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