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- IF YOU PLAN FOR A YEAR, PLANT RICE. IF YOU PLAN FOR TEN YEARS, PLANT TREES.
- IF YOU PLAN FOR 100 YEARS, EDUCATE YOUR CHILDREN.
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- SIM EARTH
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- Ambitious is the first word that springs to mind. Modestly Maxis describes
- Sim Earth as a 'rough caricature' as far as simulating an Earth-like
- environment. True enough, considering that even using the largest million
- pound super computers, a fully accurate model of the Earth's atmosphere alone
- has yet to be developed. What Sim Earth will let you do on your 'primitive'
- system costing only a few hundred dollars, is take this planet from the very
- moment that a crust forms on the molten lava of it's surface billions of years
- ago, and play around with just about every major environmental variable right
- through t past the present day. Even the most impartial observer would have
- to admit, it's an impressive achievement.
-
- In actual fact, there are several different scenarios you can start off with
- at the beginning of Sim Earth. Taking on the role of Planetary Regulatory
- Manager, you can start fooling around with a planet at three points in it's
- history, at the Archean Era just when the crust is forming (4.5 billion years
- ago), the Cambrian Era when multi-cellular life had just started forming (550
- million years ago) or take on the Technological Era (starting around 40 years
- ago). Selecting a starting Era, you can play Earth as it is, or take a
- randomly generated planet in hand. The point of having these three stages is
- to have manageable time-scales appropriate for the major planet forming events
- that were taking place during these times.
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- From the Archean Era on to the Cambrian is the period of Geological time.
- Here the major factors effecting the development of the planet are Continental
- Drift, atmospheric composition, extra terrestrial collisions and the evolution
- and action of single cellular life forms. Hence, the planet changes very
- slowly, therefore the time allowed for each simulation 'cycle' is 10 million
- years.
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- On to the Cambrian and 'Evolutionary' time. Here you major goal is to nurture
- life and intelligence up to the development of civilisation, be it human,
- mammalian or sentient moles. The major factors you have to watch are Climate,
- Life Forms (Biomes) and their Evolution. The cycle time speeds up to 500
- million years per turn. Moving on, you get to Civilisation time from 10,000
- years ago to 100 years ago, where the problem of sentient expansion has to be
- delt with in addition to other factors. So the cycle time is now slowed down
- even further to 10 years a turn. Finally when you start dealing with
- Technological Time, it's one year per turn. Things happen fast in this mode.
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- RULES AND TOOLS.
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- You can think of the simulation consisting of Rules the logic of th program
- itself that determines cause and effect and Tools, variable factors that you
- can alter to attempt to create the kind of world you want. And naturally,
- being the kind of simulation it is, if you really want, you can even change
- the most basic of rules, when in Experimental Mode. Like turning the Sun off.
- Not terribly good for the planet, but spectacular in result!
-
- After selecting the style of game you want to play, and as well as Earth-like
- planet management, there are the Mars and Venus terraforming challenges, a new
- world is generated and displayed in a box across the screen in Mercator map
- style format. This is the World Display Area (WDA). Along the bottom of teh
- WDA is a series of boxes that, if selected, will overlay specific information
- on top of the map. This display gives you a whole overview of what is
- happening down there, and you need to make frequent use of it as your eyes and
- ears. The information you can call falls into four categories, Lithosphere,
- Hydrosphere, Atmosphere and Biosphere. Respectively, the boxes will show you
- Altitude, Current Major Events, Continental Drift Vectors, Raise or Lower the
- Oceans (to inspect the sea bottom), Ocean Temperature, Ocean Currents, Air
- Temperature, Rainfall, Air Currents, Human Population Density, Biome
- Distribution and Animal Diversity. All this is overlaid in easily digestible
- form, while accompanying information is displayed on a small graph to the
- right of the boxes.
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- The world may also be displayed as a globe, but although this is very
- appealing aesthetically, most Planetary Managers prefer to see the whole of
- the planet at once. You now have an idea of what is going on, down on your
- planet, for a close up, you select the View Window, which will display a close
- up of part of the planet, It's from here that you do all the major
- interference. On the bottom right of this Window is a strip of buttons that
- regulate what is displayed within the window (Oceans, Life forms, etc) and
- what information, if any you want overlaid on top, such as temperature.
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- At the top right are the six controls that you'll use most within the game to
- make you mark on the planet. Starting with the bottom left of the six,
- clicking on this brings up s sub-menu that lets you select and place a Niche
- onto the surface of the planet, a habitat for an organism or species. Many
- will evolve naturally, but maybe not to your liking. Once you've set up a
- niche, you'll want to pop in some life, maybe. Clicking on the top left box
- gives the sub-menu for selecting various forms of Sea life, Land life or
- Civilisations. If conditions are right on the planet, many of these will
- evolve naturally as well, but perhaps not to your grand design.
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- Finally on the left is an event generator. Available to you are Hurricanes,
- Meteors, Tidal waves, Volcanoes, Atomic tests, Fire, Earthquake and Plague.
- Four sorts of fantasies can be lived out using these, especially when
- selecting Modern Day Earth. Nuke Argentina? no worries, sure this can be a
- bit sick, but you do get to realise that it only takes a few nukes to generate
- a serious nuclear winter. Not exactly the best way to promote life on earth!
- Ever wanted to know what happens when you fill in the Alantic? Try it with
- the raise/lower option on the upper right. Going down that column, the Hand
- icon lets you move life forms about (good for separating warring tribes), and
- the Question Mark lets you click on any area for a detailed report on it's
- contents. Fiddling about with the planet does cost, however. You have an
- overall Planetary Interference Limit that varies according to the difficulty
- level you choose, but it works like the budget did in Sim City. Big things
- like trying to plant a technological life form in the Precambrian Era, cost a
- lot and won't last long in any case. Smoothing out the rough edges of an
- ecosystem is more sensible and more likely to produce a result.
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- That's the simple overview of the controls, then, but like as in Sim City, the
- real joy of Sim Earth, is getting down, booting it up and getting to grips
- with exploring the complexity of the model. Just taking the Earth from
- Geological age to the present day, watching the continents form and evolution
- taking place before you very eyes, is quite remarkable. Then you start
- thinking, what if. The confessed aim of the game is to nurture a
- technological species to the stage where they can get the hell off the planet
- and 'seed' another, in fact you find your own pleasure and goals in the things
- as soon as you've got to grips with the controls.
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