344 lines
18 KiB
Plaintext
344 lines
18 KiB
Plaintext
Docs for Balance of the Planet
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Released by NYC '90
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Introduction:
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What you you do if you suddenly had the power to tackle the
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earth's environmental problems? Do you think that you could make
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this Earth a better and happier place to live? This game gives
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you that chance. You have been appointed High Commissioner of
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the Envuronment by the United Nations, and you now weild vast
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power to levy taxes on activities that impact the environment,
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and to use the money so derived to grant subsidies to
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environmentally beneficial activities. You are responsible for
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many aspects of human life on earth, and your performance will be
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measured a variety of standards. This may prove to be more
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difficult than you had imagined.
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Goal:
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Your goal in this game is to get points. You gain points
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for environmentally good things, such as preserving biodiversity.
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You lose points for environmentally bad things, such as people
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dying from air pollution. You try to influence the world so that
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the good things are maximized and the bad things are minimized.
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A Quick Walk Through the Game:
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When you first start the game, you will se Planet Earth.
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Click the mouse anywhere or hit any key. A new screen appears
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with two lists of points. This is your RESULTS screen. Near the
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top is your total score. On the left side are positive points
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that you earn for environmental goodness. On the right side are
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negative points that you lose for environmental crimes. Select
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"Skin Cancer Points."
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The computer takes you to a screen called SKIN CANCER
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POINTS. You will see a picture and some text explaining that you
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lose points for all the people who die of skin cancer. Along the
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right edge of the screen are some other items. In the lower
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right corner is a bar chart with just one bar. This bar chart
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shows the number of skin cancer deaths that have occured during
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the course of the game. Since you haven't played yet, it doesn't
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show much. Don't worry, it'll get more interesting in future
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turns.
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Just above the bar chart is a number; it represents the
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value of the LATEST bar on the bar chart, which in this case is
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also the ONLY bar on the bar chart. An additional bar is added
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to the bar chart at the end of each turn. Later on, when the bar
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chart changes, you will be able to use this number to get a quick
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impression of how much things have changed. If you select a bar
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in the bar chart, this number will change to indicate the value
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of the bar on which you clicked.
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Above the bar chart are two lists: "CAUSES" and "EFFECTS."
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The former lists all the factors that are causes of Skin Cancer
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Points, while the latter lists all the consequences of Skin
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Cancer Points. In this case, there are no effects, and only one
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cause: Skin Cancer Deaths. Select that. The program will take
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you to that screen, which has its own bar chart and lists of
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causes and effects. Note that Skin Cancer Points is an effect of
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Skin Cancer Deaths, and Ultraviolet Light is the cause of Skin
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Cancer Deaths.
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Now, you're losing lots of points because of skin cancer, so
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you want to know why that's happening and what you can do about
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it, so you had better explore this problem a little deeper.
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Select "Ultraviolet Light."
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You get a new screen explaining that ultraviolet light comes
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from the sun, but is absorbed by ozone in the stratosphere. You
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will note that there are several effects of ultraviolet light.
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For now, leave them; you want to find out what's causing all this
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ultraviolet light that's making the skin cancer that's killing
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people and costing you points. So select the only cause of
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ultraviolet light: "Ozone."
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Here's a screen that explains ozone. And the only cause of
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that is stratospheric CFC, so you had better select that. This
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takes you to Stratospheric CFC, and more explanation. The cause
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of that is tropospheric CFC, so you select that and go into the
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Tropospheric CFC screen. This is a long trip, isn't it? You're
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still not done, though, because the cause of Tropospheric CFC is
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CFC production. Select that and you get a description of
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chlorofluorocarbons - CFC's. At least now you know what CFC
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means! And one of the causes of CFC production is CFC taxes.
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Select that and you encounter a new and different screen.
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This screen has a scroll bar that allows you to set the tax
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rate on CFC production. If you raise the tax, it will discourage
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production of CFC's and thereby result in less
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chloroflourocarbons released into the atmosphere. With fewer
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CFC's, there will be more ozone and less ultraviolet light,
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therefore fewer deaths from skin cancer and fewer points assessed
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against you. Sounds good, doesn't it? Well, there will be some
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other effects that may not be so good, but you can learn about
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these complications later. For now, go ahead and raise the tax
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on CFC's.
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Now examine the "Game" menu on the menubar. There are
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numberous options here, but for now, select "Results." This
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takes you right back to the RESULTS screen. Check out Skin
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Cancer Points. Oh, no! It's the same - nothing happened! You
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wonder what gives? Since you raised taxes on CFC's, shouldn't
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that help? Well, of course nothing happened YET; you haven't
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given the world any time to respond to your new tax. You'll see
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how to do that in a minute, but let's look at something else
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first.
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Go to the "Game" menu and select "Policy Summary." You'll
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see a screen rahter like the points screen, only it lists
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monetary figures. On the left side are the taxes that you levy,
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with the tax rate and the net reciepts that you get. On the
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right side are the subsidies that you are allowed to grant. You
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will note that the change in the tax on CFC's is reflected on
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this screen. The numbers require some explanation.
