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- \ /___/\________/\________/\ /\ /___/\ /_____/\______/ /
- \ / \ / \ / \/ \________/Ci
- \/ \/ \/
-
- Could Bring you:
-
- Sim Earth User Manual.
-
-
-
- Call The ALLiANCE WHQ!
-
- Unknown Pleasures - (+44) (0)20429917
- Sysop: Razor Blade
- 16.8DS blah blah blah ...
-
-
- SIMEARTH CONTENTS
- =================
-
- INTRODUCTION .......................... 1
-
- GETTING STARTED........................ 11
-
- TUTORIAL............................ 15
- INTRODUCTION...................... 16
- FIRST LOOK ....................... 20
- CREATING AND MODIFYING PLANETS ... 26
- MODIFYING THE SIMULATION ......... 37
-
- REFERENCE........................... 45
- CONTROLLING THE SIMULATION ....... 46
- MICE AND KEYBOARDS ............... 46
- INPUT AND OUTPUT ................. 46
- MENUS ............................ 48
- WINDOWS .......................... 53
- HELP WINDOW ..................... 53
- NEW PLANET WINDOW................ 54
- EDIT WINDOW ..................... 57
- MAP WINDOW....................... 71
- GAIA WINDOW ..................... 80
- HISTORY WINDOW .................. 81
- REPORT WINDOW.................... 83
- TUTORIAL WINDOW ................. 90
- GLOSSARY WINDOW ................. 90
- GRAPHS.............................. 91
- MODEL CONTROL PANELS................ 94
- TIME SCALES ........................ 100
- SCENARIOS........................... 109
- DAISYWORLD......................... 118
- INSIDE THE SIMULATION............... 122
- EVENTS............................. 122
- GEOSPHERE ......................... 127
- ATMOSPHERE ........................ 129
- CLIMATE............................ 131
- LIFE AND EVOLUTION ................ 133
- CIVILIZATION....................... 142
- ENERGY ............................ 145
- SIMULATICHART...................... 148
-
- AN INTRODUCTION TO EARTH SCIENCE.... 149
- INTRODUCTION ..................... 151
- GEOLOGY .......................... 153
- CLIMATE .......................... 167
- LIFE ............................. 178
- HUMAN CIVILIZATIONS AND
- TECHNOLOGY ...................... 190
- THEORIES OF THE EARTH:
- THE GAIA HYPOTHESIS............... 196
-
- APPENDICES......................... 201
- PROBLEMS AND SOLUTIONS .......... 202
- GLOSSARY ........................ 204
- INDEX............................ 208
- PLANET SPECIFICATION SHEETS ..... 212
-
- -= END OF CONTENTS =-
-
- ---------------------------------------------------------------------
-
- INTRODUCTION
- ============
-
-
- "is this a random world or did you planet ? " - THe most pondered
- question by Sim-Earthling philosophers.
-
- WHAT IS SIM-EARTH ?
- ~~~~~~~~~~~~~~~~~~~
-
-
- SimEarth is a planet simulator--a model of a planet. It is a game, an
- educational toy, and an enjoyable tool. With SimEarth you can take over
- many included planets, or design and create your own.
-
- SimEarth is based on the Gaia theory by James Lovelock, which suggests
- that we look at our planet and the life on it as a whole, and not as
- separate areas of study.
-
- SimEarth treats the planet as a whole: life, climate, the atmosphere,
- and the planet itself--from dirt and rock to the molten core all affect
- each other.
-
- You will see your planet as a whole--from a satellite's point of view,
- at two levels of magnification.
-
- SimEarth can be played in two modes: game and experimental. In game mode,
- you will try to develop, manage, and preserve your planet within allotted
- energy budgets.
-
- In experimental mode, you are given unlimited energy to mold your
- planet. This allows you to set up any type of planet in any stage
- of development, and then introduce any new factors you want and see
- what happens. In this mode SimEarth is a "planetary spreadsheet."
-
- Your SimEarth planets will be populated by electronic life-forms called
- SimEarthlings--cousins of the Sims who populate SimCity (another fine
- product from Maxis). SimEarthlings range from single celled
- plants and animals to intelligent species.
-
- Intelligent SimEarthlings are not limited to Humans--or even Mammals. There
- can be intelligent Dinosaur SimEarthlings, intelligent Mollusk
- SimEarthlings, even intelligent Insect SimEarthlings--but only one
- intelligent life-form at a time.
-
- A single planet can be populated by billions and billions of
- SimEarthlings. Their welfare is in your hands.
-
- > 2 <
-
-
- WHAT IS GAIA?
- ~~~~~~~~~~~~~
- Gaia is a theory about the evolution of the Earth. A theory that sees
- the evolution of the species of organisms by natural selection and the
- evolution of the rocks, air and oceans as a single tightly coupled
- process. In Gaia the organisms and their material environment together
- constitute a system which is able to self-regulate climate and
- atmospheric composition.
-
-
- The fact that the Earth's mean temperature has remained constant and
- favourable for life for 3.6 billion years in spite of a rise in
- output of heat from the Sun of 25%, and the fact that oxygen has
- remained close to 21% of our atmosphere for 200 million years, can be
- explained by Gaia theory but not by conventional science. Although it
- is a scientific theory, the name Gaia was proposed by the novelist
- William Golding.
-
- Gaia became visible through the new knowledge about the Earth gained from
- space and from the extensive investigations of the Earth's surface, oceans
- and atmosphere during the past few decades. This view has in it
- something of the poetic metaphor of a ship held by the sailors, but it
- is also a hard science theory of our planet that came from a top-down
- view from space. This theory is now up for trial, and the evidence
- gathered from the Earth itself will decide on whether or not it
- should be taken as scientific fact. Don't be misled by those who argue
- that Gaia is untestable or teleological and therefore in error; their
- criticism is mere opinion based on prejudice, not evidence. Even if
- in the end Gaia should turn out to be no more than a poetic metaphor,
- it would still have been worth thinking of the Earth as a living system.
- Such thoughts have already led to discoveries about the Earth that could
- not have come from conventional wisdom.
-
- Gaia is a top-down view of the Earth as a single system, and is essentially
- physiological. It is about the working of the whole system, not with
- the separated parts of a planet divided arbitrarily into the biosphere, the
- atmosphere, the lithosphere and the hydrosphere. These are not real
- divisions of the Earth; they are spheres of influence inhabited by
- academic scientists.
-
- All I ask is that you concede that there might be something in the
- Gaia theory, which sees the Earth as a living system, to acknowledge
- Gaia at least for the purpose of argument. I do not expect you to become
- converts to a new Earth religion. I do not ask you to suspend your
- common sense. All that I do ask is that you consider Gaia theory as
- an alternative to the conventional wisdom of a dead planet made of
- inanimate rocks, ocean and atmosphere merely inhabited by life.
- Consider it as a real system, comprising all of life and all of its
- environment tightly coupled so as to form a self-regulating entity.
- Maybe you already have it in mind when you use that vague, ill-defined
- word "Biosphere" that seems to have a different meaning for each occasion
- of its use.
-
- > 3 <
-
- I recognise that to view the Earth as if it were alive is just a
- convenient, but different, way of organising the facts of the Earth. I
- am of course prejudiced in favour of Gaia and have filled my life for
- the past 25 years with the thought that Earth may be alive: not as the
- ancients saw her--a sentient Goddess with a purpose and foresight--but
- alive like a tree. A tree that quietly exists, never moving except to
- sway in the wind, yet endlessly conversing with the sunlight
- and the soil. Using sunlight and water and nutrient minerals to grow
- and change. But all done so imperceptibly, that to me the old oak tree
- on the green is the same as it was when I was a child.
-
- ----------------------
-
- SOFTWARE TOYS AND SYSTEM SIMULATIONS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Software Toys
- -------------
- SimEarth isn't exactly a game...it's what we call a "Software Toy." Toys,
- by definition, are more flexible and open-ended than games.
-
- As an example, compare a game, tennis, with a toy, a ball. In
- every tennis game, there is one way to begin, one goal to pursue, and
- one way to end. There are infinite variations in the middle, but they
- all start the same way, chase the same goal, and end the same way.
-
- A ball is more flexible--there are more things you can do with it.
- With the ball, you can play tennis. You can play catch. You can throw it
- at someone. You can bounce it. You can make up a hundred different
- games using the ball.
-
- Our Software Toys are programmable. Using the comparison with a ball, this
- means that you can change the tennis ball into a football, baseball,
- soccer ball, Ping Pong ball, etc., and play any and all the games you
- play with those balls.
-
- Besides games, there are other things you can do with a ball. You can
- paint it, use it to plug a leaky roof, or just contemplate
- its roundness (Fukkin heavy shit this h0h0!).
-
- In SimEarth, the "toy" is a planet--a programmable planet that can
- become an infinite number of planets.
-
- So when you play with SimEarth, or any of our Software Toys, don't
- limit yourself to trying to "win." Play with it. Experiment. Try new
- things. Just have fun.
-
- > 4 <
-
-
- SYSTEM SIMULATIONS
- ------------------
- There are many types of toys. SimEarth, like SimCity before it, is
- a SYSTEM SIMULATION toy. In a system simulation, we provide you with
- a set of RULES and TOOLS that describe, create and control a system.
- In the case of SimEarth, the system is a planet.
-
- Part of the challenge of playing with a SYSTEM SIMULATION toy is to
- figure out how the system works and take control of it. As master of
- the system you are free to use the TOOLS to create and control an
- unlimited number of systems (in this case, planets) within the framework
- provided by the RULES.
-
- In SimEarth, the RULES to learn are based on global systems and management,
- including:
-
- Chemical Factors : atmospheric composition, energy management
- Geological Factors: climate, extraterrestrial collisions, continental
- drift, earthquakes
- Biological Factors: formation of life, evolution, food supply, biome
- types and distribution
- Human Factors : wars, civilization, technology, waste control,
- pollution, food supply, energy supply.
-
- The TOOLS provide you with the ability to create, modify and manage
- a planet:
-
- Create a planet in any of four Time Scales.
- Physically modify the landscape of the planet.
- Set the altitude of any spot on the planet.
- Trigger events on the planet from hurricanes to volcanoes to meteor
- strikes.
- Plant various biomes and life-forms anywhere on the planet.
- Nurture a species to help it evolve intelligence.
- Manage your planet by making use of the available maps and graphs.
-
- But the most important TOOL of all is the simulator itself. Test your
- plans, theories and ideas as you watch your planet develop or
- decline. Customise the simulation by changing the rules that control
- the geosphere, the atmosphere, the biosphere, and civilization, to suit
- yourself or test life's adaptability to various conditions.
-
- > 5 <
-
-
- SIMULATION LIMITATIONS AND BIASES
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- SIMULATION LIMITATIONS
- ----------------------
-
- Anything as complicated as the Earth or an animal or even a city cannot be
- completely defined by formulas and equations. Any model of something this
- complicated cannot be completely accurate--but if you are aware of the
- inaccuracies, the model can still be useful.
-
- A street map is a model of a city. It isn't a completely accurate
- representation of every detail of a city, but, within its limitations,
- it's very useful. Most of us would be lost without one.
-
- As a simulation of a real planetary system, SimEarth is a rough
- caricature--an extreme simplification. We simulate many different
- aspects of a planet, including climate, evolution, atmospheric
- composition, and civilization, all on a personal computer.
-
- A truly accurate simulation for a climate model alone has not yet
- been realised even on today's most powerful super-computers. We designed
- this simulation as accurately as we could while maintaining
- compatibility with personal computers and including a gaming aspect.
-
- A major limitation to this program is how evolution is treated. It
- closely follows Earth's evolution. With very few exceptions, all the
- life-forms represented here actually exist or existed on Earth. While
- allowing many differences in which species succeed or fail--and eventually
- gain sentience--the path from single-celled life to complex life is
- roughly the same as on Earth.
-
- Also, whatever species becomes intelligent--Mammal, Dinosaur, Fish,
- etc.-- will develop civilizations, cities and technologies that
- greatly resemble Human civilizations, cities and technologies.
-
- BIASES
- -------
- SimEarth is based on the Gaia theory, as proposed by James Lovelock. Gaia
- theory is controversial, and not an accepted truth in all
- scientific circles.
-
- For this game, we are also making a few assumptions that are not
- necessarily true. One of these assumptions is that intelligence is
- an evolutionary advantage--we might just be flattering ourselves.
-
- > 6 <
-
- The simulator in SimEarth is a very complex piece of modelling software.
- It is constantly performing many checks, calculations and updates, as
- well as keeping watch on the mouse and keyboard to respond to your demands.
-
- When you load in a planet, give the simulator a minute or two to compile and
- update maps and graphs.
-
- When you make adjustments to the MODEL CONTROL PANELS, allow some time
- for the changes to take effect.
-
- Simulator reaction time is also greatly affected by your computer's
- clock speed and type of microprocessor.
-
- ----------------------
-
- GOALS OF SIM EARTH
- ===================
-
- SCENARIOS
- ~~~~~~~~~
- Each of the seven included scenario planets is actually a game in
- itself that can be played at three levels of difficulty or in
- experimental mode. Each scenario will present you with different
- challenges in planet management.
-
- TESTING THE GAIA HYPOTHESIS--DAISYWORLD
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- One of the main tenets of the Gaia hypothesis is that life itself
- regulates the conditions on Earth that support life, including
- temperature and atmospheric content.
-
- One of the scenarios, Daisyworld, is a simplified simulation with
- only eight life-forms: differently shaded daisies. This scenario is
- based on the original Daisy-world computer model James Lovelock
- designed to explain the Gaia hypothesis.
-
- Experimenting with the Daisyworld Scenario will give you a visual
- demonstration of the concept of Gaia and of life on Earth as a
- self-regulating whole.
-
- A complete description of how and why the Daisyworld model works is found
- later in this manual, in the "Scenarios" chapter.
-
- TAKING ON THE ROLE OF GAIA
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you play any of the scenarios or random planets at the most difficult
- level, all Gaian self-regulation will be disabled. You will have
- to constantly monitor and adjust everything on the planet to keep
- life in existence.
-
- > 7 <
-
-
- YOUR OWN PLANETS
- ~~~~~~~~~~~~~~~~
- Besides the scenarios, you can create an unlimited number of different planets,
- at various levels of difficulty.
-
- FUN AND CHALLENGE
- ~~~~~~~~~~~~~~~~~
- Running a planet is a real challenge for even an experienced gamer.
-
- OTHER GOALS
- ~~~~~~~~~~~
- Design, modify, manage, and nurture a planet from creation through
- formation of the oceans, to the appearance of life, through the
- evolution of life, through the development of intelligence and
- technology, to the point where your SimEarthlings can reach for the
- stars.
-
- Set up a planetary situation and just watch what happens.
-
- Choose and help a particular species gain mastery of the planet.
-
- Influence the life to keep it from destroying itself and the planet.
-
- Perhaps the ultimate goal of SimEarth is for you to design, manage and
- maintain the planet of your dreams. Your ideal planet may be a
- high-tech society of intelligent humans (or intelligent dinosaurs) or a
- limited-technology planet where the biosphere is never endangered.
-
- YOUR OWN GOALS
- ~~~~~~~~~~~~~~
- It's your toy--you make the rules. You don't need a goal if you
- don't want one. Just play.
-
- ----------------------
-
- ABOUT THIS MANUAL
- =================
-
- This manual has two functions: to teach you how to use SimEarth and to
- introduce you to the basics of Earth Science.
-
-
- The majority of this manual describes the program SimEarth: how it
- works, how to use it, how it deals with life, climate, geology, atmospheric
- composition, civilization, etc.
-
- The Introduction to Earth Science section of this manual deals with
- many of the same things as they are in the real world, out of the
- context of SimEarth.
-
- This manual covers the SimEarth program for all computers. Any machine-
- specific information for installing, starting, or using SimEarth
- will be found on the included system card/addendum.
-
- > 8 <
-
-
- ABOUT ENERGY
- ============
-
- In SimEarth there are two uses of energy. You, the player, use it
- to make, mold, modify and manipulate the planet, and civilized
- SimEarthlings make and use it to carry on their daily lives. A complete
- explanation of energy and its uses in SimEarth is found in the
- "Energy" chapter of this manual.
-
- SIMEARTHLING USE OF ENERGY
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Intelligent SimEarthlings will produce and use energy. You can control
- their choice of energy sources and their use of the energy they
- produce, but you don't have direct access to their energy for your
- purposes.
-
- YOUR USE OF ENERGY
- ~~~~~~~~~~~~~~~~~~
- Depending on the difficulty level of the game, you will have different
- amounts of energy to affect the planet and the simulation. These
- amounts are both your starting supply and the maximum you can
- accumulate at any one time.
-
- If you are in experimental mode, you will have an unlimited supply of
- energy.
-
- Energy for a game comes from the stores of the planet itself in the
- form of geothermal, wind, and solar energy, as well as fossil fuels. As
- you deplete your energy supplies during a game, they will slowly build
- back up over time as the planet increases its energy from the above
- sources. This continual tapping of the planet's energies happens
- automatically.
-
- Once life on your planet becomes intelligent, you will automatically
- tap some of their energy. You can't just take the energy: a certain
- amount will be added to your supply along with the energy tapped from
- the planet itself.
-
- The higher the level of technology on your planet, the more energy
- you will receive.
-
- > 9 <
-
-
- GETTING STARTED
- ===============
-
- "All the world's a simulation and all the Sims and Simearthlings
- merely players" - William Simspeare.
-
- INSTALLING SIM EARTH
- ~~~~~~~~~~~~~~~~~~~~
- Please refer to the enclosed system card and machine-specific addendum for
- installation instructions (ALREADY RELEASED SO I AINT DONE IT!).
-
- GETTING HELP
- ~~~~~~~~~~~~
- SimEarth is a fairly complex program, with lots of windows, icons, buttons,
- options, and control panels. To make your simulating experience easier,
- there is a lot of help information included in the program.
-
- THE HELP FUNCTION
- ~~~~~~~~~~~~~~~~~
- Any time you want or need help, or aren't sure what something in the program
- does, ask for help. Whenever you hold down the SHIFT KEY, you are in help
- mode, and the cursor changes to /\HELP. Then click on anything anywhere
- in SimEarth, and you will get a help message.
-
- THE GLOSSARY
- ~~~~~~~~~~~~
- There is an on-line glossary that defines many of the words in the SimEarth
- program.
-
- To access the glossary, open the WINDOWS MENU, and select GLOSSARY.
-
- There is also a Glossary in the Appendix section of this manual.
-
- THE TUTORIALS
- ~~~~~~~~~~~~~
- There is a tutorial section in this manual. There is also
- an on-line abbreviated version of the tutorial.
-
- The on-line text-based tutorial is accessed by selecting TUTORIAL from the
- WINDOWS MENU. You can even keep the TUTOIAL WINDOW open on the
- screen while playing the game, and refer to it whenever you need.
-
- Depending on your computer, you may or may not be able to have the on-line
- tutorial open at the same time as other HELP WINDOWS.
-
- > 12 <
-
- STARTING THE PROGRAM
- ~~~~~~~~~~~~~~~~~~~~
- Please refer to the system card or machine-specific addendum for
- instructions in starting SimEarth.
-
- The first time you start the program, you will see three windows: the TITLE
- WINDOW, which goes away as soon as you click the mouse, the EDIT WINDOW,
- which is your main planetary work space, and a HELP WINDOW, which will tell
- you how to get started and how to get more help.
