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 X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X