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The taxes are levied against activities on a per-unit basis.
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For example, your tax on CFC's is levied against each ton of
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CFC's manufactured. If CFC production falls to half its earlier
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value, then your tax revenues will fall by half. Other taxes are
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similarly levied on a per-unit-produced basis.
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The subsidies are handled in a different fashion. You are
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required by the United Nations to pay for all property damage due
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to air pollution, and subsidize other efforts with the remainder
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of your proceeds. Thus, the program takes your total income from
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taxes and subtracts out the property damage claims against you.
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What is left over is divvied out to the various subsidies on a
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pro-rata basis. That is to say, each subsidy gets a percentage
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of the remainder. At the beginning of the game, each subsidy
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gets 8% of your remainder. You can change that.
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Choose a deserving subsidy that you would like to increase.
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Select its name, and you will be taken to its subsidy screen.
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There is a scroll bar that allows you to change its percentage of
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your excess budget. Experiment with the scroll bar; you will
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note that the bar chart in the lower right corner changes to
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reflect your action. The value above the scroll bar is the tax
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or subsidy RATE, while the value in the bar chart reflects the
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actual dollar REVENUE going in or out. When you are done, select
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"Policy Summary" from the menu to go back to the "Policy Summary"
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screen. You will see that your subsidy has indeed been changed.
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There are restrictions on your taxes and subsidies that
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prevent you from making overly rapid changes in the tax rates.
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Part of the compromise that was reached in debate in the United
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Nations was that the agreement that you would not be able to
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raise taxes sky-high overnight. The fastest that you can raise
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them is by 400% every five years. Faster rates of increase would
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create too many economic dislocations. If you want to raise the
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tax on a industry by more than 400%, you will have to raise part
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of it in this turn and part of it in the next turn.
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There are no such constraints on the speed with which you
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can change the subsidies. However, you ARE required to balance
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your budget. The program will not permit you to increase your
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total subsidies to a level higher than 100% of your treasury. So
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if you want to dramatically increase the subsidy to, say, Wood
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Stoves, then you will first have to decrease the subsidy to
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something else. The percentage points that you free up by taking
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away from one subsidy can be given back to any other subsidy.
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Your basic strategy, then, will be to levy taxes and grant
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subsidies in an effort to increase your point score. What makes
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this difficult - and interesting - is the complexity of the
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environmental problems you face, and their interconnectedness.
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The only way to appreciate this complexity is to move through the
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system of cause and effect presented in the game. This will take
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you some time; there are 150 different screens to explore. But
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this is also part of the fun. You can navigate through this
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network of cause and effect, seeing how environmental problems
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are all intertwined. If you get lost, or want to get your
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bearings, you can always select "Results" or "Policies" to get
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back to familliar territory.
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When you have explored the game to your satisfaction, and
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set all your taxes and all your subsidies, go to the "Results"
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screen and select "Execute Policies" from the menu. The computer
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will go away for a few seconds while it calculates all the
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environmental effects of your actions. When it comes back, you
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will see how your score has changed. Oh no! It weent down! You
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must have done something wrong!
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No, you haven't. You inherited a seriously screwed-up
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planet that is going steadily downhill. Your job is to turn
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things around, but there is nothing you can do that will solve
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all our environmental problems overnight. So, for the first few
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turns, things will get worse and worse. If you do a good job,
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things will start to improve after a few turns, and your score
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will become positive.
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There is one other screen that will help you figure out what
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you're doing right and what you're doing wrong. While you're in
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the "Results" screen, select the option labelled "Feedback." It
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will take you to a screen that lists your biggest problems as
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well as your successes. The lists apply to the current turn only
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and should help you decide what you need to do next. This is an
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information display only; when you're finished looking at it,
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return to the "Results" screen.
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Your goal, of course, is to get lots of points. You have
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nine turns to play the game. After the ninth turn, in the year
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2035, the game is over and your score becomes your measure of
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success for that game. That's all there is to it!
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How to Win:
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At first, you will be frustrated by this game. Your score
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will go down and down, and you won't be able to see exactly why
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at first. Be patient - environmental problems are tricky, and
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you are going to have to exert some effort to get on top of them.
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After all, if environmental problems were so simple that anybody
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could figure them out in a flash, we wouldn't bee in this mess,
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would we?
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Winning this game is easy once you come to understand the
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cause-and-effect relationships at work. There are a lot of
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interrelationships; and, if you fail to catch on to the
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connections, you can lose the game. For example, earlier in this
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manual I mentiones that you might want to increase the tax on
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CFC's to save the ozone layer. There is a problem with this:
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CFC's are also necessary for industrial production. If you cut
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down on CFC production, industrial output will be reduced, which
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will have damagine effects on other areas. Thus, you can't just
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clamp down blindly on CFC's. And this general principle applies
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throughout the game. Watch how the point scores change and
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identify the most serious problems. You can't solve every
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environmental problem, but you can put a lid on the worst ones.