-
- Whenever you start SimEarth, there will be no active planet. You
- will have to select either NEW PLANET or LOAD PLANET from the FILE
- MENU before the simulation will really start. This is to give you a
- chance to look around, play with the various windows and controls, and
- prepare yourself before things start to happen.
-
- The following Tutorial section will guide you through the basics of
- planet creation and manipulation.
-
- > 13 <
-
-
- TUTORIAL
- ========
-
- "Fools make a mock of Sim", simproverbs xiv.9
-
-
- INTRODUCTION
- ~~~~~~~~~~~~
- The purpose of this tutorial is to give you a quick tour of SimEarth's
- menus, windows, and planet manipulation tools. It won't give every
- detail of every item in the program. For in-depth explanations of
- everything in the program see the Reference section of this manual.
-
- ----------------------
-
- BASIC CONCEPTS
- ==============
- Before beginning the tutorial, here are a few basic concepts and terms
- to get you started.
-
- GAIA THEORY
- ~~~~~~~~~~~
- SimEarth is based on the Gaia theory. Everything in the program is
- interrelated: climate, animals, plants, and the planet itself all affect
- each other.
-
- A brief explanation of the Gaia theory is given in the Introduction in
- the chapter "What is Gaia?" A demonstration of how Gaia works is found in
- the Daisyworld section of the "Scenarios" chapter.
-
- PLANET
- ~~~~~~
- The term "planet" refers to the present planet, world, or scenario that
- is loaded into memory and is being simulated.
-
- You will view your planet from a satellite's point of view at two
- different magnifications, and as either a flat robinson projection
- or a globe.
-
- SIMULATION/SIMULATOR
- ~~~~~~~~~~~~~~~~~~~~
- In SimEarth and this manual, we use the terms "simulation" and "simulator"
- to Represent the part of the program that is modelling the planet. When
- you change or modify the simulation, you are changing variables and
- parameters in the model, which in turn change the planet.
-
- The ability to modify the simulation is a powerful tool both for the
- gaming aspect and the experimental "planetary spreadsheet" aspect
- of SimEarth.
-
- > 16 <
-
-
-
- INPUT AND OUTPUT
- ~~~~~~~~~~~~~~~~
- SimEarth is a very complicated program. An important part of understanding
- it is knowing where you can INPUT (change the planet or simulation), and
- where you find OUTPUT (results of your INPUT).
-
- There are three places for INPUT:
-
- The FILE MENU for creating or loading planets;
- The EDIT WINDOW for making local changes to spots on the planet; and
- The MODEL CONTROL PANELS for modifying the simulation and changing the
- planet globally.
-
- The MODEL CONTROL PANELS are the only places in SimEarth that are INPUT
- only.
-
- Everything else all the maps and graphs, even the EDIT WINDOW--supplies
- OUTPUT.
-
- TIME LIMIT
- ~~~~~~~~~~
- In SimEarth, as on the real Earth, the level of solar radiation is
- continually increasing. You only have 10 billion years before the planet
- gets so hot that all life on it will die.
-
- Technically, the Sun cools off as it expands into a red giant. As it
- expands, it gets closer to the planet. From the planet's position,
- the solar radiation is increasing even though the Sun is cooling.
-
- TIME SCALES
- ~~~~~~~~~~~
- There are four Time Scales in SimEarth: Ceologic, Evolution, Civilised, and
- Technology. Each Time Scale simulates different periods of a planet's
- development at different rates of speed.
-
- You can begin a planet in any Time Scale, or start at the first
- (Ceologic) and guide your planet through them all. A certain amount
- of development must occur before advancing to the next one.
-
- BIOMES
- ~~~~~~
- Biomes are ecological systems of plants and animals, such as Forest,
- Desert and Jungle. Where a particular biome can survive depends on
- temperature, rainfall and altitude. For the most part, biomes are used
- in SimEarth to represent the plant life of a planet.
-
- > 17 <
-
- LIFE
- ~~~~
- Life-forms in SimEarth (SimEarthlings) range from single-celled
- microbes in the ocean to complex, intelligent animals. Any multicellular
- life-form in SimEarth can become intelligent.
-
- Life will begin and evolve automatically in SimEarth. To a great extent,
- you can affect the evolutionary path that life follows on your planet.
-
- There are 15 classes of life represented in SimEarth. Each class of
- life has 16 species. There are 240 possible forms of life, but not all
- of them will develop or survive on any given planet.
-
- The symbols that represent life in the EDIT WINDOW stand for a large
- population of that life-form--not just one animal.
-
- Each form of life has favourite biomes where it flourishes, and others
- where it cannot survive at all.
-
- The level of development of life controls the advancement of Time Scales.
-
- CIVILIZATION
- ~~~~~~~~~~~~
- Eventually, one type of SimEarthling will attain sentience. When this
- happens, civilization begins. With civilization comes many new issues
- and problems to deal with.
-
- SimEarth simulates civilization with cities at seven levels of technology
- ranging from the Stone Age of the distant past to the Nanotech Age of
- the future.
-
- ENERGY
- ~~~~~~~
- There are two uses of energy in SimEarth: yours and the SimEarthlings.
-
- You use energy each time you change the planet in the EDIT WINDOW or the
- MODEL CONTROL PANELS. Creating and nurturing your planet within your
- energy budget is one of the challenges of SimEarth.
-
- Intelligent SimEarthlings produce and use energy. You can control
- their energy production and use, but it's theirs--you can't use their
- energy for planet manipulation.
-
- > 18 <
-
- HELP AND THE GLOSSARY
- ~~~~~~~~~~~~~~~~~~~~~
- On-line help is available anywhere at any time in SimEarth. To access
- help, hold down the SHIFT KEY and click somewhere on the screen. A text
- window will appear with the information you need.
-
- One special use of the HELP WINDOW is the GLOSSARY. There may be some
- words that you don't know in this program. If you choose GLOSSARY from
- the WINDOWS MENU, a glossary of the words and terms used in this program
- will appear in the HELP WINDOW.
-
- ----------------------
-
- ABOUT THIS TUTORIAL
- ~~~~~~~~~~~~~~~~~~~
- This tutorial will be presented in three sections:
-
- FIRST LOOK will introduce you to the various menus, windows, graphs, and
- control panels.
-
- CREATING AND MODIFYING PLANETS will teach you how to create and save
- planets; change the landform of a planet; place and move biomes, life
- and cities on a planet; and trigger events such as volcanoes and
- earthquakes.
-
- MODIFYING THE SIMULATION shows how you can use the MODEL CONTROL
- PANELS to change global conditions on your planet.
-
-
- > 19 <
-
- FIRST LOOK:
- ~~~~~~~~~~~
-
- See the system card and addendum for your machine for
- installation and startup instructions, and fire it up.
-
- You Will see a MENU BAR across the top of the screen
- plus three separate windows: a TITLE SCREEN, a HELP WINDOW,
- and the MAP WINDOW.
-
- The TITLE SCREEN introduces the program and gives credits.
- Click on it to make it go away.
-
- The HELP WINDOW holds text that will help you use and
- understand SimEarth. You can request help on any icon, any
- button, any window, any function, any anything in SimEarth.
-
- The first time you start the program, the HELP WINDOW
- will display text to help you get started.
-
- You can change the size of the HELP WINDOW by clicking and dragging the SIZE
- GADGET. You can move it around the screen by clicking and dragging the
- TITLE BAR.
-
- To scroll through all the text in a HELP WINDOW click on the up or
- down arrows in the SCROLL BAR on the right side of the window.
-
- To make the HELP WINDOW go away, click in the CLOSE BOX.
-
- > 20 <
-
-
- The MAP WINDOW gives you a view of your entire planet.
-
- At the top of the MAP WINDOW is the TITLE BAR. It displays the name
- of the current map display. You can move the MAP WINDOW around the
- screen by clicking and dragging the TITLE BAR. At the left of the
- TITLE BAR is the CLOSE BOX. If you click in this box the EDIT WINDOW
- will close. To bring it back, select MAP from the WINDOWS MENU.
-
- All windows, graphs and control panels have TITLE BARS and CLOSE BOXES.
-
- The MAP WINDOW also has a DISPLAY AREA and a CONTROL PANEL. The
- DISPLAY AREA shows the entire planet. A rectangle somewhere in this area
- shows the part of the planet that will be displayed in the EDIT WINDOW,
- your close-up view of the planet.
-
- The CONTROL PANEL, at the bottom of the window, lets you select different
- views of the planet that give you information about the land, water,
- air, climate, life and civilization. The views are changed by clicking on
- the 12 icons. Go ahead and click on them. Many of them won`t do much because
- there is no active planet. To get the original view back, click on the
- far left icon.
-
- Clicking on the little buttons at the bottom that say GEOSPHERE,
- ATMOSPHERE, BIO, and CIV will bring up various MODEL CONTROL
- PANELS, and double-clicking on some of the icons will bring up graphs.
- Don't worry about this now. If an unexpected small window pops up, close
- it by clicking in its CLOSE BOX, or just click on any part of the
- MAP WINDOW to bring it to the front.
-
- > 21 <
-
- Near the right side of the CONTROL PANEL is the INFO BOX. It
- displays various graphs and legends for each of the map views.
- To the right of the INFO BOX are three buttons. The top one takes you
- to the EDIT WINDOW; the bottom one changes the INFO BOX between graphs
- and legends (when available).
-
- The middle button, GLOBE, changes the flat map into a globe. All of
- the map views are available on both the flat map and the globe.
-
- Click on GLOBE again to return to the flat
-
- At the top of the DISPLAY AREA is a MESSAGE BAR that will sometimes
- appear and display messages to you from the simulation and from
- the SimEarthlings that inhabit the planet.
-
- At the moment, the MESSAGE BAR should say, "No Game in Progress. Use
- 'New Planet' to Start."
-
- When SimEarth first starts, there is no actual planet or game
- running. This gives you a chance to look around a little before things
- start to happen. When you are ready to start playing, you must
- choose NEW PLANET from the FILE MENU.
-
- Before doing that, we'll take a quick look around.
-
- Look at the MENUS along the top of the screen. If you are unfamiliar with
- drop-down menus, check with the SimEarth addendum for your machine.
- A complete description of every item on every menu is found in the
- Reference section of this manual.
-
- Open the FILE MENU. It is for starting new planets, loading and saving old
- planets, printing, and quitting SimEarth.
-
- Open the WINDOWS MENU. Use this menu to open the various SimEarth
- windows.
-
- Open the MODELS MENU. This menu gives you access to the four MODEL
- CONTROL PANELS that you will use to modify the simulation.
-
- > 22 <
-
-
- Open the GRAPHS MENU. This menu gives you access to the four graphs that
- give you information on air, life and technology on the planet.
-
- Open the OPTIONS MENU. It lets you Customise the program to your tastes.
-
- Open the SPEED MENU. It lets you set the simulation speed of the game and
- choose the way the date is displayed.
-
- Open the DATASOUND MENU. It lets you control some of the sound in SimEarth.
-
- Along with the MAP WINDOW, the most important window you will be using is
- the EDIT WINDOW. To see it, choose EDIT from the WINDOWS MENU. For a
- complete description of everything in the EDIT WINDOW, see the Reference
- section of this manual.
-
- The EDIT WINDOW is your close-up view of your planet. It is where
- you will make modifications to the planet itself and the life on it.
-
- The EDIT WINDOW also has a TITLE BAR, CONTROL PANEL, and a DISPLAY
- AREA. You can use the TITLE BAR to close or move the window. The DISPLAY
- AREA shows the area of the planet that is in the rectangle in the MAP
- WINDOW.
-
- > 23 <
-
-
- Edit Window Control Panel
- ~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ____________________
- | _____ _____ |
- | | | | | |
- | |_____| |_____| |
- | _____ _____ |
- | | | | | |
- | |_____| |_____| |
- | _____ _____ |
- | | | | | |
- | |_____| |_____| |
- | _________________ |
- || ||
- || ||
- ||_________________||
- | _________________ |
- || Oceans ||
- || Biomes ||
- || Cities ||
- || Life ||
- || Events ||
- ||_________________||
- | _________________ |
- || Heat ||
- || Rainfall ||
- || Winds ||
- || SeaFlow ||
- || SeaHeat ||
- || Magma ||
- ||_________________||
- | _________________ |
- || 5000 ||
- ||_________________||
- |___________________|
-
- On the left side of the window is the EDIT WINDOW CONTROL PANEL. This is
- where you choose your tools to modify the planet, and choose the data you want
- to view in this window.
-
- An easy way to find out what all the icons and buttons on the EDIT WINDOW
- CONTROL PANEL do is to use the HELP function. Hold down the
- SHIFT KEY and click on an icon or button. The HELP WINDOW will give you
- information on the spot where you clicked.
-
- In the lower-right corner is the SiZE BOX. Click and drag this box to
- enlarge or shrink the size of the EDIT WINDOW.
-
- The biggest part of this window is the DISPLAY AREA. This is the
- close-up "satellite's eye view" of your planet. At this point you will
- see only land and water in this area. The elevation of the land is shown
- in shades--the lighter the shade, the higher the elevation.
-
- To see different parts of the planet you must scroll the planet's
- terrain under the window. Depending on your computer, you may or may not
- have SCROLL BARS at the right and bottom of the EDIT WINDOW. If you
- have SCROLL BARS, then use them (click on the arrows or the bar) to
- scroll the terrain. If you don't have SCROLL BARS, then simply move
- the mouse pointer to any edge or corner of the screen, and the display
- will scroll.
-
- Go to the WINDOWS MENU and open the TUTORIAL WINDOW. This is a HELP
- WINDOW that introduces you to SimEarth and explains much of the program.
-
- The tutorial that you are reading now is much more complete. Use the
- on-line TUTORIAL WINDOW for a quick refresher course whenever you
- need it.
-
- > 24 <
-
- There is also a HISTORY WINDOW that graphs 15 factors through the
- history of your planet, and a REPORT WINDOW, which gives you feedback on
- your planet's condition and your planet management skills. Since there
- is no active planet yet, these windows won't tell you much. We'll come
- back to them later.
-
- Open the MODELS MENU and select GEOSPHERE. You will see the GEOSPHERE
- MODEL CONTROL PANEL. Go back to the menu And select
- ATMOSPHERE to see another CONTROL PANEL.
-
- These CONTROL PANELS, four in all, let you modify the actual
- simulation. You can only display one MODEL CONTROL PANEL
- at a time. You can switch between them by clicking on the NEXT or
- LAST buttons in the upper-right corner of the panel.
-
- Open the GRAPHS MENU and select one of the graphs. Only one graph can
- be viewed at a time. These graphs keep you informed on the status of
- the Atmosphere, Biomes, Life, and Technology on your planet.
-
- Let's build some planets.
-
-
- > 25 <
-
-
- CREATING AND MODIFYING PLANETS
- ==============================
-
- CREATING A PLANET IN THE GEOLOGICAL TIMESCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Name your Planet:
-
- Select NEW PLANET from the FILE MENU.
-
- You will now be asked a question. The answer to the question will be found
- at the back of the SimEarth manual in the PLANET SPECIFICATION SHEETS. Type
- in the answer, and hit return.
-
- You will see the NEW PLANET WINDOW.
-
- At the top of this window, you select whether you want to play an easy,
- average, or hard game. You can also select experimental mode, which gives
- you an unlimited energy budget.
-
- The bottom of the window gives you choices of planets. There are seven
- scenarios--pre-set planets--that you can load, or you can create a random
- planet.
-
- Let's create a random planet in easy game mode. Click on EASY CAME in the
- top section of the window, and click on the planet that says RANDOM PLANET.
-
- Now you will see a dialog box asking you to name your planet and select
- the Time Scale.
-
- There are four Time Scales in SimEarth; each simulates different aspects of
- planetary development. There is a complete description of each Time Scale in
- the Reference section.
-
- Click in the box next to GEOLOGIC it may already be selected(), then type
- in a name for your planet--try GEOWORID and click the BEGIN button.
-
- > 26 <
-
-
- A new planet is born. Select the EDIT option in the WINDOWS MENU and
- look at the EDIT WINDOW. In the TITLE BAR, along with the planet's name,
- is the date-- the elapsed time since the planet was created. In the
- SPEED MENU you can change the format of the date between RELATIVE
- DATE (time elapsed since the beginning of the present Time Scale) and
- ABSOLUTE DATE (time elapsed since the creation of the planet). Since
- this planet is in the first Time Scale, the two are the same.
-
- There will be no oceans for a while, and there is no atmosphere to burn up
- incoming meteors.
-
- Sit back for a couple minutes and watch, switching between the EDIT
- and MAP WINDOWS. You will witness events: meteor strikes, volcanoes,
- and earthquakes.
- Soon oceans will form and life will form in the oceans.
-
- TOURING THE PLANET
- ~~~~~~~~~~~~~~~~~~
- Bring the EDIT WINDOW to the front, and make it as big as you can.
- Scroll around the planet and go sightseeing for a few minutes.
-
- A lot is going on: time is passing very fast in this Time Scale. You can
- see the continents drifting. Single-celled life is spreading. Meteors
- hit the land and make craters that become lakes or hit the ocean and
- cause tidal waves.
-
- EDIT WINDOW CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Bring the EDIT WINDOW to the front and look at the EDIT WINDOW CONTROL
- PANEL. At the top-left of the panel are six icons. Click on these
- icons to activate tools for changing the planet. Below that is the
- CURRENT TOOL DISPLAY. It shows which tool is being used and the cost
- in energy to use it.
-
- Click on each icon. The three on the left have submenus. Click and hold
- to see them. Keep the mouse button down, and slide the pointer to an
- option on the submenu to select it.
-
- To get an explanation of what an icon does, hold down the SHIFT KEY
- and click on the icon. The HELP WINDOW will explain what it does and
- how to use it.
-
- Below the icons are the DATA LAYER BUTTONS--five buttons that let you
- decide what information about the planet will be displayed. You can have any,
- all, or none of these on at once.
-
- You can also get HELP WINDOW messages about these buttons.
-
- > 27 <
-
- Click on these, and play with them. When you turn off the display of
- the oceans, you can see the elevation of the ocean floor. This doesn't
- make the ocean go away, it just makes it invisible. Depending on how fast
- you read, and how fast your computer is, you may or may not have life
- or biomes to turn on and off at this time.
-
- Below the DATA LAYER BUTTONS are the CLIMATE OVERLAY BUTTONS--six
- buttons that let you turn on and off display of climactic information.
- Only one of these can be on at a time.
-
- You can also get HELP WINDOW messages about these buttons.
-
- Go ahead and play with these for a while.
-
- At the bottom of the EDIT WINDOW CONTROL PANEL is the AVAILABLE ENERGY
- DISPLAY. In SimEarth, the price you pay to manipulate the planet is
- in energy.
-
- This little box tells you how much you have left. As time passes,
- your energy supply will slowly build back up, but it will never exceed
- 5000 in an easy game, or 2000 in an average or hard game. In
- experimental mode, you have unlimited energy.
-
- USING THE SET ALTITUDE TOOL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This tool has two modes: RAISE and LOWER. Click once on the SET
- ALTITUDE icon. The icon will be highlighted. In the CURRENT TOOL
- DISPLAY, you will see the SET ALTITUDE icon, but with only an up arrow
- along with the cost to use it: 50n (energy units).
