) just
in case.

&power allocation

Power Allocation
----------------

Yes...a pity. Every system uses power as converted from your main fuel
supply. Better manage this effectively. Each system varies in the amount
of power it uses.

&weapons and defences

Weapons and Defences
--------------------

	Sheilds: For defence.
	Cloak: To hide in the dark.
	Weapons: N/A

News on each of the above is available.

&shields

Shields
-------

Electo-Magnetic in nature...but highly intensified. They can protect against
most outter forces. They use alot of energy and need to be constantly
re-powered. They can working in an array of up to eight shields arranged in
a diamond fasion (four forward and four aft, they cover all sides as well).

&cloak

Cloak
-----

This device manipulates gravity to bend light around the ship...thus giving
the appearance that it is not there. Note that being detected while cloaked
is still possible, it's just more difficult to find you.

&weapons

Weapons
-------

I can dream up all kinds of neat stuff. :) But the bottom line is that
we may not want combat in space. We, as directors, are afraid that it
may get out of hand, as this muse is eductional in nature. Some argue
that combat is eductional in nature, some disagre. I can say however
that it would teach you about all the fancy space weapons the government
is theorizing. Hmm...I don't know, let me know how you, the citizens
of MicroMUSE feel. If we went with a combat system I can tell you that
a destroyed ship will remain that way until recommissioned...which
would take a day at best.

&gravity

Gravity Manipulation
--------------------

Heavy dude, but we now understand gravitons fairly well. This give us
artificial gravity on our ships so humans won't go 'soft' on long
space voyages. Intertial dampeners so we can withstand high amounts
of acceleration. Of course the Worm Drive (q.v.) and Cloak (q.v.)
And also the Tractor/Pressor beam, for moving around objects in space.

&other stuff

Other Stuff
-----------

Black Holes are lethal. No extra dimensions inside. No ship can withstand
such gravity and go through without being crushed into non-existance.

No ship has ever left the galaxy, and I doubt they will for the next 200
years. Andromeda is too far way...but you are welcome to try. :) Still there
is so much to explore in this galaxy.

There is a LORAN system that relays XYZ coordinates out to ~400 light years,
anything beyond that you will have to devise your own methood of finding
your coordinates, or just guess.

Yes, Star Charts we be provided. But you will almost need a degree to read
them. They will be done in sectors as Earth's point of view.

The MicroSPACE unniverse is very non-trekish. Let's try to keep away from
that series as much as we can. Ships, bases, planets, etc, will be 
frowned upon. Remember, we are trying to be educational with this.

Rukbat (home system of Pern) is Alpha-Sagittarius.

Betelgeuse is a star not a ghost.

It is hard to 'see' in nebulae.

Yes, you can burn up in an atmosphere.

Sol is the technical name for our sun. Likewise Luna is the moon.

Our galaxy is 100,000 LY in diameter.

&space travel

Space Travel
------------

	Essentially there will be four different forms of space travel,
each of which is in accordance to the current theories of today. 

	1. Manuvering speed: Used mostly when in close range to objects.
	2. Rapid speed: Close to that of light.
	3. FTL speed: Faster than light, long distance travel.
	4. Metaphysical: Not really a speed, but used to cover vast areas

You can get further news on each of the above.

&manuvering speed

Manuvering Speed
----------------

	Speeds as high as .01 of the speed of light are practical in
this range. Thats up to 3000 km/sec (fairly fast in itself). The most
appropriate engine for this range is the Ion Drive (q.v.).

&rapid speed

Rapid Speed
-----------

	Speeds as high as .99 that of light are obtainable. That is around
297,000 km/sec. This is accomplished by a Fusion Drive (q.v.) but we cannot
forget the famous formula: E=mc^2, Where 'E' is energy, 'm' mass, and 'c'
is the speed of light (Einstein). This is what keeps us from going over
the speed of light. Simply put it states that the closer you get to the
speed of light the higher your relative mass, upon obtaining 'c' you will
have infinite relative mass, thus requiring infinite acceleration. Obviously
this is not possible. So the closer you get to the speed of light the more
acceration you will require, this is limited by the engine. Also note that
E^2=p^2c^2+m^2c^4 is the same formula accounting for current velocity.

&ftl speed

FTL speed
---------

	To explain this we need to go back to the 'big bang' theory. 
I can probably explain this best with a chart.

   |             |T1               Where time flows along the X plane with
   |             |                 the origin in the middle. Matter is a
M  |             |                 value on the Y plane. If the 'big bang'
a  |  N2         |        N1       occurs at point O and explodes in all 
t  | ------------O-----------      directions. N1 is the universe in which
t  |             |                 we live, time goes ahead and matter is 
e  |             |                 normal. N2 is an anti-matter universe
r  |             |                 where time flows backward and all matter
   |             |T2               exists in a negativly charged state.
   ___________________________     T1 is a universe where time stands still
	     <-Time->              and matter doesn't exist in a state which
				   we are familier (negative mass?) thus
everything travels at a faster than light state, nothing slower can exist.
Time is T2 is as it is in T1 however matter exists in yet another state
(negative anti-mass?) Everything this realm travels faster than light too.

Now let us suppose we are traveling at .99*c, we are pushing the limits
of our N1 universe. So to push us over the edge we use a Hyper Drive (q.v.)
to hold us in the T1 universe. This surrounds us with a protective barrer
which fools the T1 universe into thinking that we belong there. We can
now accelerate to speed higher than that of light. Also because time
is at a standstill outside the ship (we are in a protective barrier)
it appears that we get places faster...thus traveling a distance of
one light years seems to take only one day (to keep things simple).
We call T1 'hyperspace' as it exists in a higher state than N1.

A jump into hyperspace is affected by any gravitational forces
at the point of the jump. The closer you are to a gravitational force

&muse-space

MUSE-Space
----------

After months of hard work and almost 40 pages of C code, space is
finally available to public use.  We have done everything we
could to make this as realistic as possible, without loosing the
'fun' aspect.  We hope you will learn, as we have learned, the 
majestic size of this universe of which we are a part.

Space operates on the physical principles of this universe as
closely as we could.  For example, we did not set up planets to
orbit the sun in circles, we let the gravitational forces govern
the movements of the celestial bodies.  These movements are true-
to-life.

Space updates every 10 seconds.  On each update, your ship's
maneuvers, the forces of gravity, and other suprises, are used
to calculate your ship's new position.  Be careful!  If you
collide with something out there, your ship will be destroyed.

We hope you will enjoy space, we enjoyed programming it!

&space farers

Latest Space News
-----------------

Space will be set up in a senario fasion. What we intend is that
space will grow with exploration. Exploration will be the major
emphasis, thus the only planets that we know of out there are
in our own system. Interstellar travel has not yet been attempted,
that will be up to you to discover what is out there. So to make
this seem more 'realistic' hazards can be encountered by the space
explorer. A system has been developed to help keep track of the
deeds of a given space farer, and adventures have been developed.
If you are the type of person that likes to take a risk and likes
to venture into the unknown then the _Space_Farer_ parent is for
you. (Note: You do not have to have this parent use space)
Contact Priam_Agrivar if you feel you are a hard-core space explorer.

Space will be beta tested next weekend. (20th)  If you are interested
in being a crew member of a beta test ship, contact Yarus.

The latest Space Council meeting is available by ftp from michael.ai.mit.edu
/incoming/sa.meeting If you have questions after reading it let PA know.