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Taxation is the key to success. You must not be timid about
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quadrupling taxes on some of the activities. Remember, the
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initial tax rate is only 1% of the value of the good, so even if
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you quadruple it once, it will still only amount to only 4% of
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the value, which is not by itself enough to discourage
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production. Remember, too, that taxes are the source of your
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income; they pay for all the good works you subsidize. So tax
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some activies heavily...
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...but not all activities. Remember, if you shut down all
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industry, you will probably make matters worse in many areas. So
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be selective!
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I will give you one hint: you probably do want to tax the
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behabbers out of CFC's. If you fail to shut down CFC prodution
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quickly, the long-term damage to the ozone layer may be
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catastrophic. Even if you do shut down CFC production
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completely, the CFC's already released into the environment will
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probably continue to do a lot of damage.
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Level 2: Playing other Biases
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You've played the game a few times, you've had some fun, and
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you're ready to broaden the horizons of the game. You've come to
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the right place, podner, because there's a feature that makes the
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game much more interesting. To use it, simply start up a fresh
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game and select the "Load Bias" menu item. You must load a bias
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file at the very beginning of the game, when you see the title
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screen with the words "Balance of the Planet."
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Pro-Nuclear Bias:
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This bias file presents the view of an advocate of nuclear
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power. According to this bias, nuclear power is safe, clean,
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cheap, and abundant. It paints a picture of nuclear power as the
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only alternative to fossil fuels. In this bias, coal is
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particularly dangerous and dirty, and solar energy is
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impractical. To win, you must do everything possible to
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encourage the growth of nuclear power, while discoraging other
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forms of energy use.
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Environmentalist Bias:
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This bias file offers a view of the world that might be
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embraced by an environmentalist. There are so many species of
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environmentalises in the world as there are beetles in Amazonia,
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so this bias file represents only a rough amalgam of a disparate
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group. It sees all industrial activity as dangerous and
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pollution; it places great value on the preservation of life on
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earth. To win in this bias, you must move quickly to replace our
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reliance on fossil fuels with reliance on solar energy, dams, and
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energy conservation. Be warned, though, that the
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environmentalist bias is rather pessimistic, so winning may be
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difficult.
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Industrialist Bias:
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This bias is as optimistic as the environmentalist bias is
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pessimistic. The industrialist thinks that the world is in great
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shape, that environmental problems are overblown, and that what
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we need in more of the same. Thus, all the predicted problems of
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global warming, ozone-depletion, soil erosion, and so forth are
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given short shrift, while that material values are emphasized.
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If you do nothing in this bias, you'll still win. Technological
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optimish is high, so money spent on research will yield big
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results.
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Third-World Bias:
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This bias tackles the disparities between the North and the
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South. It aserts that all human life is equally valuable, and
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adjusts the point system accordingly. This dramatically shifts
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the game towards the problem of starvation and away from such
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"minor" matters as lung disease, which, after all, affects a
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comparatively few Northerners. It is less concerned with
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preserving nature, for the appreciation of nature's beauties, in
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this bias, is a luxury that only well-fed prople can appreciate.
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This one is difficult to win. Starvation is your top priority.
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Quickie Math Refresher:
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So you're a little intimidated by all the math stuff in the
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game? Don't be - it's really just stuff you learned in high
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school. So, to refresh your memory:
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Strange Numbers (e.g., "3.65e-5"):
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This is a variaton on scientific notation. It's a very
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compact way of expressing almost any number. The example number
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is read as "3.65 times ten to the negative fifth power." It is
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the same as .0000365. That's 3.65 with four zeros in front of
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it. 3.65e8 would be 365,000,000. It's not the number of zeros
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that we count, but how manyplaces the decimal point has been
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shifter.
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Log:
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This stands for "logarithm." Now, logs may seem really bad,
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but you don't need to understand all the theory to use them in
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this simulation. All you need to know is this: a log takes a big
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number and squishes it down to a much smaller number. For
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example, the log of 10 is 1; the log of 100 is 2; the log of
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1,000 is 3, and the log of 1,000,000 is 6. I use logs to keep
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dangerous numbers under control.
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Sqrt:
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This stands for "square root." This is another number-
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squashing function, only it's not as strong as a log. For
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example, the sqrt of 10 is 3.16; the sqrt of 100 is 10; the sqrt
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of 1,000 is 31.6; and the sqrt of 1,000,000 is 1,000. I like to
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use sqrt on less rambunctious numbers. It's like a kinder,
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gentler rubber band.
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Sqik:
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This is what ducks do when you hold them in your lap.
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Variables:
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A variable is a number in an equation that could be almost
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anything. For example, consider this sim,ple situation: you're
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on a Wonder Diet that promises t lose 2 pounds a day. Then the
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equation for your weight loss is as follows:
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Total Weight Loss=(2 pounds per day) * Days on Diet
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In this equation, "Days on Diet" is a variable. It could be
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anything and the equation would still be true.
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---The Mad Scientist
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NYC '90s
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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