-
- Only the up arrow is shown to indicate that this tool is in RAISE mode.
-
- Scroll the EDIT WINDOW to a place on the planet that is mostly water
- (make sure the display of oceans is on). Point to the water and click
- and hold for a few seconds. You've just built an island. If you
- watch for a while, you'll notice that the island moves and changes. That
- is because time is moving so fast in this Time Scale that you can
- see the continents moving (continental drift).
-
- Now click on the SET ALTITUDE icon again. The icon in the CURRENT TOOL
- DISPLAY shows only a down arrow to indicate that the tool is in LOWER mode.
- The price to lower altitude is also 50 energy units.
-
- Scroll over to a landmass, click and hold for a few seconds. You've just
- dug a lake.
-
- > 28 <
-
- THE GAIA WINDOW
- ~~~~~~~~~~~~~~~
-
- Select GAIA from the WINDOWS MENU. A small window appears with a
- representation of Gaia--the planetary organism. This face will give
- you constant feedback on the "mood of the planet."
-
- Gaia's mood is based on how well life on the planet is doing.
- The moods range from bliss to horror. Everything that happens and
- everything you do affects the planet's mood.
-
- You may want to keep this window showing in a corner of the screen to
- give you constant feedback on your planetary management.
-
- Gaia will sleep until life forms, then it will wake up. Its eyes
- will follow the pointer around the screen. Please don't poke it in
- the eye.
-
- TRIGGERING EVENTS
- ~~~~~~~~~~~~~~~~~
- Note: The Icons here are obvious for what they are. So i aint
- pratting about trying to re-create em with Ansi.
-
- Now for some real fun--triggering events. Make sure the EVENTS DATA LAYER
- BUTTON in the EDIT WINDOW CONTROL PANEL is on.
-
- Events are more than just disasters or occurrences: they are tools. They
- can be helpful in shaping the land and changing the composition of
- the atmosphere. They can also cause mass extinctions.
-
- Remember, in SimEarth, everything is interrelated. To see how each
- event can be used for good or bad, and its side effects that affect
- the planet, see the "Events" chapter of the Reference section and use
- the HELP function (hold the SHIFT KEY and click on the TRIGGER EVENTS icon).
-
- METEORS
- ~~~~~~~
- Click and hold on the TRIGGER EVENT icon. You will see the submenu of
- events. Slide the pointer until METEOR is highlighted, then release the
- mouse button.
-
- Scroll the EDIT WINDOW so water is showing. Click a few times on the ocean.
- Meteors will crash into the water, creating tidal waves. When meteors
- hit the water, they add a lot of moisture to the air, which will
- increase rainfall and contribute to the greenhouse effect. To check
- this, select AIR SAMPLE from the GRAPHS MENU, which will open the
- ATMOSPHERIC COMPOSITION GRAPH. Look at the percentage of Water Vapor.
- Go back to the EDIT WINDOW and drop a few more meteors in the ocean.
- Check the Water Vapor percentage again.
-
- > 29 <
-
- Crash a few meteors into land. You will get huge craters. If they
- are deep enough, they will become lakes. Crashing meteors into land
- spews dust into the atmosphere. Too much dust in the air blocks
- sunlight, which will kill plants (biomes), which will kill animals.
- Check the dust levels in the ATMOSPHERIC COMPOSITION GRAPH before and
- after triggering meteors.
-
- VOLCANOES
- ~~~~~~~~~
- Click and hold on the TRIGGER EVENT icon again, and select VOLCANO from
- the submenu.
-
- Trigger a volcano somewhere in the ocean--instant island. Volcanoes
- in the water cause tidal waves, which can kill land life near
- the coasts. Volcanoes also add dust and carbon dioxide to the atmosphere.
-
- EARTHQUAKES
- ~~~~~~~~~~~
- Now activate EARTHQUAKE on the TRIGGER EVENTS submenu. It has a sub-
- submenu for choosing the direction of the earthquake's energy.
- Earthquakes in SimEarth let you change the direction of the magma flow
- under the surface of the earth, which affects continental drift. In other
- words, earthquakes let you move continents. To easily see the results
- of earthquakes, turn on the MAGMA CLIMATE LAYER BUTTON.
-
- You can use earthquakes to build mountain ranges. Center
- the EDIT WINDOW over a landmass, preferably an area at a
- low altitude (you can use the SET ALTITUDE tool to lower it).
- Near the top of the window, set off a few earthquakes that
- expend their energy to the south. Near the bottom of the
- window, set off a few earthquakes that expend their energy
- to the north. This has the effect of squeezing the land from
- both sides, and a mountain range will be pushed up where
- the energy from the southbound and northbound quakes
- meet.
-
-
- OTHER EVENTS
- ~~~~~~~~~~~~
- The other events work the same way--they are useful tools with both
- good and bad side effects. Take some time and play with them.
-
- > 30 <
-
-
-
- REPORT WINDOW
- ~~~~~~~~~~~~~
- Open the WINDOWS MENU and select REPORT. The REPORT WINDOW tells you
- how you, your planet, and your planet's life are doing.
-
- The information displayed in the REPORT WINDOW varies for each Time Scale.
- There is also a special REPORT WINDOW for the Daisyworld scenario and for
- the two terraforming scenarios (Mars and Venus).
-
- At the bottom of the window is your CURRENT TASK. This is what must be
- accomplished before advancing to the next Time Scale, or successfully
- completing a scenario.
-
- Let's start a new planet in the Civilisation Time Scale and look
- at the rest of our tools.
-
- ----------------------
-
- First, save the old planet to disk. Select SAVE AS... from the FILE MENU.
- Choose the disk or directory you want to save to, and change the name
- of the planet if you wish. Click the SAVE button. Refer to the
- SimEarth addendum for details.
-
-
- Select NEW PLANET from the FILE MENU. This time, choose experimental mode,
- then click on the random planet.
-
- When the Name and Time Scale dialog box appears, click in the box to
- the left of "Civilised," type in the name CIVWORLD, and click the
- BEGIN button.
-
- > 31 <
-
-
- INVESTIGATING THE NEW WORLD MAP WINDOW
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Lets take a look around the new planet. Open the MAP WINDOW, if it isn't
- already open, and have it display the world in the flat projection (not
- the globe). At the bottom of the window is the MAP WINDOW CONTROL PANEL.
-
- In this control panel are 12 icons that change the map display. They
- are arranged in five groups: Geosphere, Hydrosphere, Atmosphere,
- Bio(sphere), and Civ(ilization).
-
- (Icons from Left to Right number 1-12!).
-
- 1.) The map now displayed is the Terrain Map, which corresponds with
- the Terrain Map icon. Here you can see the continents and the
- oceans, and the terrain level of the land. Click on the INFO BUTTON
- in the lower-right corner of the window. The INFO BOX now displays
- a legend to the map's altitude.
-
- 2.) Click on the Event Map icon. Now the map shows the land and water (no
- altitude), plus tiny symbols that appear where events are occurring
- (if they are occurring). The INFO BOX shows a legend to the event
- symbols.
-
- 3.) Click on the Drift Map icon. Now you see the direction of the
- magma currents, which controls continental drift on your planet.
-
- 1.) Click on the Terrain Map icon. The drift is gone, and the
- altitude display is back.
-
- 4.) The first icon in the Hydrosphere group is the Hide/Show Oceans icon.
- This toggles on and off the view of the oceans. It can be used
- along with any of the other icons. Click on it a couple times, but
- when you are done, leave the display of oceans on.
-
- 5.) Click on the Ocean Temperature icon. You are shown the temperature
- of the ocean in shades or colors. The INFO BOX displays a legend of
- the temperatures.
-
- 6.) Click on the next icon to see a display of ocean currents.
-
- > 32 <
-
-
- Now for the Atmosphere group. The three icons in this group display Air
- Temperature, Rainfall, and Air Currents, respectively. Click on
- each of them. The INFO BOX will display a legend for each display.
-
- The Biosphere group only has two icons: Biomes shows the biome distribution
- on the planet, and Life shows the diversity of life on the planet. Once
- again, the INFO BOX displays a legend to help you interpret the map.
-
- There is only one icon in the Civilisation group. It displays the
- distribution of the seven levels of Technology on the planet.
-
- GRAPHS
- ~~~~~~
- The graphs will also give you information about this planet. Select
- BIOMES from the GRAPHS MENU to see the BIOME RATIO GRAPH.
-
- Biome Ratio Graph
- -----------------
- This graph shows the relative amounts of each biome on the planet. Since
- it shows changes over time, you can see the rise and fall of biomes
- through time.
-
- Life Class Ratio Graph
- ----------------------
- Select LIFE-FORMS from the GRAPHICS MENU to see the LIFE CLASS
- RATIO GRAPH. This shows the relative amounts of each class of
- life on the planet.
-
- Technology Ratio Graph
- ----------------------
- Select TECHNOLOGY from the GRAPHS MENU to see the TECHNOLOGY RATIO
- GRAPH. This shows the relative amount of each level of technology
- on the planet.
-
- > 33 <
-
- EDIT WINDOW
- ~~~~~~~~~~~
- Go back to the EDIT WINDOW, and look at the EDIT WINDOW CONTROL PANEL.
- Turn on all the DATA LAYER BUTTONS.
-
- Click on the EXAMINE icon (Magnifying Glass). Now click and hold on any
- spot in the EDIT WINDOW DISPLAY AREA. A small window will pop up on
- the screen that gives you data on the biomes, life, and Civilisation
- in that spot.
-
- While still holding down the mouse button, move the pointer around the EDIT
- WINDOW. The data window will update to describe the spot under the pointer.
- Take some time and use the EXAMINE tool to explore your world.
-
- If you ask for HELP (hold down the SHIFT KEY and click) in the EDIT WINDOW
- DISPLAY AREA it will bring up the same data window as the EXAMINE tool.
-
- Now that we know something about the planet, let's shake things up
- a little.
-
- THE PLACE LIFE TOOL
- ~~~~~~~~~~~~~~~~~~~
- Make sure the EDIT WINDOW is displayed, and the LIFE and CITIES DATA
- LAYER BUTTONS are on. Click and hold on the PLACE LIFE icon.
-
- > 34 <
-
-
- You will see a submenu. This is where you choose life, civilisations
- (cities), and terraformers to place on your planet.
-
- The left side of the submenu is for selecting life. The top seven are
- sea life, the bottom seven are land life.
-
- On the right side, the top seven items are cities for your intelligent
- SimEarthlings. The seven cities represent seven levels of
- technology. Below the cities are seven terraformers. These are
- tools that you will need to terraform Mars and Venus.
-
- Select one of the life-forms on the left side of the submenu. Move
- the pointer to the EDIT WINDOW DISPLAY AREA and click. The life-
- form will be placed where you click.
-
- Depending on the Time Scale and level of development on the
- planet, some of the options on the Place Life submenu will not be
- available. These include both life-forms and cities.
-
- Just because you place life on the planet doesn't mean it will stay
- there. If you place ocean life on the land or land life in the water,
- it won't last long. Also, life-forms can only survive well in
- certain biomes.
-
- A complete chart of what life can live in which biome is in the
- "Life" chapter in the Reference section of this manual.
-
- Notice that placing different life forms and cities costs
- different amounts of energy, depending on the level of advancement of
- the item you are placing.
-
- THE PLANT BIOME TOOL
- ~~~~~~~~~~~~~~~~~~~~
- Just as you can place animal life on the planet, you can plant biomes.
- Click and hold on the PLANT BIOME icon. You will see a submenu that
- will allow you to choose a biome to plant.
-
- The various biomes can only survive in certain climates--if you plant a
- swamp in a polar icecap, it won't last long. A complete chart of what
- biomes can survive in which climates is in the "Life" chapter in the
- Reference section.
-
- When planting biomes, you can click and hold the mouse button, and
- slowly drag the mouse across the planet. The biomes will be continuously
- "painted" onto the terrain.
-
- > 35 <
-
-
- THE MOVE TOOL
- ~~~~~~~~~~~~~
- The last tool in the EDIT WINDOW is for moving biomes, life, and cities.
- Click on the MOVE icon.
-
- Move the pointer to the EDIT WINDOW DISPLAY AREA and click and hold on a
- spot with life, a city, or a biome. Move the pointer to a different
- spot, and release the mouse button.
-
- Besides moving things, the MOVE tool is helpful for investigation. When
- you have multiple data layers on, LIFE symbols will cover BIOME symbols,
- and CITY symbols will cover both LIFE and BIOMES. To see what life or
- biome is under a city, use the MOVE tool to lift it, then put it back
- in the same place.
-
- We've covered exploration and modification of the planet; now we'll
- learn how to modify the simulation.
-
- > 36 <
-
-
- MODIFYING THE SIMULATION
- ========================
-
- INTRODUCTION.
- ~~~~~~~~~~~~~
- In the EDIT WINDOW you change the planet. In fact, you only change
- part of the planet. With the MODEL CONTROL PANELS, you make changes
- to the actual model that controls the fate of the entire planet.
-
- There are four MODEL CONTROL PANELS. One each to modify the simulation in
- the following areas:
-
- GEOSPHERE --the planet itself;
- ATMOSPHERE --the planet's air and climate;
- BIOSPHERE --life on the planet; and
- CIVILISATION --the behaviour of the planet's sentient species.
-
- This tutorial won't explain each and every control on each CONTROL PANEL. It
- will explain what each CONTROL PANEL does, and how to use it. For a
- complete description of the control panels, see the "Model Control
- Panels" chapter in the Reference section.
-
- You can also find out what each control does by using the HELP function: hold
- down the SHIFT KEY and click on one of the controls. A HELP WINDOW will
- appear with a description of what each individual control does.
-
- ----------------------
-
- GEOSPHERE CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~
- The GEOSPHERE MODEL CONTROL PANEL controls the geologic aspects of a
- planet. These aspects, such as continental drift and core
- formation, change very slowly over millions of years. Since they change
- so slowly, the only way to see them clearly is in the Geologic Time Scale.
-
- Create a new, random planet in the Geologic Time Scale.
-
- Close all the windows, except the MAP WINDOW. Open
- the GEOSPHERE MODEL CONTROL PANEL. You can
- either do this by selecting GEOSPHERE from the
- MODELS MENU, or by clicking on the GEOSPHERE
- button in the MAP WINDOW CONTROL PANEL.
-
- Open the OPTIONS MENU and make sure UPDATE
- BACKGROUND is on. (It will have a checkmark on the
- left if it is on.) This will allow you to keep the MODEL
- CONTROL PANEL in front and still see the changes in
- the MAP WINDOW.
-
- > 37 <
-
- There are seven controls on this panel. Each control has a name and an
- indicator. The indicator is usually an arrow. For this tutorial,
- we'll concentrate on the CONTINENTAL DRIFT control because the results
- of changing it are easy to see.
-
- Click on the words CONTINENTAL DRIFT in the GEOSPHERE MODEL
- CONTROL PANEL. The words and the arrow above those words will be
- highlighted to show that this control is ready for your changes.
-
- To change the settings, you will use the slider control on
- the right side of the control panel. Click above or below the slider
- to move it up or down one notch. You can also click and drag the slider.
-
- If the oceans haven't formed yet on your newest planet, wait a
- minute until they do, then continue.
-
- Click and drag the slider all the way to the top, turning continental
- drift to its maximum setting. Go to the SPEED MENU and set the simulator
- to FAST. Watch the MAP WINDOW for a while: you will actually see the
- continents moving.
-
- Now turn the continental drift all the way down. The continents will slow
- their movement to nearly nothing.
-
- The other controls are operated the same way, and though the results of
- changing them isn't as obvious as with continental drift, they all have
- a powerful impact on the planet.
-
- ----------------------
-
- ATMOSPHERIC MODEL CONTROL PANEL.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Now open the ATMOSPHERE MODEL CONTROL PANEL. You can open it three
- ways: select ATMOSPHERE from the MODELS MENU, click on the ATMOSPHERE
- button on the MAP WINDOW CONTROL PANEL, or click the NEXT button in the
- upper-right corner of the GEOSPHERE MODEL CONTROL PANEL.
-
-
- > 38 <
-
-
- The ATMOSPHERE MODEL CONTROL PANEL is effective in all four Time Scales.
-
- Bring the MAP WINDOW to the front, and click on the AIR TEMPERA-
- TURE icon. Click on the INFO BUTTON to display a color/shade legend
- of the temperatures.
-
- Bring the ATMOSPHERE MODEL CONTROL PANEL to the front. Click on SOLAR
- INPUT, then drag the slider all the way to the top. You just
- turned the heat from the Sun to maximum. Your planet will soon start
- warming up.
-
- To add insult to Injury, turn GREENHOUSE EFFECT all the way up, and turn
- CLOUD ALBEDO, SURFACE ALBEDO, and AIR-SEA THERMAL TRANSFER all the
- way down. Each of these actions will contribute to global warming.
-
- Click on the INFO BUTTON. It will now display a graph of the changes in air
- temperature. Watch for a while. Soon the map and graph will show a rise in
- temperature. If you leave it rising long enough, your oceans will boil
- off and all life on the planet will die.
-
- After a few minutes, set all the settings back to midway, and watch the
- map and graph as everything begins to cool down.
-
- ---------------------------------
-
- BIOSPHERE MODEL CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The BIOSPHERE MODEL CONTROL PANEL is most effective in Evolution Time
- Scale, but has some effect in the other Time Scales. It controls how the
- simulation models life on the planet.
-
- Create a new planet in the Evolution Time Scale, set the simulation
- speed to FAST in the SPEED MENU, and open the BIOSPHERE MODEL CONTROL
- PANEL. It can be opened from the menu, the MAP WINDOW CONTROL PANEL,
- or the NEXT button on the ATMOSPHERE MODEL CONTROL PANEL.
-
- Turn ADVANCE RATE, MUTATION RATE, and REPRODUCTION RATE on the
- BIOSPHERE MODEL CONTROL PANEL all the way up.
-
- The changes from this control panel are much less obvious than the
- others. You can best see them in the HISTORY WiNDOW.
-
- > 39 <
-
- HISTORY WINDOW
- ~~~~~~~~~~~~~~
- Open the HISTORY WINDOW by selecting HISTORY in the
- WINDOWS MENU.
-
- The HISTORY WINDOW displays the changes in 15 factors
- over time. Click on the DIVERSITY button to display the
- changing number of species on the planet.
-
- Watch for a few minutes, and the changes you made in the
- BIOSPHERE MODEL CONTROL PANEL will cause a rise in
- the diversity.
-
- ----------------------
-
-
- CIVILISATION MODEL CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The CIVILISATION MODEL CONTROL PANEL controls how the model deals with
- your intelligent species. It is only useful in the Civilisation
- and Technology Time Scales.
-
- Open the CIVILISATION MODEL CONTROL PANEL. This control panel is one of
- the main challenges of SimEarth. You decide what energy sources
- the intelligent inhabitants of your planet will invest their time in,
- and what they will do with the energy.
-
- This is a very complex control panel. For a complete explanation, see the
- "MODEL CONTROL PANEL" chapter in the Reference section of this manual.
-
- The left side of the CIVILISATION MODEL CONTROL PANEL is for choosing the
- energy sources to develop. These are set the same as settings on the other
- control panels. Different energy sources are appropriate for
- different levels of technology: you can make a Stone Age level
- Civilisation spend a lot of time trying to develop nuclear energy,
- but they don't have the knowledge or tools to succeed, and won't get
- any return from it.
-
- The more you invest in energy forms that are appropriate for the
- technology level, the more energy the civilisations will have to use
- for advancement to the next technology level.
-
- > 40 <
-
- The right side of the control panel is where you allocate energy. You
- decide to what use the civilisations will put the energy they produce.
-
- This side of the control panel works a little differently from the
- left side. It is a ratio. All energy that is produced is used. The
- higher the setting for each energy use, the higher the percentage of
- the produced energy will be allocated to that use. If the settings are
- all in the middle, or all the way up, the model interprets it the
- same. The important thing here is the relative settings of each energy use.
- Set your priorities and allocate to those uses you find most important.
-
- The CIVILISATION MODEL CONTROL PANEL is closely related to the REPORT
- WINDOW.
-
- REPORT WINDOW
- ~~~~~~~~~~~~~
- Create a new planet in the Technology Time Scale. Make sure the UPDATE
- BACKGROUND option is on.
-
- Open the REPORT WINDOW, and arrange the screen so it and the
- CIVILISATION MODEL CONTROL PANEL are both visible.
-
- Take a look at the REPORT WINDOW. There is detailed information on the
- planet's Civilised life. It tells you the class of your sentient
- species, the highest and average (median) technology level, the
- population, and quality of life. It also shows a chart of what biomes
- your sentient species prefers to live in.
-
- Below that is a section on energy that relates to the CIVILISATION MODEL
- CONTROL PANEL. It lists the energy sources, and their efficiency. The
- efficiency depends on the average level of technology on your planet.
-
- To the left of each energy source are the hours per week your global
- citizen works on this energy source. Below these hours are the total
- hours per week intelligent SimEarthlings must work to survive.
-
- As you turn the energy investments on the CIVILISATION MODEL CONTROL
- PANEL up and down, the hours worked will rise and fall. Try it.
-
- Keep this in mind when you set your energy investment--the work hours per
- week affect the SimEarthling's quality of life.
-
- > 41 <
-
- ALLOCATING ENERGY
- ~~~~~~~~~~~~~~~~~
- Energy allocation in the CIVILISATION MODEL CONTROL PANEL affects every
- aspect of the sentient SimEarthling's lives.
-
- The results of your allocation are easy to see. Make sure the UPDATE
- BACKGROUND option is on.
-
- For an easy-to-see example, we'll look at PHILOSOPHY.
-
- Allocating to PHILOSOPHY lessens the frequency and severity of
- war. If you take all allocation away from PHILOSOPHY, wars will break
- out all over the planet. These wars can be viewed in the EDIT WINDOW
- and the HISTORY WINDOW.
-
- Open the HISTORY WINDOW and arrange the screen so you
- can see it along with the CIVILISATION MODEL CONTROL
- PANEL. In the HISTORY WINDOW, turn the POPULATE and
- WAR graphs on. Turn PHILOSOPHY all the way down in the
- CIVILISATION MODEL CONTROL PANEL.
-
- The occurrence of war will quickly rise. Eventually it will fall,
- because so many of the sentient SimEarthlings have been
- killed that there's no one left to fight.
-
- Allocating or not allocating to the other energy uses can
- have results as drastic as PHILOSOPHY. These results can
- be seen in the EDIT, REPORT and MAP WINDOWS. Try
- turning each one all the way up, then all the way down and
- see what happens.
-
- Allocating to SCIENCE will help your intelligent SimEarthlings
- advance to higher levels of technology. No allocation to SCIENCE
- will cause advancement to stop.
-
- Allocate too much and they will advance too fast, and kill themselves.
-
- Allocating to AGRICULTURE affects the food supply.
-
- Allocating to MEDICINE affects the frequency and severity of plagues.
-
- Allocating to ART/MEDIA affects the quality of life on your planet.
-
- Your task here is making difficult choices and setting priorities.
-
- > 42 <
-
-
-
- Now you know the basics of SimEarth:
-
- Using menus;
- Opening and closing windows;
- Creating and saving planets;
- Getting information from maps and graphs;
- Changing the planet in the EDIT WINDOW; and
- Changing the simulation in the MODEL CONTROL PANELS.
-
- Mastery of planet management takes a lot of time and experimentation.
- You may even (heaven forbid) have to read the rest of this manual.
-
- Happy simulating.
-
- > 43 <
-
-
-
- UNBLANK PAGE (Some weird shit going down here! .. Rb).
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- To keep this manual consistent by always having a chapter title
- page on the right side, we either had to leave this page blank, say
- something dumb like "This page intentionally left blank," or fill it up
- with something.
-
- Here are some profound thoughts and revelations that occurred to us while
- playing SimEarth.
-
- Evolutionary Thought
- ~~~~~~~~~~~~~~~~~~~~
- In general, SimEarthlings are as lazy as Earthlings. They never want
- to work, and especially hate physical labour. Whenever there are heavy
- objects to move, they argue over who has to do it.
-
- "I don't want to carry it--you carry it!"
- "Not me--you carry it."
-
- And that's how Eukaryotes evolved.
-
- Of course, the usual solution is to hire a professional to do the work.
- That's what Prokaryotes do for a living.
-
- Revelation #1
- ~~~~~~~~~~~~~
- When you're sitting on top of the world, be careful not to break
- the monitor.
-
- SIMEARTHLING EXTINCT BLUES
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- My life-form's gone, but I don't worry,
-
- 'Cause I'm simulating on top of the world.
-
- NOBODY READS GAME MANUALS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Hi Mom. I know nobody reads game manuals, but I knew you would. I worked
- real hard on this manual, and...Mom...wake up Mom.
-
- QUESTION
- ~~~~~~~~
- Where in the world is Carmen SimDiego?
-
- > 44 <
-
- -------------------------------------------------------------------------
- -------------------------------------------------------------------------
-
- REFERENCE MANUAL.
- =================
-
-
- "Love makes the world go round but a single click in the Edit
- window makes it stop."
-
- CONTROLLING THE SIMULATION
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Depending on your computer, you may or may not have a mouse. If you do have
- one, then you will want to use it--SimEarth is much easier to control with a
- mouse than with a keyboard.
-
- See the addendum for your computer for more information on using mice and
- keyboards in SimEarth.
-
- In general, you will use the mouse to select items from menus,
- and to activate tools by clicking on icons. Once tools are activated,
- SimEarth functions much like a paint program that "paints life
- on a planet."
-
- ----------------------
-
- SimEarth has a lot of windows, graphs, and control panels, and
- can get confusing. The easiest way to understand the program is to
- know where you can INPUT information--add or change the planet or
- model to suit yourself--and where to see OUTPUT, the information about
- the planet and results of your INPUT.
-
- INPUT
- ~~~~~
- There are three places to INPUT information: the FILE MENU, the EDIT WINDOW,
- and the MODEL CONTROL PANELS.
-
- FILE MENU
- ~~~~~~~~~
- By selecting NEW PLANET or LOAD PLANET from the FILE MENU, you remove
- the existing planet or scenario from memory and load another planet
- or scenario into the simulation.
-
- EDIT WINDOW
- ~~~~~~~~~~~
- The EDIT WINDOW is where you place life, change altitudes and trigger
- events.
-
- When you do these things, you are INPUTTING DATA--changes to the planet.
- Since this only affects the planet in the locale of your input, we
- call this LOCAL INPUT.
-
- The EDIT WINDOW is also a source of OUTPUT.
-
- > 46 <
-
- MODEL CONTROL PANELS
- ~~~~~~~~~~~~~~~~~~~~
- The four MODEL CONTROL PANELS are where you change the actual model.
- These changes affect the entire planet, and change the
- simulation itself. Since everything--the whole world--is affected, we
- call this GLOBAL INPUT.
-
- The MODEL CONTROL PANELS are the only places in SimEarth that are INPUT
- ONLY.
-
- OUTPUT
- ~~~~~~
- Other than the MODEL CONTROL PANELS, every window in SimEarth gives
- OUTPUT--information for you about the planet, the simulation, and the
- results of your input.
-
- > 47 <
-
- MENUS
- ~~~~~
-
- FILE MENU
- ~~~~~~~~~
- The FILE MENU is for performing file and disk-related functions.
-
- NEW PLANET brings up the NEW PLANET WINDOW, which allows you to pick
- any of the seven included Scenarios, or a new, randomly generated
- planet/game in any of three difficulty levels or experimental mode.
-
- First, choose the difficulty level. There are three levels of
- difficulty for games: easy, medium, and hard. There is also an
- experimental mode that gives you an unlimited energy budget for
- planet manipulation.
-
- Next, pick a scenario or a random planet. If you choose random
- planet, you will be shown a dialog box allowing you to name your new
- world, choose the Time Scale, and either begin the new planet or
- cancel. If you have a planet in progress that has not been saved, you
- will be given the opportunity to save it before the new planet is
- generated.
-
- LOAD PLANET brings up a dialog box to allow you to load in a pre-existing
- planet. If you have a planet in progress that has not been saved, you
- will be given the opportunity to save it before loading a new one. See
- the SimEarth addendum for your computer for details on loading planets.
-
- SAVE PLANET saves your current planet to disk. If it has not been
- saved before, it will bring up a dialog box window to allow you to
- name your planet before saving it. See the SimEarth addendum for
- your computer for details on saving planets.
-
- SAVE AS brings up a dialog box, allowing you to change the name and/or
- location of a previously saved planet.
-
- PRINT or SNAPSHOT may or may not be present in your version of SimEarth.
- See the SimEarth addendum for your machine for details.
-
- QUIT ends your SimEarth session, with a final chance to save your
- planet in-progress.
-
- ----------------------
-
- WINDOWS MENU
- ~~~~~~~~~~~~
- The WINDOWS MENU allows access to the various windows in SimEarth.
-
- EDIT opens and/or brings the EDIT WINDOW to the front.
-
- MAP opens and/or brings the MAP WINDOW to the front.
-
-
- > 48 <
-
- GAIA opens the CAIA WINDOW, which displays the face of the planet and
- gives constant feedback on your actions and the state of life in
- the world.
-
- HISTORY opens and/or brings the HISTORY WINDOW to the front.
-
- REPORT opens and/or brings the REPORT WINDOW to the front.
-
- TUTORIAL opens and/or brings the TUTORIAL WINDOW to the front.
-
- GLOSSARY opens a HELP WINDOW that displays a glossary of many earth
- science terms used in SimEarth.
-
- ----------------------
-
- MODELS MENU
- ~~~~~~~~~~~
- The MODELS MENU allows access to the various MODEL CONTROL PANELS that
- let you adjust the inner workings of the simulation.
-
- GEOSPHERE opens the Geosphere Model Control Panel.
-
- ATMOSPHERE opens the Atmosphere Model Control Panel.
-
- BIOSPHERE opens the Biosphere Model Control Panel.
-
- CIVILISATION opens the Civilisation Model Control Panel.
-
-
- ----------------------
-
- GRAPHS MENU
- ~~~~~~~~~~~
- The GRAPHS MENU allows access to the various graphs used in SimEarth.
-
- AIR SAMPLE brings up the Atmospheric Composition graph.
-
- BIOMES brings up the Biome Ratio graph.
-
- LIFE FORMS brings up the Life Class Ratio graph.
-
- TECHNOLOGY brings up the Technology Ratio graph.
-
- ----------------------
-
- OPTIONS MENU
- ~~~~~~~~~~~~
- The OPTIONS MENU lets you adjust many features of SimEarth to suit your
- personal preferences. When the options are active, a checkmark will
- appear to the left of the option.
-
- GOTO EVENTS automatically transports you to the location of any event that
- occurs. When this option is active, and when the EDIT WINDOW is in
- the front, the area viewed in the EDIT WINDOW will jump to centre
- on any events that occur. The default setting is off.
-
-
- > 49 <
-
- UPDATE BACKGROUND lets you choose whether or not all windows on the
- screen will be animated and constantly updated. When this option
- is inactive, only the front window will be animated and updated.
- Having this option on greatly decreases the speed of the simulation. The
- default setting depends on your machine's speed of operation.
-
- This is especially useful for high-speed machines with large
- monitors. If SimEarth runs too slowly, or you rarely display more than
- one or two windows at a time, you may wish to turn this off.
-
- COMPRESS EDIT SCREN is an option that can be very useful on computers with
- small screens. When active, it changes the Edit WINDOW so it only
- displays every other tile allowing you to see four times as much area.
- The default setting is off.
-
- MUSIC enables and disables music during the game. The default setting is on.
-
- SOUND EFFECTS enables and disables sound during the game. The default
- setting is on.
-
- MESSAGES enables and disables the display of messages to you from the
- simulator and the SimEarthlings that will appear throughout the game. The
- default setting is on.
-
- AUTOSCROLL allows automatic scrolling of the terrain in the EDIT WINDOW
- when using any of the EDIT WINDOW icons near or at the edge of the
- window. The default setting is on.
-
- SAVE OPTIONS + WINDOWS saves your present configuration of options, open
- windows, window sizes and window locations to disk as the
- default configuration. You can use this option again at any time to
- change the default settings.
-
- > 50 <
-
-
- SPEED MENU
- ~~~~~~~~~~
- The SPEED MENU allows you to set the simulation speed and date options.
-
- FAST sets the simulation speed to the maximum available for your machine.
-
- MODERATE sets the simulation speed to approximately 75% of the fast setting.
- This is the default speed setting.
-
- SLOW sets the simulation speed to approximately 25% of the fast setting.
-
- PAUSE pauses the simulation. All the planet manipulation tools will
- be available and active, but time will be stopped.
-
- RELATIVE DATE displays the date as the number of years since the beginning
- of the present Time Scale. This is the default date setting.
-
- ABSOLUTE DATE displays the date as the number of years since the original
- cooling of the planet. If you began your planet in a later Time
- Scale, Absolute Date will estimate and add the time from earlier Time
- Scales.
-
- ----------------------
-
- DATASOUND MENU
- ~~~~~~~~~~~~~~
- The DATASOUND MENU controls the sound functions in SimEarth. The first two
- items are ways of using the sound and the last seven items let you
- choose the data from which the sound will be generated.
-
- TONE MONITOR plays an intermittent, recurrent tone based on one of the data
- settings. This is used for aural monitoring of data. For instance,
- if you are trying to combat global warming, you could set the tone
- monitor to report on air temperature. Every so often you will hear
- a tone. The higher the tone, the higher the average global temperature.
- You will hear the changes in temperature without having to look at the
- air temperature map.
-
- PLAY DATA SONG is an option that is more fun than useful. It takes 32
- evenly spaced samples of the selected data from the top to
- the bottom of the map, averages the values across the map, and plays
- them as notes. For example, if air temperature is selected, then the
- data song will convert the 32 data samples into 32 notes--the higher
- the air temperature, the higher the pitch. The notes will be
- lowest around the poles and highest near the equator.
-
- ALTITUDE bases the sound on data in the Altitude array.
-
- AIR TEMPERATURE bases the sound on data in the Air Temperature array.
-
- > 51 <
-
- RAINFALL bases the sound on data in the Rainfall array.
-
- SEA TEMPERATURE bases the sound on data in the Sea Temperature array.
-
- BIOMASS bases the sound on data in the Biome array.
-
- LIFE bases the sound on data in the Life array.
-
- CIVILISATION bases the sound on data in the Humans array.
-
- > 52 <
-
- There are many different windows in SimEarth. Here is a complete
- description of each one.
-
- HELP WINDOW
- ~~~~~~~~~~~
- There is on-screen help available for almost everything in SimEarth,
- including all menus, buttons, icons, tools, graphs, and control panels.
-
- Help windows are not available through the menus. To get HELP, press
- and hold the SHIFT KEY. This will change your cursor to HELP MODE.
- Then click on any item on the screen, and you will be shown a text
- window with lots of information about that item.
-
- If you ask for HELP in the DISPLAY AREA of the EDIT WINDOW, you will
- get the same information window that is produced by the EXAMINE icon.
-
- If you ask for HELP in the DISPLAY AREA of the MAP WINDOW, you will
- get information on the active MAP WINDOW display.
-
- There is a massive amount of information available in the HELP WINDOW.
- Almost anything in the world (simulated, that is) that you want to know
- about is in there.
-
- The HELP WINDOW is your friend. Use it.
-
- The on-line GLOSSARY is useful for getting help with definitions of
- words in the program you may not be familiar with. The GLOSSARY is
- available in the WINDOWS MENU.
-
- > 53 <
-
- NEW PLANET WINDOW
- ~~~~~~~~~~~~~~~~~
- This is really a dialog box, not a window, but it is so important
- that for the purposes of this manual, we are giving it a promotion.
-
- Use this window for creating new, random planets, and for
- starting the scenarios.
-
- At the top of the window are settings that let you choose the
- difficulty of the game or scenario. At the bottom of the window are
- the scenarios and random planet buttons.
-
- Any random planet or scenario can be played in Experimental Mode, Easy Game,
- Average Game, or Hard Game.
-
- Help is available on every setting and button in this window. Hold down the
- SHIFT KEY and click on anything in the window to receive help. You can get
- explanations of all the options and scenarios before beginning a game.
-
- SETTINGS
- ~~~~~~~~
- Use these settings to adjust difficulty levels for all games, scenarios,
- random planets, and experiments. Just click on the button next to a
- setting to choose it.
-
- EXPERIMENTAL MODE allows you to load any of the scenarios or a random
- planet and have unlimited energy for planet manipulation. With the
- unlimited energy, you can set up any type of planet you want in
- any stage of development, and add any other factors or conditions you
- want. This mode is really a "planetary spreadsheet."
-
- This is also a good mode for learning SimEarth.
-
- > 54 <
-
-
- The MODEL CONTROL PANELS will all be randomly set at "moderate" values
- that should allow planetary progress without many changes.
-
- EASY GAME is good for beginners. In an easy game, life appears and
- evolves quickly and easily. In fact, it will take some effort on
- your part to stop it.
-
- Your starting energy level is 5000 E.U. (energy units)
-
- The MODEL CONTROL PANELS will all be randomly set at "moderate" values.
-
- AVERAGE GAME is a little more challenging. It will take some
- effort on your part to get your planet progressing and keep it going.
-
- Your starting energy level is 2000 E.U.
-
- The MODEL CONTROL PANELS will all be randomly set at "extreme" values that
- will require some fine tuning.
-
- HARD GAME is really difficult. In fact, it's really very difficult.
- Not only will you have to adjust the MODEL CONTROL PANELS, but you
- will have to take on the role of Gaia.
-
- The MODEL CONTROL PANELS will all be randomly set at "extreme" values that
- will require some fine tuning.
-
- All Gaian regulation of climate, atmosphere and life is turned off
- and there will be no spontaneous generation of life--it's all in
- your hands.
-
- CANCEL removes the NEW PLANET WINDOW in case you change your mind.
-
- PLANETS AND SCENARIOS
- ~~~~~~~~~~~~~~~~~~~~~
- Any planet or scenario can be played in Easy, Medium, or Hard
- Game as well as Experimental Mode. For in-depth descriptions
- of the scenarios see the "Scenarios" chapter of this manual. Just
- click on one of the planets to choose it.
-
- RANDOM PLANET creates a randomly generated planet in any
- of the four Time Scales. When you choose this option, you will
- be shown a dialog box that will let you pick the Time Scale and
- name the planet.
-
- > 55 <
-
- AQUARIUM is a planet with no continents. It is a good starting point
- for those who like to design their own landscapes.
-
- STAG NATION is a planet in the early civilisation time scale. Sentient
- life on this planet is limited to one small island. You can help
- it spread, or eliminate it and try to bring another life form
- to intelligence.
-
- EARTH CAMBRIAN ERA is a simulation of Earth in the Evolution time
- scale. One of the best features of this scenario is that its
- continental drift re-creates the reak Earths drift.
-
- EARTH MODERN DAY - gives you a chance to take over the Earth of
- today. Youll get to deal with all the problems we deal with in the
- real world. This scenario is not recommended for escapists.
-
- MARS gives you the chance to terraform Mars and turn it into
- a planet capable of supporting Eart life-forms.
-
- VENUS gives you the ultimate challenge in Terraforming.
-
- DAISYWORLD is the original simpler versiob of the SimEarth simulation.
- Daisyworld was originally devised by James Lovelock as a demonstration
- of the Gaia theory.
-
- > 56 <
-
- THE EDIT WINDOW
- ~~~~~~~~~~~~~~~
- The EDIT WINDOW is a close-up view of your planet. It is used for LOCAL
- INPUT--making changes to the planet, and for OUTPUT--investigating the
- planet and seeing the results of your input.
-
- The EDIT WINDOW consists of four major parts: the TITLE BAR, the DISPLAY
- AREA, the SCROLL BARS, and the EDIT WINDOW CONTROL PANEL.
-
-
- TITLE BAR
- ---------
- Located at the top of the EDIT WINDOW, the TITLE BAR displays the name of
- your planet and the date. The date can displayed as either the RELATIVE
- date or the ABSOLUTE date, selected from the SPEED MENU.
-
- On the left side of the TITLE BAR is the CLOSE BOX. Clicking in this
- box will close the EDIT WINDOW. The window can be reopened by selecting
- the item "EDIT" from the WINDOWS MENU.
-
- On the right side of the TITLE BAR is the GROW BOX Clicking in this box
- will make the EDIT WINDOW grow until it fills the entire screen. Clicking
- it again will return the window to its former size.
-
- The EDIT WINDOW can be moved around the screen by clicking and dragging the
- TITLE BAR.
-
- > 57 <
-
-
- EDIT WINDOW DISPLAY AREA
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This is where you are shown your planet in a close-up view. The
- information you are shown here is controlled by the EDIT WINDOW
- CONTROL PANEL.
-
- There are two scales that can be shown in this display: Normal
- and Compressed. If you select "Compress Edit Screen" from the
- OPTIONS MENU, this window will only display every other tile. This
- will give you less exact information, but will show you four times
- as much of the area of your planet as the Normal view. This
- is especially useful on machines with small screens (Mac Plus, SE,
- SE/30). This is the view that prints out with the PRINT option on
- the FILE MENU.
-
- Using the HELP function (hold the SHIFT KEY and click) in
- the EDIT WINDOW DISPLAY AREA will bring up a window
- detailing all the information that the simulation has about
- the spot where you clicked.
-
- Messages from the simulation and the SimEarthlings will
- sometimes appear at the top of the display area.
-
- TERRAIN AND ELEVATION
- ~~~~~~~~~~~~~~~~~~~~~
- There are 32 levels of terrain. The lighter the shade, the higher
- the altitude. Each different shade represents a change of 500 meters.
- Since altitude is measured from sea level, and sea level can be
- anywhere--or nowhere--there is no exact altitude that can be assigned
- to each shade.
-
- There are three types of sea displays, depending on the depth of the water.
-
- SHELF --O to 1000 meters deep
- OCEAN --1001 to 2500 meters deep
- DEEP SEA--greater than 2500 meters deep
-
- SCROLLING THE TERRAIN
- ~~~~~~~~~~~~~~~~~~~~~
- Depending on your computer, there may or may not be SCROLL BARS along the
- right and bottom of the EDIT WINDOW. If they are there, you can use them
- to scroll the terrain in the EDIT WINDOW to see different parts of
- the planet. Click on the arrows or the bars, or drag the scroll box to
- cause scrolling.
-
- > 58 <
-
- If there are no SCROLL BARS, then scrolling is accomplished by moving the
- pointer to any edge or corner of the screen. For keyboard-controlled
- scrolling, see the SimEarth addendum for your machine.
-
- SIZE BOX
- ~~~~~~~~
- In the lower-right corner of the window is the SIZE BOX. Clicking and
- dragging this box will allow you to re-size the EDIT WINDOW.
-
- EDIT WINDOW CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This control panel is for controlling both the information viewed
- in the EDIT WINDOW and for accessing the tools for planet modification.
-
- Using the HELP function (hold the SHIFT KEY and click) in the CONTROL PANEL
- will bring up a small window with information about each of the items and
- buttons.
-
- There are four sections to the EDIT WINDOW CONTROL
- PANEL: the TOOL ICONS, the CURRENT TOOL DISPLAY, the
- DATA LAYER BUTTONS, and the CLIMATE OVERLAY BUTTONS.
-
- TOOL ICONS
- ~~~~~~~~~~
- By clicking on these icons, you access the tools for modify-
- ing your planet. There are six icons, three of which have
- submenus. Just below the Tool Icons is a box displaying the
- active icon and giving budget information for using that
- tool.
-
- Every time you use one of the TOOL ICONS it will deplete
- your precious energy stores.
-
- PLACE Life allows you to choose and place life and
- cities on the planet. This icon also allows you access
- to various terraforming tools for use on Mars and Venus.
-
- Use this tool to spread life on the planet, to set various life-
- forms in competition with each other, and to test living
- conditions for various life-forms.
-
-
- > 59 <
-
- To select a life-form, city, or terraformer, click and hold on the
- PLACE LIFE icon. A submenu will appear. While holding the
- mouse button down, move the pointer to highlight the life, city,
- or terraformer of your choice, and then release the button.
-
- Your choice will appear in the CURRENT TOOL DISPLAY, just
- below the icons, along with the cost in energy to place or use it.
-
- To place the life, city, or terraformer on the planet, point to a
- spot in the display area and click.
-
- There are 15 classes of life in SimEarth, seven in the sea, and
- eight on land. Each class of life is represented in SimEarth by 16
- species.
-
- Only 14 of the classes of life are available in the PLACE LIFE tool.
- CARNIFEROUS mobile, carnivorous plants that can develop intelligence
- will sometimes evolve, but cannot be placed.
-
- There are seven types of cities, each representing a level of
- Civilisation and technology. Most levels of technology are represented
- by cities with three population densities. Each of these levels also
- has a travelling population that represents sentients moving around,
- as well as trade and communication. The exception to this is the
- Nanotech Age, which is the highest level of technology in SimEarth.
- It has four levels of density, and no travelling population: we assume
- that they have matter transporters for instantaneous moving of people
- and products.
-
- There are seven terraformers.
-
- A complete description of the 15 classes of life in SimEarth is found later
- in this manual, in the chapter "Life." A complete description of the
- cities is covered in the chapter "Civilization." The terraformers
- will be covered in detail here.
-
- > 60 <
-
- The classes of life and cities available to place, with their cost
- in energy, are:
-
- SEA LIFE CLASSES
- ~~~~~~~~~~~~~~~~
-
- PROKARYOTE--Single-celled life with no nucleus (bacteria). 35 E.U.
- EUKARYOTE --Single-celled life with nucleus (amebas). 70 E.U.
- RADIATE --simple multi-celled life (starfish). 105 E.U.
- ARTHROPOD --Crabs, lobsters, and craylish. 140 E.U.
- MOLLUSK --Snails, clams, oysters, scallops, octopi, and squid. 115 E.U.
- FISH --Fish. 210 E.U.
- CETACEAN --Whales and dolphins. 245 E.U.
-
-
- LAND LIFE CLASSES
- ~~~~~~~~~~~~~~~~~
-
- TRICHORDATE--Simple animal with a three-chord spine. 280 E.U.
- INSECT --You know what these are. 315 E.U.
- AMPHIBIAN --Frogs, newts, and toads. 350 E.U.
- REPTILE --lizards, snakes, and turtles. 385 E.U.
- DINOSAUR --great big, huge reptiles. 420 E.U.
- AVIAN --Birds. 455 E.U.
- MAMMALS --Humans, apes, rodents, dogs, cats, etc. 490 E.U.
-
- (Wheres the PiNK FLuFFY KiWiS ???? Hahaha Fukkas!)
-
- CITIES
- ~~~~~~
- The dates mentioned below are for reference to Earth only, and do
- not necessarily correspond with dates in SimEarth.
-
- STONE AGE -- oldest Human culture; used stone tools. 500 E.U.
- BRONZE AGE -- Began circa 3500 B.C.; used bronze tools. 1000 E.U.
- IRON AGE -- Began circa 1000 B.C.; used iron tools. 1500 E.U.
-
- > 61 <
-
- INDUSTRIAL AGE-- Began in late 18th century with the use of powered
- machinery. 2000 E.U.
- ATOMIC AGE --Began in the 1950s with the use of atomic power. 2500 E.U.
- Information AGE--Begins circa 2000 A.D.--information is the most
- important tool. 3000 E.U.
- NANOTECH AGE --Begins sometime in the future, characterised by science
- and technology beyond our imagination. 3500 E.U.
-
- TERRAFORMERS
- ~~~~~~~~~~~~
- Terraformers are tools for turning Venus and Mars into earth-like planets.
- They aren't needed on Earth, or planets that are earth-like to begin
- with, but go ahead and try them to see what happens. Once placed,
- Terraformers keep working. Don't place too many--the only way to stop one
- is to hit it with a Meteor, Fire, or a Volcano.
-
- BIOME FACTORY--When terraforming Mars or Venus, place the Biome
- Factory instead of individual biomes. The Biome Factory, once
- placed, looks at the terrain and climate and starts producing the
- appropriate biome type that can survive there. It will also detect
- changes in climate, and change the biomes it produces to a type that
- will survive the changes. Biome Factories cost 500 E.U.
-
- OXYGENATOR--The Oxygenator takes carbon dioxide (CO2) out of the
- atmosphere and spits out free oxygen. Life requires a certain
- percentage of oxygen, between 15 to 25%, to survive. Too much oxygen
- on a planet will cause fires. Since it lessens the CO2, a greenhouse
- gas, the Oxygenator will help cool a hot planet. An Oxygenator
- costs 500 E.U.
-
- N2 GENERATOR--The N2 (nitrogen) Generator is used to increase
- atmospheric pressure on a planet. The atmospheric density affects
- the planet's temperature--a denser atmosphere allows the planet
- to retain more heat. The thinner the atmosphere, the colder the
- planet. Also, having a denser atmosphere with lots of N2
- stabilises the percentages of the other gases. An N2
- Generator costs 500 E.U.
-
- > 62 <
-
-
- VAPORATOR - The vaporator spews water vapours into the atmosphere
- raising the overall humidity of the planet and increasing rainfall.
- A Vaportator costs 500 E.U.
-
- CO2 GENERATOR - The CO2 Generator produces CO2 which is necessary
- for plants to live. A CO2 generator costs 500E.U.
-
- MONOLITH - The monolith isnt a terraforma but we didnt have anywhere
- else to put it in the program. It is an Evolution speed-up device (our
- thanks to Arthur C. Clarke) --> (And they call US pirates!! ;-)
-
- The use it select the monolith then immediately click on a life-form.
- There is a one-in-three chance of that life form suddenly mutating
- to a higher level, which immediately moves you to the next Time
- Scale. It costs 2500E.U. to use a Monolith, whether or not it works.
-
- The monolith cant be used on all life forms - If you try to use the
- monolith on a life-form that cannot mutate, the program will beep
- at you, but there will be no energy charge.
-
- A disadvantage of using the monlith is that you could jump ahead into
- the civilization timescale before enough fossil fuels have been
- generated, and civilisation will collapse. Also, you need a wide
- population base to advance to the next technology level. Dont
- rush to a new timescale at the expsense of your population.
-
- If you successfully use the monolith in the technology time scale
- it will bring about the exodus event.
-
- ICE METEOR - The ice Meteor is a huge chunk of ice that you can crash
- into a dry planet to add water to the planetary system. An Ice
- Meteor costs 500E.U.
-
- THE EXTINCT FUNCTION
- ~~~~~~~~~~~~~~~~~~~~
- An added feature of the PLACE LIFE tool is the EXTINCT FUNCTION. If
- you want to remove a particular class of life from the planet, hold
- down either the OPTION KEY or the CONTROL KEY (depending on
- your machine), the click on the PLACE LIFE icon and select a life form
- from the PLACE LIFE submenu. All oocurrences of the life form you
- choose will dissappear.
-
- > 63 <
-
- The EXTINCT FUNCTION only works on life-forms--not on cities. If you want
- to eliminate a life-form, you must do it before it reaches
- sentience and builds cities.
-
- EVENT TRIGGER
- ~~~~~~~~~~~~~
- The EVENT TRIGGER lets you select and activate various events at various
- places on your planet.
-
- The simulation will cause events to occur automatically, depending
- on many factors including the age of the planet, the climate, air
- and water temperatures, and sea level.
-
- There are 11 possible events that occur in SimEarth. Three of
- them, exodus, war and pollution, will occur, but cannot be
- triggered by the user.
-
- By triggering events yourself, you can learn the effects these
- events have on local populations as well as to the planet as a whole.
-
- To activate events, click and hold on the EVENT TRIGGER icon. A
- submenu will appear, giving you a choice of eight events. While
- the mouse button is still down, slide the pointer to the right so it
- highlights the event you want to place, and release the button.
-
- The selected event will appear in the CURRENT TOOL DISPLAY, just below the
- icons, along with the cost in energy to trigger it.
-
- Next, move the pointer to the DISPLAY AREA, and click the mouse button to
- trigger an event on your planet. Click again in another place to
- cause the same event.
-
- A complete description of all events and their causes and effects will
- be covered in the chapter "Events."
-
- The available events in SimEarth, and their cost in energy, are:
-
- Hurricane --High winds and rain. 50 E.U.
-
- TIDAL WAVE --A huge, destructive ocean wave. 50 E.U.
-
- METEOR --A huge rock from space that crashes into your planet.
- 50 E.U.
-
- VOLCANO --An explosive leak in the planet's surface that spews molten
- rock. 50 E.U.
-
- > 64 <
- ATOMIC TEST --An atomic explosion. 50 E.U.
-
- FIRE --Hot stuff. 50 E.U.
-
- EARTHQUAKE --Shake, rattle and roll. 50 E.U. Clicking and holding
- on the Earthquake icon brings up a submenu that allows
- you to direct the Earthquake's energies.
-
- PLAGUE --A deadly disease. 50 E.U.
-
- PLANT BIOME --allows you to place or plant biomes onto your planet.
-
- A biome is a major ecological community of plants and animals. Biomes will
- automatically be placed on the planet by the simulation. Their quantity and
- location is primarily controlled by altitude, temperature, and rainfall.
-
- With this tool you can place any of the biomes anywhere on the planet at
- any time. Of course, they won't necessarily stay there. An Arctic
- biome will not last long in the hot equatorial zone, and a Jungle will
- not thrive at a planet's pole.
-
- Place biomes to experiment, and to help shape or speed up development
- on your planet.
-
- To use this tool, click and hold on the PLANT BIOME icon. A submenu
- will appear, giving you a choice of eight biomes. While the mouse
- button is still down, slide the pointer to the right so it highlights
- the biome you want to plant, and release the button. The selected biome
- will appear in the CURRENT TOOL
-
- DISPLAY, just below the icons, along with the cost in energy to place
- it. There is an energy cost of 50 E.U. for each biome planted.
-
- Next, move the pointer to the DISPLAY AREA, and click the mouse button
- to place a biome on your planet. The button can be held down while the
- mouse is slowly moved to place multiple segments. A click will be
- heard as each BIOME is placed. The pitch of the click will raise
- and lower with the terrain altitude.
-
- A complete description of all the biomes in SimEarth will be found later
- in this manual in the chapter "Life." There are seven available biomes
- in SimEarth, plus ROCK, which represents a lack of a biome in a location.
-
- > 65 <
- BIOME TYPES
- ~~~~~~~~~~~
-
- ROCK --No biome.
- ARCTIC --Can survive in a cold and dry climate.
- BOREAL FOREST--Can survive in cold temperatures, with moderate to
- high rainfall.
- DESERT --Can survive in moderate to hot temperatures, with very
- little rainfall.
- TEMPERATE GRASSLANDS--Can survive in areas with moderate
- temperatures and rainfall.
- FOREST --Can survive with moderate temperatures and high rainfall.
- JUNGLE --Can survive with high temperatures and rainfall.
- SWAMP --Can survive with high temperatures and moderate rainfall.
-
-
- BIOME PREFERENCE CHART
- ~~~~~~~~~~~~~~~~~~~~~~
- DRY MODERATE WET
- (<30 cm/yr) (30-90 cm/yr) (>90 cm/yr)
- COLD(<0C) Arctic Boreal Forest Boreal Forest
- MODERATE (0-25C) Desert Temp.Grasslands Forest
- HOT (>25C) Desert Swamp Jungle
-
- Biome preferences are also influenced by altitude and the
- amount of CO2 in the atmosphere.
-
- ----------------------
-
- SET ALTITUDE allows you to raise or lower sections of land. There are 32
- possible levels of terrain in SimEarth.
-
- Use this tool to raise or level mountain ranges, create islands in
- the ocean, or lakes in dry land. All these changes will have
- impact on climate, rainfall, local biomes, and local life-forms.
-
- Click on the SET ALTITUDE icon. Look at the CURRENT TOOL DISPLaY. It shows
- that the SET ALTITUDE tool is active in "raise terrain" mode.
-
- > 66 <
-
-
- Move the pointer to the DISPLAY AREA. Click and hold the mouse button over
- land or water, and the land around the pointer will be raised in altitude,
- displayed by a lightening of the color or shade of the land.
-
- Click on the SET ALTITUDE icon again, and look at the CURRENT TOOL DISPLAY.
- It shows that the SET ALTITUDE tool is active in "lower terrain" mode.
-
- Move the pointer to the DISPLAY AREA. Click and hold the mouse button over
- land, and the land around the pointer will be lowered in altitude,
- displayed by a darkening of the color or shade of the land.
-
- Levels of terrain are displayed in shades. The lighter the shade, the
- higher the altitude. Each different shade represents a change of
- 500 meters. Since altitude is measured from sea level, and sea level
- can be anywhere--or nowhere--there is no exact altitude that can be
- assigned to each shade.
-
- The cost for using the SET ALTITUDE tool to raise or lower the
- terrain is 50 E.U.
-
- ----------------------
-
- MOVING TOOL lets you pick any biome, niche, or Civilisation and move it.
-
- This can be useful for transplanting populations to other
- continents, or separating warring tribes. Since niches and biomes
- can occupy the same space in the display, you can use this tool to
- temporarily move the niche to see the biome that is displayed
- underneath it.
-
- Click on the MOVING TOOL icon to activate it, then click and hold on a
- biome, niche or civilization. Drag the pointer to the destination
- location, and release the mouse button.
-
- The cost for using the MOVING TOOL is 30 E.U.
-
-
- > 67 <
-
-
- EXAMINE gives you information on individual spots in the DISPLAY AREA.
-
- Click on the EXAMINE icon, and the mouse pointer changes to
- a magnifying glass.
-
- Then click and hold on a spot in the DISPLAY AREA. An information window
- will appear, giving you all the information that the simulation
- has about that spot.
-
- If you click and hold the button, and slowly drag the pointer across
- the screen, the information window will change and report on each section
- as you point to it.
-
- The EXAMINE function is very useful for gathering information about
- specific areas of your planet. You will need this information for
- planning your next moves in planet development.
-
- The same information window can be accessed by using the HELP
- function hold the SHIFT KEY or HELP KEY while clicking on a spot) in
- the DISPLAY AREA.
-
- The EXAMINE tool only gives information on places in the display window. For
- information on icons and tools, use the HELP function.
-
- The cost for using the EXAMINE tool is 5 E.U.
-
- There are four sections to the EXAMINE WINDOW: the Biome Section,
- the Life Section, the City Section, and the Altitude/Magma Section.
-
- BIOME SECTION
- ~~~~~~~~~~~~~~
- The Biome Section shows a picture of the local biome (if any), and a
- description of its present condition, i.e., thriving, dying, etc. Next,
- it displays the rainfall, air temperature (heat), and wind direction.
-
- If there is no biome present, this section will display the message
- "No Biome."
-
- LIFE SECTION
- ~~~~~~~~~~~~
- If there is life, the Life Section shows a big picture of the
- predominant class of non-sentient life in that location. (Sentient life
- is treated separately in the City Section.) Below that are three small
- pictures. The middle one is the present species of the class, the left
- one is the species that it evolved from, and the right one is the
- species that, if all goes well, it will evolve into.
-
- > 68 <
-
-
- Below that is a chart of how that life class gets along in the
- various habitats, with picture rating of how happy the species are there:
- (KEWL ANSIS HERE DUDEZ, REMEMBER TO VOTE FOR ME IN THE ANSI WORLD
- CHARTS H0H0H0!!! )
-
- X Can't live there.
-
- 8-( Can survive there, but it's miserable.
-
- 8-| Can survive there, and quite nicely.
-
- 8-) Paradise.
-
-
- If there is no life, this section will display the message "No Life."
-
- CITY SECTION
- ~~~~~~~~~~~~
- If there are no sapients near, this section will display the message
- "No Sapients."
-
- If there are sapients, but no city, this section will display the
- message "Lightly Inhabited."
-
- If there is a city, this section displays a large picture of the
- city, and tells the sapient class, the technology level, and the
- population.
-
-
- ALTITUDE/MAGMA SECTION
- ~~~~~~~~~~~~~~~~~~~~~~
- This section, at the bottom of the window, displays this location's
- altitude and direction of magma flow.
-
- CURRENT TOOL DISPLAY
- ~~~~~~~~~~~~~~~~~~~~
- The CURRENT TOOL DISPLAY shows the active icon, tool, life-form, biome,
- terraformer, or event, and the energy cost to use it.
-
- DATA LAYER BUTTONS
- ~~~~~~~~~~~~~~~~~~
- These buttons control what data is displayed in the DISPLAY AREA. By
- clicking on these buttons, you toggle on and off the various layers of
- data. Using these buttons does not change the planet, or affect the
- model in any way--it only changes your view of the planet.
-
- The default settings for these buttons changes with the Time Scale. In the
- Geologic Time Scale, the default setting has everything on except
- BIOMES and CITIES. In the Evolution Time Scale, everything is on
- except CITIES. In both the Civilisation and Technology Time Scales,
- everything but LIFE defaults to the "on" setting.
-
- > 69 <
-
- OCEANS allows you to turn off and on the display of the Oceans, allowing
- you to see the elevation of the sea bottom.
-
- BIOMES allows you to turn off and on the display of Biomes, so you can
- see the elevation of the terrain, and see Life and Cities more
- clearly.
-
- ClTIES allows you to turn off and on the display of the Cities of the
- current sentient species.
-
- LIFE allows you to turn off and on the display of life-forms. Since
- these are so numerous and fast-moving, you may want to turn these
- off every so often to get a clearer view of the other things on
- your planet. This display is of individual species, not classes
- --there are 240 different species in SimEarth.
-
- EVENTS allows you to turn off and on the display of Events.
-
- CLIMATE OVERLAY BUTTONS
- ~~~~~~~~~~~~~~~~~~~~~~~~
- These buttons also control what data is displayed in the DISPLAY AREA. By
- clicking on these buttons, you toggle on and off the various layers of
- climate data. Using these buttons does not change the planet, or affect
- the model in any way--it only changes your view of the planet.
-
- The default setting for all these buttons is OFF. Only one climate
- overlay can be active at any one time.
-
- HEAT--A display of air temperature. Higher temperatures are represented by
- darker shades.
-
- RAINFALL--A display of average rainfall. Higher rainfall densities are
- represented by darker shades.
-
- WINDS --A display of the wind currents.
-
- SEA FLOW--A display of the sea currents.
-
- SEA HEAT--A display of water temperature. Higher temperatures are repre-
- sented by darker shades.
-
- MAGMA --A display of the magma currents under the planet's crust.
-
- AUAILABLE ENERGY DISPLAY
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This display lets you know how much energy you have left for
- planet manipulation and modification. The maximum energy that can be
- stored is set by the game level.
-
- For a complete explanation, see the chapter "Energy."
-
- > 70 <
-
-
- MAP WINDOW
- ~~~~~~~~~~
- The MAP WINDOW is your overview of the whole planet. It can be viewed as
- a MAP WINDOW flat or spherical projection.
-
- The MAP WINDOW consists of three major parts: the TITLE BAR, the MAP
- DISPLAY AREA, and the CONTROL PANEL
-
- TITLE BAR
- ~~~~~~~~~
- The TITLE BAR displays the type of map being shown in the MAP DISPLAY
- AREA and the date.
-
- On the left side of the TITLE BAR is the CLOSE BOX. Clicking in this
- box will close the MAP WINDOW. You can bring the window back by selecting
- the MAP item in the WINDOWS MENU.
-
- The MAP WINDOW can be moved on the screen by clicking and holding in the
- TITLE BAR, and dragging the window to its new location.
-
- MAP WINDOW DISPLAY AREA
- ~~~~~~~~~~~~~~~~~~~~~~~
- The MAP WINDOW DISPLAY AREA is where the map of the planet is displayed.
- There are many different types of displays and views of your planet,
- which are selected in the MAP WINDOW CONTROL PANEL.
-
-
- > 71 <
-
- In the MAP DISPLAY AREA you will see the EDIT RECTANGLE. This rectangle
- indicates the area of the world that is visible in the EDIT WINDOW. If
- you double- click in the EDIT RECTANGLE, the EDIT WINDOW will be brought
- to the front.
-
- Messages from the simulation and the SimEarthlings sometimes appear at
- the top of the MAP DISPLAY AREA.
-
- MAP WINDOW CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- The MAP WINDOW CONTROL PANEL allows you to look at various views of your
- planet, giving different types of information in each view. From here
- you can also access all of the MODEL CONTROL PANELS, the HISTORY WINDOW,
- the EDIT WINDOW, and all the GRAPHS.
-
-
- MAP DISPLAY ICONS
- ~~~~~~~~~~~~~~~~~
- Along the top of the MAP WINDOW CONTROL PANEL, from the left, are 12
- icons. Clicking on each of these icons displays different information in
- the MAP DISPLAY AREA. These 12 displays are divided into five groups:
- GEOSPHERE, HYDROSPHERE, ATMOSPHERE, BIO(SPHERE) and CIV(ILIZATION). A
- MODEL CONTROL PANEL can be accessed for four of the five groups
- (excluding HYDROSPHERE) by clicking on the name of that group.
-
- GEOSPHERE GROUP
- ----------------
- The GEOSPHERE group gives information on the terrain, events and magma
- flow of the planet. Clicking on the GEOSPHERE icon brings up the
- GEOSPHERE MODEL CONTROL PANEL.
-
-
- TERRAIN MAP
- -----------
- Shows oceans and altitude across the planet. Higher altitudes are shown
- in lighter shades, lower altitudes are darker. Water is shown as either
- blue or black, depending on your monitor.
-
- A legend of the altitude is visible in the INFO BOX near the right side
- of the MAP WINDOW CONTROL PANEL.
-
- An extra feature accessed through this icon is a display of landmarks on
- the scenario planets. Click and hold on the icon, and names of landmarks
- will be displayed until you release the mouse button. This is available
- only on scenario planets. Random planets have no landmarks. Landmarks
- on Earth will stop being displayed 2,000,000 years in the future. We
- figure the names will change by then.
-
- > 72 <
-
- Double-clicking in this icon will open the GAIA WINDOW.
-
-
- GLOBAL EVENT MAP
- -----------------
- Shows global events, such as hurricanes, forest fires, earthquakes,
- meteorites, wars, etc., as small symbols.
-
- A key to the symbols is visible in the INFO BOX near the right of the
- CONTROL PANEL.
-
- CONTINENTAL DRIFT MAP
- ---------------------
- Shows the currents within the magma layer.
-
- Magma is the hot molten rock within the earth, upon which the continental
- plates are "floating." The currents here determine the direction and
- speed of continental drift.
-
- A legend of the magma current vectors is available for this map in the
- INFO BOX.
-
- HYDROSPHERE GROUP
- -----------------
- This group gives information on the ocean. There is no
- MODEL CONTROL PANEL for the Hydrosphere.
-
-
- HIDE/SHOW OCEANS
- ----------------
- toggles the ocean display on and off so you can see the elevation of the
- ocean floor. This doesn't make the ocean go away--it just makes it
- invisible. This option is used in combination with other maps, and has
- no legend in the INFO BOX.
-
- OCEAN TEMPERATURE
- -----------------
- Displays the average annual ocean temperature.
-
- In most cases this will correspond closely with the air temperature, but
- it will change much more slowly.
-
-
- > 73 <
-
-
- The INFO BOX can display both a legend to the ocean temperatures and a
- graph of average ocean temperature over time. To switch between these
- two displays, click on the INFO BUTTON in the lower-right corner of the
- MAP WINDOW CONTROL PANEL.
-
-
- OCEAN CURRENTS
- --------------
- displays the surface currents of the oceans.
-
-
- A legend of ocean current vectors is available for this map in the INFO
- BOX.
-
-
- ATMOSPHERIC GROUP
- ~~~~~~~~~~~~~~~~~~
- This group displays information on the atmosphere and climate. Clicking
- on the ATMOSPHERE icon brings up the ATMOSPHERE MODEL CONTROL PANEL.
-
-
- AIR TEMPERATURE
- ---------------
- Displays the average annual air temperature. The heat displayed here
- comes primarily from the sun, and secondarily from warm ocean areas.
-
- The INFO BOX can display both a legend of the air temperatures and a
- graph of average air temperature over time. To switch between these two
- displays, click on the INFO BUTTON in the lower-right corner of the MAP
- WINDOW CONTROL PANEL.
-
- Double-clicking on this icon will open the
- ATMOSPHERlC COMPOSITION GRAPH.
-
- RAINFALL
- --------
- Displays the average yearly rainfall. The heaviest
- rainfall will usually be concentrated over the equator.
-
- The INFO BOX can display both a legend for the rainfall map and a graph
- of average rainfall over time. To switch between these two displays,
- click on the INFO BUTTON in the lower-right corner of the MAP WINDOW
- CONTROL PANEL.
-
- Double-clicking on this icon will open the ATMOSPHERIC COMPOSITION
- GRAPH.
-
-
- > 74 <
-
-
- AIR CURRENT
- ~~~~~~~~~~~~
- Shows the average air currents. As with ocean currents, these are
- determined by thermal disequilibrium and Coriolis effect.
-
- A key to the air current vectors is available in the INFO BOX.
-
- Double-clicking on this icon will open the ATMOSPHERlC COMPOSITION GRAPH.
-
- BIOSPHERIE GROUP
- ~~~~~~~~~~~~~~~~
- This group gives information on the life on your planet. Clicking on the
- Biosphere icon brings up the BIOSPHERE MODEL CONTROL PANEL.
-
-
- BIOMES
- ~~~~~~
- Displays the distribution of biomes on your planet. C
- T
- R
- The INFO BOX can display both a legend to biome distribution on the map L
- and a graph of average biomass over time. To switch between these two +
- displays, click on the INFO BUTTON in the lower-right corner of the MAP M
- WINDOW CONTROL PANEL.
- H
- Double-clicking on this icon opens the BIOME RATIO GRAPH. E
- R
- LIFE E
- ~~~~ !
- Displays the diversity of life on your planet.
-
-
- The INFO BOX can display both a legend to the life-forms and a graph of
- genetic diversity over time. To switch between these two displays, click
- on the INFO BUTTON in the lower-right corner of the MAP WINDOW CONTROL
- PANEL.
-
- Double-clicking on this icon will open the LIFE CLASS RATIO GRAPH.
-
- CIVILISATION GROUP
- ~~~~~~~~~~~~~~~~~~~
- This is where you will find worldwide information on civilisations on
- your planet. Clicking on the Civilization icon brings up the
- CIVILISATION MODEL CONTROL PANEL.
-
-
- > 75 <
-
- CIVILISATION
- ~~~~~~~~~~~~
- shows the distribution of civilisations on the planet.
-
- More advanced civilisations will appear darker. Terraformers will be
- shown on this map in black.
-
- The INFO BOX can display both a legend to the civilisations on the planet
- and a graph of the population of your sentient species over time. To
- switch between these two displays, click on the INFO BUTTON in the
- lower-right corner of the MAP WINDOW CONTROL PANEL.
-
- Double-clicking on this icon will open the TECHNOLOGY RATIO GRAPH.
-
- INFO BOX
- ~~~~~~~~
- The INFO BOX is located just to the right of the Civilisation icon.
-
- This box displays helpful information about the map view: legends to
- help interpret the map, and graphs of the information displayed in the
- map shown over time. These graphs correspond with the graphs in the
- HISTORY WINDOW.
-
- You can bring up the HISTORY WINDOW by double-clicking inside the INFO
- BOX.
-
- Some map views have map legends to be displayed here, others have both
- legends and graphs. HIDE/SHOW OCEANS has neither. Toggle between info
- sets by clicking on the INFO BUTTON in the lower-right corner of the MAP
- WINDOW.
-
- > 76 <
-
-
- DAISYWORLD INFO DISPLAY
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- When in the Daisyworld Scenario, in the Biome view, the highlighted INFO
- BOX displays the distribution of the different shades of daisies.
-
- Continental DRIFT RECORD
- ~~~~~~~~~~~~~~~~~~~~~~~~
- If you click and hold on the INFO BOX (regardless of the status of the
- INFO BUTTON) and slowly move the mouse back and forth, you will be shown
- an animated history of continental drift on your planet.
-
- Note: Two Events, Pollution and Exodus, are not included in the Event
- Map legend, but will appear on the map when they occur.
-
-
- > 77 <
-
- BUTTONS
- ~~~~~~~
- There are three buttons on the far right side of the MAP CONTROL PANEL.
-
- EDIT brings the EDIT WINDOW to the front.
-
- GLOBE changes the MAP' WINDOW view from a flat robinson projection to a
- spherically mapped globe projection. All maps and displays are available
- in GLOBE mode--the MAP WINDOW CONTROL PANEL doesn't change. When in this
- mode, the GLOBE BUTTON will be highlighted. Clicking on the GLOBE
- BUTTON again will return you to the flat projection.
-
- The EDIT RECTANGLE becomes an EDIT TRAPEZOID on the GLOBE. If you
- double-click in the EDIT TRAPEZOID, the EDIT WINDOW will be brought to
- the front.
-
- Clicking, holding, and dragging the outer rim of the globe, will allow
- you to move it on the screen.
-
- The interior of the globe can be viewed by double-clicking on the globe,
- anywhere but in the EDIT TRAPEZOID. Click again to return to the surface
- of the planet.
-
- INFO
- ~~~~
- toggles between different information views in the INFO BOX.
-
- ACCESSING MODEL CONTROL PANELS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The MODEL CONTROL PANELS are available through the MODELS MENU, but they
- can also be accessed by clicking on the icons CEOSPHERE, ATMOSPHERE,
- BIOSPHERE, and CIVILISATION on the MAP CONTROL PANEL.
-
-
- ACCESSING GRAPHS
- ~~~~~~~~~~~~~~~~
- All graphs can be accessed both through the GRAPHS MENU and the MAP
- CONTROL PANEL. They are opened by double-clicking on various icons in
- the MAP CONTROL PANEL.
-
- The ATMOSPHERIC COMPOSITION GRAPH is opened by double clicking on any of
- the three ATMOSPHERE icons.
-
- > 78 <
-
-
- The BIOME RATIO GRAPH is opened by double-clicking on the BIOMES icon.
-
- The LIFE CLASS RATIO GRAPH is opened by double-clicking on the life icon.
-
- The TECHNOLOGY RATIO GRAPH is opened by double-clicking on the
- CIVILISATION icon.
-
- ACCESSING OTHER WINDOWS
- ~~~~~~~~~~~~~~~~~~~~~~~
- Double-click in the INFO BOX to open the HISTORY WINDOW.
-
- Double-Click on the TERRAIN MAP icon to open the GAIA WINDOW.
-
-
-
- ACCESS TO GRAPHS AND WINDOWS FROM MAP WINDOW CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- -- A single line represents a single click.
-
- == A double line represents a double click.
-
- > 79 <
-
- GAIA W|NDOW
- ~~~~~~~~~~~
- The GAIAWINDOW shows Gaia, a caricature of the Earth as one living
- organism. This "face of the planet" will give you constant feedback on
- the planet's "mood."
-
- This window can be opened by selecting GAIA from the WINDOWS MENU, or by
- double-clicking on the TERRAIN I MAP icon in the MAP WINDOW.
-
- The planet's mood is based on how well life on the planet is doing. The
- face will be asleep until life forms, then it will wake up. The moods
- range from bliss to horror. Everything that happens and everything you
- do affects the face.
-
- At the bottom of this window is a little message bar that will display
- messages from Gaia. In the upper-right corner of the window is the Sun.
- As solar heat increases through time, the Sun will slowly begin to
- enlarge. At the end of your planet's 10 billion-year life, the Sun will
- burn up Gaia.
-
- You may want to keep this window in a corner of the screen, and let it
- guide you as you develop your planet.
-
- Its eyes will follow the pointer around the screen. Please don't poke it
- in the eye.
-
- > 80 <
-
- The HISTORY WINDOW provides a graphical record of many factors that
- define H|STORY your planet.
-
- Use this window for tracking the changes and development of your planet's
- chemical: composition, temperature, humidity, life, events, and
- pollution.
-
- This window is accessed through the WINDOWS MENU, and by double-clicking
- on the INFO BOX in the MAP WINDOW CONTROL PANEL.
-
- Click on any of the icons at the bottom of the window to toggle the
- display of that factor on and off.
-
- There are 15 items that can be displayed as a graph in this window. Up
- to four items can be displayed at a time.
-
- CO2 displays Carbon Dioxide levels in the atmosphere.
-
- O2 displays Oxygen levels in the atmosphere.
-
- CH4 displays Methane levels in the atmosphere.
-
- SEA TEMPERATURE displays overall average temperature of the oceans.
-
- AIR TEMPERATURE displays overall average temperature of the atmosphere.
-
- RAINFALL displays overall average planetary rainfall.
-
- POPULATION displays population of the sentient species on your planet.
-
- BIOMASS displays the total weight of all plant and animal matter on the
- planet. The biomass of Earth is 99% plant material.
-
- DIVERSITY displays the number of different species of life on the planet.
- Major extinctions will be visible here.
-
- > 81 <
-
- FOSSIL FUELS displays the amount of fossil fuel reserves still within the
- planet. This amount grows during the Evolution Time Scale as biomass
- decays, and is depleted by civilisation.
-
- ATOMIC FUEL displays the amount of atomic fuel reserves within the
- planet.
-
- FOOD displays the total amount of food produced on the planet.
-
- WAR displays the level of armed conflict across the planet.
-
- PLAGUE displays the number of plague events that have occurred.
-
- POLLUTION displays the total amount of toxic releases by the sentient
- species.
-
- To keep the planet data file at a reasonable size, a complete history is
- not saved with the planet. Once the graph goes off the left of the
- HISTORY WINDOW it is lost forever.
-
- There will be a dividing line to mark when one Time Scale ends and
- another begins.
-
- The amount of time displayed per division in this window is different for
- each of the Time Scales. The full width of the HISTORY WINDOW covers
- approximately:
-
- 1,000,000,000 years in the Geologic Time Scale;
- 70,000,000 years in the Evolution Time Scale;
- 2,500 years in the Civilisation Time Scale;
- and 50 years in the Technology Time Scale.
-
-
- > 82 <
-
- The REPORT WINDOW
- ~~~~~~~~~~~~~~~~~
- Is your main source of feedback on how well both you and life on your
- planet are doing. The information in the REPORT WINDOW changes for the
- various Time Scales, giving information that is useful for each era.
- There is also a special REPORT WfNDOW for the Daisyworld Scenario.
-
- REPORT WINDOW IN THE GEOLOGIC TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In this Time Scale, the REPORT WINDOW gives four items of information.
-
- VIABILITY This rating tells you how hospitable your world is to multi-
- celled animals. Viability is based on the oxygen and dust content of the
- atmosphere. The rating levels are:
-
- X Life cannot exist here.
-
- ;-( Life can exist, but barely.
-
- ;-| Life can exist fairly well.
-
- ;-) Paradise.
-
-
- BIOMASS
- -------
- Biomass is the total weight of all plants and animals on the planet. In
- the Geologic Time Scale there are no plants, so the Biomass is formed
- entirely of Eukaryotes. The theoretical maximum value for Biomass in
- this Time Scale is 40,960.
-
- HIGHEST LIFE
- ------------
- This is a display of the most advanced microbe life-form.
-
- CURRENT TASK
- ~~~~~~~~~~~~~
- Your CURRENT TASK is what needs to be accomplished before moving on to
- the next Time Scale.
-
-
- > 83 <
-
-
- REPORT WINDOW IN THE EVOLUTION TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In this Time Scale, the REPORT WINDOW gives a few more items of
- information.
-
-
- INTELLIGENCE
- ~~~~~~~~~~~~
- This is a display of the "race to intelligence." The three most advanced
- forms of life are listed, and given an "intelligence" rating (IQ). This
- rating is just a rough estimate of how advanced the life-forms are and
- does not relate to human IQ levels.
-
- This display show the leaders in the race to sentience. When a life-form
- reaches an IQ of 100, it becomes sentient.
-
- BIOMASS
- ~~~~~~~
- Biomass in the Evolution Time Scale consists of the com- bined mass of
- both the animal life and the biomes--plant life. Jungles are the
- richest, highest mass biomes, Deserts the poorest and lowest mass. The
- theoretical maximum value for biomass is 180,224.
-
- The icon shown for Biomass is the predominant biome.
-
- VIABILITY
- ~~~~~~~~~
- This rating tells you how hospitable your world is to multi-celled
- animals. Viability is based on the oxygen and dust content of the
- atmosphere. The rating levels are the same as in the Geologic REPORT
- WINDOW.
-
- GROWTH
- ~~~~~~
- The biomass requires CO2 for survival and growth. The Growth rating is
- based on the CO2 content of the atmosphere.
-
- CURRENT TASK
- ~~~~~~~~~~~~
- Your CURRENT TASK is what needs to be accomplished before moving on to
- the next Time Scale.
-
- > 84 <
-
-
- REPORT WINDOW IN THE CIVILISATION AND TECHNOLOGY TIME SCALES
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In these Time Scales, you are given much more information.
-
- SENTIENT TYPE
- ~~~~~~~~~~~~~
- This tells you what class of life is the dominant, intelligent species on
- your planet.
-
- HIGHEST TECHNOLOGY
- ~~~~~~~~~~~~~~~~~~
- Tells you the highest level of Civilisation on your planet.
-
- MEDIAN TECHNOLOGY
- ~~~~~~~~~~~~~~~~~
- Tells you the average technology level of your planet
-
- POPULATION
- ~~~~~~~~~~
- Population tells the current population of your planet's sentient
- species.
-
- LIFE QUALITY
- ~~~~~~~~~~~~~
- Gives an overall "quality of life" rating for the sentient species on
- your planet. The two factors taken into consideration in this rating are
- number of work hours per week, and your allocation of resources to Arts
- and Media. It is difficult to have a life quality above tolerable in
- lower technology levels.
-
- The possible quality levels are: Heavenly, Marvelous, Good, Pleasant,
- Tolerable Unpleasant, Bad, Miserable, and Hellish.
-
- HABITATS shows the ability of your sentient species to survive in the
- various biomes, and how well they are adapted to the habitat. The rating
- levels are:
-
- X Can't live there at all.
-
- ;-( Can live there, but hates it.
-
- ;-| Can live there, and likes it.
-
- ;-) Paradise.
-
-
- > 85 <
-
-
- ENERGY SECTION
- ~~~~~~~~~~~~~~
- Below the Habitats is a large section that deals with energy. To best
- understand what happens here, look at the REPORT WINDOW and the
- CIVILISATION MODEL CONTROL PANEL side-by-side.
-
- WORK is the amount of hours per week that your sentient SimEarthlings
- must work to survive. In SimEarth, we have simplified the concept of
- work: all work produces energy.
-
- The amount of time intelligent SimEarthlings work is divided between five
- different energy sources. The amount of time worked to produce energy
- from each of the five sources is set on the left side of the CIVILISATION
- MODEL CONTROL PANEL. The total number of hours worked per week affects
- the quality of life.
-
-
- TYPES OF ENERGY
- ~~~~~~~~~~~~~~~
-
- BIOENERGY-- Burning wood, animal power, plant power (farming), work done
- by hand by the sentient species.
-
- SOLAR/WlND-- Sun-drying of food and clothes, windmills, sailing ships,
- solar heating, wind-powered generators, solar electric cells, satellites
- collecting solar energy.
-
- HYDRO/GEO -- Waterwheels, dams, steam power, hydroelectric power,
- geothermal power.
-
- FOSSIL FUEL--Coal and oil made from long-dead animals.
-
- NUCLEAR --Atomic power plants.
-
-
- EFFICIENCY
- ~~~~~~~~~~
- Is a rating of how much energy you receive for the amount of work put in.
- The efficiency of each energy source varies with the level of
- technology.
-
- > 86 <
-
-
- ENERGY EFFICIENCY VS. TECHNOLOGY LEVEL.
-
- Bioenergy Solar/Wind Hydro Fossil Nuclear
- ---------- ----------- ------ ------- -------
- Stone Age 40% 20% 10% 0% 0%
-
- Bronze Age 40% 20% 30% 10% 0%
-
- IronAge 60% 20% 30% 30% 0%
-
- Industrial Age 60% 30% 50% 80% 10%
-
- AtomicAge 70% 50% 50% 80% 80%
-
- Information Age 80% 60% 60% 90% 90%
-
- Nanotech Age 90% 80% 80% 90% 90%
-
-
- The efficiency rating displayed and used in the REPORT WINDOW is averaged
- over the number of the~various technologies. For example, if your planet
- has one city in the Nanotech Age, and one city in the Stone Age, then the
- displayed efficiency rating for Atomic Energy would be 45% (1 city * 90%
- + 1 city * 0%/2 cities).
-
- This rating can be changed by the availability of resources. As fossil
- fuel and atomic fuel run out, their efficiency rating declines to 0%.
-
- ENERGY is the amount of each type of energy produced, with a total for all
- combined energy sources.
-
- All energy that is produced is used. The total energy produced will
- roughly equal the total of all the allocated energy. There is some
- energy lost, and some rounding off of numbers for the display, but
- it all gets used.
-
- ALLOCATION is what your sentients are doing with the energy. All the
- energy produced is allocated and used. Allocation is set on the right
- side of the CIVILISATION MODEL CONTROL PANEL
-
-
- > 87 <
-
- The possible uses that you can allocate energy to are:
-
- PHILOSOPHY--Philosophy is a deterrent to war. Investing in philosophy
- reduces the number and intensity of violent conflicts on your planet.
-
- SCIENCE--Investing in science helps your civilisations advance to higher
- technology levels. You must have at least some investment in science to
- advance at all. Advancing technology levels too fast, or without a fair
- share of philosophy, agriculture, medicine, and art/media does not
- produce a stable, long-lasting civilization. If you invest too much too
- soon in science, your population will die off from war and plague.
-
- AGRlCULTURE-- Investing in agriculture increases food production, which
- increases the rate of population growth of your sentient species.
-
- MEDICINE--Investment in medicine reduces the number and severity of
- plagues.
-
- ART/MEDIA--Investment in art/media improves the quality of life of your
- SimEarthling global citizen.
-
- CURRENT/TASK-- Tells you what needs to be accomplished to advance to the
- next Time Scale.
-
-
- REPORT WINDOW IN THE DAISYWORLD SCENARIO
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In the Daisyworld Scenario, you are only given four items of information.
-
- MAJOR DAISY
- -----------
- This is a display of the shade of the most populous Daisy.
-
- EMPTY SPACE
- -----------
- This shows you how much open land there is on the planet to fill
- with Daisies.
-
- MAJOR ANIMAL
- ------------
- This shows the most populous animal (if any) on the planet.
-
- CURRENT TASK
- ------------
- Your Daisy-raising goal.
-
- > 88 <
-
-
- REPORT WINDOW IN THE TERRAFORMING SCENARIOS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In the Terraforming Scenarios, Mars and Venus, you are given much of the
- same information as in the CIVILISATION and TECHNOLOGY REPORT WINDOWS,
- but with added terraforming progress feedback.
-
- VIABILITY
- ~~~~~~~~~
- This rating tells you how hospitable your world is to life. Viability is
- based on the oxygen and dust content of the atmosphere. The rating
- levels are the same as in the geologicAL, CIVILISATION, and TECHNOLOGY
- REPORT WINDOWS.
-
- GOAL BIOMASS
- ~~~~~~~~~~~~
- This is the biomass that you must attain before the planet is considered
- terraformed.
-
- BIOMASS
- ~~~~~~~
- This is your world's present biomass. The icon shown fo Biomass is the
- predominant biome.
-
- GOAL POPULATION
- ~~~~~~~~~~~~~~~
- This is the population your planet must reach to be considered colonized.
-
- POPULATION
- ~~~~~~~~~~
- This is your present population.
-
- HABITAT AND ENERGY
- ~~~~~~~~~~~~~~~~~~
- The HABITAT and ENERGY sections of this window are the same as in the
- CIVILISATION and TECHNOLOGY REPORT WINDOWS, with two exceptions:
-
- These sections will not appear in the window until you have begun the
- colonisation process (placing sentient life on the planet).
-
- The HABITAT section will always display the information for sentient
- mammals since the majority of SimEarth players are mammals.
-
- CURRENT TASK
- ~~~~~~~~~~~~
- Your current task is to terraform and Colonise the planet.
-
- > 89 <
-
- TUTORIAL WINDOW
- ~~~~~~~~~~~~~~~
- The TUTORIAL WINDOW is a text window that gives a brief review
- of the tutorial in this manual. It can be accessed through the
- WINDOWS MENU.
-
-
- Like all help and text windows in SimEarth, it can be moved around the
- screen and re-sized. Click on the up and down arrows in the Scroll Bar
- on the right side of the window to scroll through the text.
-
- Depending on your computer, you may or may not be able to have this window
- open at the same time as the HELP WINDOW.
-
- The GLOSSARY WINDOW is a special HELP WiNDOW that can be accessed through
- the WINDOWS MENU. It gives definitions for words and terms that are used
- in the SimEarth program.
-
- Like all help and text windows in SimEarth, it can be moved around the
- screen and resized. Click on the up and down arrows on the right side of
- the window to scroll through the text.
-
- > 90 <
-
-
- There are four graph windows, which can be opened through the GRAPHS MENU
- and through the MAP WINDOW icons. Only one GRAPH WINDOW can be
- displayed at a time.
-
- These windows can be moved around the screen by clicking and dragging the
- TITLE BAR, and closed by clicking the CLOSE BOX.
-
- Two of the graphs display their information over time as well as for the
- present. The information is given in horizontal or vertical bars, with
- the most current bar in front.
-
- --------------------------------------------------------
-
- This graph is accessed either through the AIR SAMPLE item on the GRAPHS
- MENU or by double-clicking on the AIR TEMPERATURE icon on the MAP
- WINDOW CONTROL PANEL.
-
- The ATMOSPHERIC COMPOSITION GRAPH gives only the atmospheric composition
- for the present time. Its information is shown in horizontal bars.
-
- It displays the chemical composition of your planet's atmosphere. It
- gives the ratio in percentages of four gases--Nitrogen (N2), Oxygen (O2)
- Carbon Dioxide (CO2), and Methane (CH)--plus dust particles and water
- vapor (H20). It also gives the air pressure expressed in atmospheres.
-
- The plusses and minuses at the end of the bars indicate whether that item
- is increasing or decreasing. If there is no plus or minus after the bar,
- the level is temporarily stable.
-
- The shade or pattern of the bars is a scale indication.
-
- Percentage is less than 1%.
- Percentage is between 1 and 10%.
- Percentage is above 10%.
- The Air Pressure bar has its own shade, and does not change
- with the percentage.
-
- This graph is useful for monitoring trends in atmospheric composition:
-
- Too little oxygen, and life will end.
- Too much oxygen, and fires will burn all over the planet.
- Too little carbon dioxide, and plants will die.
-
- > 91 <
-
-
- Too much carbon dioxide, and animals will become extinct.
- Too much dust causes solar blockage and extinctions.
- Water vapor affects rainfall.
- Water vapor, carbon dioxide and methane are greenhouse gases--high levels
- will increase the greenhouse warming effect.
-
- BIOME RATIO GRAPH
- ~~~~~~~~~~~~~~~~~
- This graph is accessed either through the BIOMES item on the GRAPHS MENU
- or by double-clicking on the BIOMES icon on the MAP WINDOW CONTROL
- PANEL.
-
-
- It displays the relative amounts of the seven biomes on your planet over
- time.
-
- This graph is useful for detecting and tracking trends in the dominant
- biomes.
-
- When playing the Daisyworld Scenario, the BIOME RATIO GRAPH displays the
- eight shades of daisies.
-
- > 92 <
-
- This graph is accessed either through the LIFE-FORMS item on the GRAPHS
- MENU or by double-clicking on the LIFE icon on the MAP WINDOW
- CONTROL PANEL.
-
- It displays the relative amounts of the life classes on your planet over
- time. The 14 classes from the PLACE LIFE tool are, displayed, plus the
- Carnifern: a mobile carnivorous plant that can achieve sentience.
-
- This graph is useful for tracking trends in the life on your planet.
-
- --------------------------------------------
-
- This graph is accessed either through the TECHNOLOGY item on the GRAPHS
- MENU or by double clicking on the CIVILISATION icon on the MAP WINDOW
- CONTROL PANEL.
-
- It displays the population ratio between the various levels of
- Civilisation on your planet.
-
- > 93 <
-
- The four model control panels are used to obeserve and change the settings
- of many variables in the model. These control panels are the only places in
- Sim Earth that are used only for input.
-
- These windows are reached either through the MODELS MENU or through
- the MAP WINDOW CONTROL PANEL.
-
- Only one MODEL CONTROL PANEL can be displayed at a time. You can
- cycle through the four panels forward or backward by clicking on the NEXT
- and LAST buttons in the upper right corner.
-
- There are 16 possible settings for each item on each control panel.
-
- To change model settings, first click on the item you want to change. The
- name of the item and an indicator (usually an arrow) will become
- highlighted. A dotted box will appear around the indicator and the SLIDER
- CONTROL at the right of the panel will display the setting of the
- active item.
-
- Next, click on the SLIDER CONTROL above or below the slider to increase
- or decrease the setting one increment. You can also click and drag the
- slider to change settings.
-
-
- Even though the life on your planet is self-regulating, and affects the
- model, these changes are not shown on the model control panels. These
- panels reflect you settings and display only your changes.
-
- There will be a lag between the time you change a MODEL CONTROL PANEL
- and the time your change takes effect.
-
- The cost in energy for changing the control panel is 30E.U. per click
- and 150E.U. per drag. For small changes use clicks. For big changes
- use drags.
-
- If you change a panel from the lowest to the highest setting by clicking,
- it will cost you 30 E.U * 15 clicks = 450EU. The same change by dragging
- would cost 150EU. You would save a lot of energy by dragging instead of
- clicking.
-
- If you change a panel setting one level, clicking would cost you 150
- E.U,
-
- > 94 <
-
- MODEL CONTROL PANELS
- ~~~~~~~~~~~~~~~~~~~~
- This MODEL CONTROL PANEL deals with the variable factors affecting the
- Geosphere, Meteor Impacts, and the Axial Tilt of your planet.
-
- It can be accessed through the MODELS MENU or by clicking on the GEOSPHERE
- icon in the MAP WINDOW CONTROL PANEL.
-
- The factors you can adjust are:
-
- VOLCANIC ACTIVITY
- ~~~~~~~~~~~~~~~~~
- controls the frequency of periodic volcanic eruptions.
- In early stages of the planet this will influence the
- formation of continental areas.
-
- EROSION
- ~~~~~~~
- controls the rate ot "smoothing" of the terrain by erosion.
- Increasing erosion also increases CO2 in the atmosphere.
-
- CONTINENTAL DRIFT
- ~~~~~~~~~~~~~~~~~~
- controls the rate at which the continents move on the
- magma layer.
-
- CORE HEAT
- ~~~~~~~~~
- controls the temperature of the planet's core. The higher the
- core heat, the larger and more severe the volcanos. Also, the hotter the
- core, the more the direction of magma flow will change.
-
- CORE FORMATION
- ~~~~~~~~~~~~~~~
- controls the rate at which the planetary core forms. As
- the core forms, it gets larger. The size of the core affects the speed
- at which the magma flows. The bigger the core, the slower the magma.
- The slower the magma, the smaller the volcanos, and the slower the
- continental drift.
-
- METEOR IMPACT
- ~~~~~~~~~~~~~
- controls the frequency of periodic meteor (or planetesimal)
- strikes.
-
- AXIAL TILT
- ~~~~~~~~~~~
- controls the tilt of your planet's spin axis. This affects
- the severity of the seasons--the greater the tilt, the greater the
- seasonal severity. This is only noticeable in the two modern Time
- Scales. The current tilt of the real Earth's axis is about 22 degrees
- from vertical.
-
- > 95 <
-
-
- ATMOSPHERE MODEL CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This MODEL CONTROL PANEL deals with the variable factors affecting the
- atmosphere of your planet.
-
- It can be accessed through the MODELS MENU or by clicking on the
- ATMOSPHERE icon in the MAP WINDOW CONTROL PANEL.
-
- SOLAR INPUT controls
- ~~~~~~~~~~~~~~~~~~~~~~
- the incoming solar radiation (heat). This is
- the amount of heat from the Sun that hits your planet.
- Setting the slider all the way down will turn the sun off.
-
- CLOUD ALBEDO
- ~~~~~~~~~~~~
- controls the reflectivity of the clouds, which controls
- the amount of sunlight (heat) that passes through them to the
- planet.
-
- GREENHOUSE EFFECT
- ~~~~~~~~~~~~~~~~~
- controls the intensity of the warming greenhouse effect. The
- greenhouse effect is caused by certain gases that block outgoing
- infrared radiation. In SimEarth, the greenhouse gases are water
- vapor (H20), methane (CH4), and carbon dioxide (CO2)
-
- CLOUD FORMATION
- ~~~~~~~~~~~~~~~~
- controls the amount of clouds formed from a given
- amount of evaporation.
-
- RAINFALL
- ~~~~~~~~~
- controls the amount of rainfall on the planet.
-
- SURFACE ALBEDO
- ~~~~~~~~~~~~~~~
- controls the reflectivity of surface biomes. The
- higher the albedo, the more solar radiation is reflected back into
- space.
-
- AIRSEA THERMAL
- ~~~~~~~~~~~~~~
- Transfer controls the rate at which the air and ocean
- can exchange heat.
-
-
- > 96 <
-
- BIOSPHERE MODEL CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This MODEL CONTROL PANEL deals with the variable factors affecting
- the biosphere of your planet.
-
- The factors you can adjust are:
-
- THERMAL TOLERANCE
- ~~~~~~~~~~~~~~~~~
- Controls the temperature range in which life can survive. The
- higher the setting, the wider the acceptable temperature range
- for life.
-
- Reproduction RATE
- ~~~~~~~~~~~~~~~~~~
- Controls how quickly life as a whole will reproduce.
-
- CO2 ABSORPTION
- ~~~~~~~~~~~~~~
- controls how much carbon dioxide is scrubbed from theair by the plants.
-
- ADVANCE RATE
- ~~~~~~~~~~~~~
- Controls the rate at which life-forms advance to the
- next higher level of development towards intelligence. It is
- usually a change of one species.
-
- MUTATION RATE
- ~~~~~~~~~~~~~~
- Controls the rate at which life-forms will mutate.
- Mutations can jump ahead, skipping species, to the next class of
- life.
-
-
- > 97 <
-
-
- CIVILISATION MODEL CONTROL PANEL.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This panel is used to define and control the civilised, sentient
- species on your planet. It is only useful in the Civilisation and
- Technology Time Scales.
-
- It can be accessed through the MODELS MENU or by clicking on the
- CIVILISATION icon in the MAP WINDOW CONTROL PANEL.
-
- The CIVILISATION MODEL CONTROL PANEL is one of the real challenges
- of SimEarth. You must make some important decisions and set
- priorities both for the types of energies you want to invest in and
- the uses you want to put the energy to. This control panel has a
- major effect on the REPORT WINDOW. It is a good idea to have these
- two on the screen together.
-
-
- ENERGY INVESTMENT
- ~~~~~~~~~~~~~~~~~
- The left side of the control panel is where you set your priorities
- for investment in various types of energies.
-
- The greater your priority, the longer you should make the bar next
- to the choice. If you don't want to invest in a particular type of
- energy at all, then shrink the bar to nothing.
-
- The total amount of investment in all the types of energy sets the
- amount of hours your global citizen must work per week. The work
- week is a major factor affecting quality of life.
-
- The types of energy you can invest in are:
-
- BIOENERGY--Burning wood, animal power, plant power (farming),
- work done by hand by the sentient species.
-
- SOLAR/WlND--Sun drying of food and clothes, windmills, sailing
- ships, solar heating, wind-powered generators, solar
- electric cells, satellites collecting solar energy.
-
- HYDRO/GEO --Waterwheels, dams, steam power, hydroelectric power,
- geothermal power.
-
-
- > 98 <
-
- FOSSIL FUEL--Coal made from long-dead animals.
-
- NUCLEAR --Atomic reactors, bombs, etc.
-
- ENERGY Allocation
- ~~~~~~~~~~~~~~~~~
- The right side of the control panel is where you allocate the
- energy. All energy produced is used.
-
- Rather than actual numerical settings, allocations are ratios. This
- means that you should adjust the length of the bars for each
- allocation choice to show your priorities--the longer the bar, the
- higher the priority.
-
- If all the bars are all the way up, or all are in the middle, the
- model interprets your settings the same. It is the differences in
- lengths that matters, not the actual length.
-
- It is best not to turn any of the settings all the way off. The
- allocation setting has a feedback effect on the energy investment.
- Low allocations can reduce the efficiency at which technologies can
- produce the energy. This can make your technology level decline.
-
- The uses to which you can put your energy are:
-
- PHILOSOPHY--Philosophy is a deterrent to war. Investing in
- philosophy reduces the number and intensity of violent conflicts on
- your planet.
-
- SCIENCE-Investing in science helps your civilisations advance to
- higher technology levels. You must have at least some
- investment in science to advance at all. Advancing technology levels
- too fast, or without a fair share of philosophy, agriculture,
- medicine, and art/media does not produce a stable, long-lasting
- civilisation. If you invest too much too soon in science,
- your population will die off from war and plague.
-
- Agriculture--investing in agriculture increases food production,
- which increases the rate of population growth of your sentient
- species.
-
- MEDICINE--investment in medicine reduces the number and severity of
- plagues.
-
- ART/MEDIA--Investment in art/media improves the quality of life
- of your SimEarthling global citizen.
-
- > 99 <
-
-
- TIME SCALES - INTRODUCTION TO TIME SCALES.
- ===========================================
-
- SimEarth runs in four different Time Scales: Geologic, Evolution,
- Civilisation and Technology. Each Time Scale simulates a different
- set of factors on the planet. You can start a planet at any Time
- Scale, or start at the first (Geologic) and the game will
- automatically evolve through all the Time Scales.
-
- In the Civilisation and Technology Time Scales, you can rush the
- intelligent SimEarthling's advance through the levels of
- civilisations by model manipulation or by using the Monolith.
-
- Advancing too fast is not necessarily a good thing. If you do not
- allow enough time in the Geologic and Evolution Time Scales, there
- won't be enough fossil fuel for the later Time Scales. You will
- need a wide population base for continued advancement. If you push
- a small group to advance before its population has built up, it will
- stagnate and die out.
-
- > 100 <
-
-
- The GEOLOGIC Time Scale begins just after a planet is formed and
- begins cooling. It ends with the development of multi-celled life.
- This covers the time period on the real Earth from 4.5 billion
- to 570 million years ago.
-
-
- In this Time Scale, the planet changes very slowly, so the
- simulation time is sped up to keep things moving. The
- Time/Simulation cycle for this Time Scale is 10 million years. This
- means that each time the program runs through one simulation cycle,
- 10 million years passes on the planet.
-
- Your available energy builds up at 1 E.U. per Time/Simulation
- cycle.
-
- The factors simulated in this Time Scale, in order of their
- influence, are: continental drift, atmospheric composition,
- extraterrestrial collisions, single- celled life, and climate.
-
- The goal of this Time Scale is to manipulate all the simulated
- factors to facilitate the formation of multicellular life, at which
- time you will be advanced to the next and slower Time Scale,
- Evolution.
-
- Time moves very fast in this Time Scale, and your planet only has 10
- billion years to live. If you want to complete all the Time Scales
- before the end of your planet, you should try to reach the next Time
- Scale when your planet is between three and four billion years old.
- Don't advance too soon, or there will not be enough fossil fuels for
- later civilisations.
-
- > 101 <
- s~
- SUMMARY--GEOLOGIC TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Time/Slmulation cycle : 10 million years
- Energy Increase/cycle : 1 E.U.
- Time on real Earth : 4.5 to .570 billion years ago.
- Factors Simulated : Continental drift.
- Atmospheric conditions.
- Extraterrestrial collisions.
- Single Celled Life.
- Climate.
- Advancement Conditions: Evolution of muti-cellular organisms.
- Optimum advancement age: Between 3 and 4 billion years.
-
- THINGS TO DO:
- ~~~~~~~~~~~~~
- Design continents.
- Spell your name in land masses.
- Burn off oceans.
- Make life impossible in a number of ways.
- Use earthquakes to create mountain ranges.
- Use meteors to create lakes.
- Use meteors and hurricanes to increase rainfall.
- Use earthquakes, volcanos and meteors to achieve the highest dust
- level you can.
- Using only events (not the ALTITUDE tool), try to recreate the
- continents on Earth today. (Hint: you'll want to pause the simulation
- or at least turn the core heat ail the way down to stop or slow
- continental DRIFT.)
- Play Bumper-continents. Get two or three friends, each build a small
- continent, and take turns setting off earthquakes to propel the
- continents into each other.
-
- > 102 <
-
-
- EVOLUTION TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~
- The evolution time scale comes after the Geologic time scale. It begins
- with the appearance of multi-cellular organisms and ends with the
- development of intelligence.
-
- Things change a little faster in this timescale than in the Geologic,
- so the time scale/Simulation time has been lowered to 500,000 years.
-
- Your available energy builds up at 1.EU per time/simulation cycle.
-
- This timescale relates to the period of time on the real earth from
- 570 to .01 million years ago.
-
- The factors simulated in this timescale are; life, biomes, climate,
- atmpospheric composition and continental drift.
-
- The goal of this timescale is to manipulate the simulation factors
- and evolve intelligence, at which you will be advanced to the
- Civilisation timescale.
-
- Your planet has only 10 billion years to live. If you want to complete
- all the time scales before the end of your planet, you should try to
- reach the next timescale when your planet is between 5 and 6 billion
- years old. Dont advance too soon, or there will not be enough fossil
- fuels for future civilisations.
-
- > 103 <
-
-
- SUMMARY--EVOLUTION TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Time/Simulation cycle : 500,00 years
- Energy Increase/cycle : 1 E.U.
- Tbne on real Earth : 570 to .01 billion years ago.
- Factors simulated : Life
- Biomes
- Climate
- Atmospheric composition
- Continental drift
- Advancement conditions : Development of intelligence
- Optimum advancement age : Between 5 and 6 billion years
-
- THINGS TO DO:
- ~~~~~~~~~~~~~
- Choose and help a particular class of life to develop intelligence.
- Prevent particular species from developing intelligence.
- Manipulate the evolutionary path.
- Try to get Carniferns to reach intelligence without using the
- Monolith.
- Try to get the highest biomass rating you can.
- Try to maintain a valley or island of dinosaurs in the
- midst of a civilised world.
- Play with the atmosphere and see what happens.
- Raise the terrain all over the planet, and see what
- happens.
- See how much and how little of your planet you can have as
- land without major repercussions to life.
-
- > 104 <
-
- CIVILISATION TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~
- The Civilization Time Scale comes after the Evolution time scale It
- begins with appearance of intelligent organisms and
- ends with the Industrial Revolution.
-
- Things change fast in this Time Scale, so the Time/Simulation cycle
- has been lowered to 10 years.
-
- Your available energy builds up at different rates, depending
- on your highest available technology level:
-
- 2 E.U. per Time/Simulation cycle in the Stone Age,
- 3 E.U. per Time/Simulation cycle in the Bronze Age, and
- 4 E.U. per Time/Simulation cycle in the Iron Age.
-
- This Time Scale relates to the period of time on the real Earth from
- 10,000 to 100 years ago.
-
- The factors simulated in this Time Scale, in order of their
- influence, are: Civilisation, life, biomes, climate, and
- atmospheric composition.
-
- The goal of this Time Scale is to manipulate the simulation factors
- and evolve higher levels of technology, at which time you will be
- advanced to the Technology Time Scale.
-
- Your planet only has 10 billion years to live. If you want to
- complete all the Time Scales before the end of your planet, you
- should try to reach the next Time Scale before your planet is 9.5
- billion years old.
-
-
- > 105 <
-
-
- SUMMARY--CIVILISATION TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Time/Simulation cycle : 10 years
- Energy increase/cycle : 2 EU - Stone age.
- 3 EU - Bronze age.
- 4 EU - Iron age.
- Time on real EArth : 10,000 to 100 years ago
- Factors simulated : Civilisation
- Life
- Biomes
- Climate
- Atmospheric composition
- Advancement conditions : Development of higher technology
- Optimum advancement age : Less than 9.5 billion years
-
- THINGS TO DO:
- ~~~~~~~~~~~~~
- Cause or prevent wars.
- Eliminate unwanted technologies.
- Promote or eliminate various energy sources.
- Mold the sentient species to your liking through the CIVILISATION
- MODEL CONTROL PANEL.
- Improve the quality of life for your sentient species.
- Set up equivalent civilisations on different continents, and let them
- race to the Technology age.
- Vary the altitude, biomes, etc. for the two civilisations, and see what
- helps and hinders.
- Try to control pollution.
-
- > 106 <
-
- TECHNOLGOY TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~
- The Technology Time Scale comes after the Civilisation Time Scale.
- It begins with the appearance of high levels of technology, and ends
- when technology evolves to the level when your planet can reproduce
- itself through interstellar "genetic" seeding--the ability to
- Colonise other planets.
-
- When you complete this Time Scale, and achieve interstellar
- migration, all Civilisation leaves the planet. The planet is then
- turned into a wildlife reserve, and returns to the Evolution Time
- Scale.
-
- Things change very fast in this Time Scale, so the Time/Simulation
- cycle has been lowered to one year.
-
- Your available energy builds up at different rates, depending on
- your highest available technology level:
-
- 5 E.U. per Time/Simulation cycle in the Industrial Age,
- 6 E.U. per Time/Simulation cycle in the Atomic Age,
- 7 E.U. per Time/Simulation cycle in the Information Age, and
- 8 E.U. per Time/Simulation cycle in the Nanotech Age.
-
- This Time Scale relates to the period of time on the real Earth from
- 100 years ago to the future.
-
- The factors simulated in this Time Scale, in order of their influence, are:
- Civilisation, life, biomes, sentient expansion, climate, and atmospheric
- composition.
-
- > 107 <
-
- The goal of this Time Scale is to manipulate the simulation factors
- and evolve a level of technology high enough to Colonise other
- planets.
-
- Your planet only has 10 billion years to live. You should try to
- complete this Time Scale before the end of your planet.
-
- SUMMARY--TECHNOLOGY TIME SCALE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Time/Simulation cycle : 1 years
- Energy increase/cycle : 5 EU - Industrial Age.
- 6 EU - Atomic Age
- 7 EU - Information Age.
- 8 EU - Nanotech Age.
- Time on real Earth : 100 years ago to the future.
- Factors Simulated : Civilisation
- Life
- Biomes
- Climate
- Atmospheric Composition.
- Advancement conditions : Development of high enough technology
- to colonise other planets.
- Optimum advancement age : Less than 10 billion years old (before the
- planet dies).
-
- THINGS TO DO:
- ~~~~~~~~~~~~~~
- Prevent the sentient creatures from destroying themselves.
- Cause or prevent wars.
- Eliminate unwanted technologies.
- Return the planet to ignorant bliss.
- Move cities of different technologies close to each other, and see what
- happens.
- Control pollution.
- Test the greenhouse effect.
-
- > 108 <
-
-
- SCENARIOS
- ==========
-
- There are six scenario planets included with SimEarth, plus the
- Daisyworld Scenario. They can all be played in easy, medium, hard,
- and experimental modes.
-
- Each scenario has a task for you to accomplish, but feel free to
- just play with these worlds.
-
- Scenarios are chosen and started in the NEW PLANET WINDOW.
-
- > 109 <
-
- AQUARIUM
- ~~~~~~~~~
- Aquarium is a world that will never develop sentient life.
- Sentience can only be reached in SimEarth by land animals. We hope
- we're not offending any intelligent, purely aquatic aliens anywhere
- in the universe, but as far as we can tell, Civilisation requires
- the use of fire and the burning of fossil fuels to develop.
-
- Intelligence in SimEarth requires land because of the need of fire,
- tools, and forges. Water creatures can reach intelligence, but need
- access to land for toolmaking.
-
- The problem: No continents
-
- Time Scale: Evolution
-
- Your mission: Create continents on this planet so Civilisation can evolve.
-
- The methods: The easy way is to use the SET ALTITUDE tool. A more
- creative approach is to use events. The most subtle method is by
- manipulating the MODEL CONTROL PANELS.
-
- Hints: Make sure you keep plenty of shelves (shallow water) in your oceans.
- Most marine life lives near the surface.
-
- Notes: Aquarium is a good starting place for people who like to
- design their own continents.
-
- > 110 <
-
-
- STAG NATION
- ~~~~~~~~~~~
- The civilisation on this world is stuck in the Stone Age. The
- sentiet mammals are all stuck on a small island. They have no
- room to expand, and are unable to develop or expand energy for
- a technological jump.
-
- The problem: Population stuck in the stone age.
-
- Time Scale : Civilisation
-
- Your Mission: Aid the population in a migration to larger land masses
- and increase their level of science.
-
- The Methods: The advancement in science will require manipulation of
- the CIVILISATION MODEL CONTROL PANEL. The migration canbe performed
- oin a number of ways, pick them up and move thenm to a larger sandmass
- with the MOVING tool; build a land bridge for them to cross with
- SET ALTITUDE tool; or use events.
-
- Hints: If you use events to make a land bridge, be careful not to wipe
- out your sentient population by accident.
-
- Notes: If you dont like intelligent mammals, you can destroy the island
- where they live and try to nurture another class of life to sentience.
-
- > 111 <
-
- EARTH: THE CAMBRIAN ERA
- ~~~~~~~~~~~~~~~~~~~~~~~
- This scenario takes place on Earth 550 million years ago at the
- beginning of the Cambrian era. Life on Earth at that time was
- undergoing an explosion of diversification. Plants started moving
- onto the land, followed by insects and other animals.
-
- In this scenario, the drift of the continents will follow the drift
- of Earth's continents. It starts with the supercontinent called
- Pangaea, which then splits apart into the ancient continents of
- Condwanaland and Laurasia.
-
- Eventually, you will recognise the continents as we see them today.
- The pre-programmed drift will continue into the future following
- scientific predictions for about 200 million years. After that, the
- simulation takes over and controls the drift.
-
-
- The problem: Living in the past
-
- Time Scale: Evolution
-
- Your mission: Help evolution develop intelligent life while seeing
- an instant replay of our planet's continental drift.
-
- The methods: On this one, you can just sit back and watch, or get
- involved in every planetary process. The continents will drift
- whether or not any life is around to see where they go.
-
- Hints: Beyond 200 million years in the future, the drift will
- diverge from scientific predictions, and will be at the whim of our
- simulation code.
-
- > 112 <
-
-
- To see a real instant replay of the continental drift, click and
- hold on the INFO BOX and slowly drag the mouse back and forth.
-
- Any changes you make to the continents by using events will
- disappear. The continental drift will follow its pre-programmed
- path no matter what you do.
-
- Notes: Try to develop intelligence/Civilisation in your sentient
- species just as the continents reach the stage of modern Earth. See
- if you can create an earth with intelligent dinosaurs.
-
- > 113 <
-