wTEXTd * TEXTe yTEXTfTEXTg#ZTEXTh%o1TEXTi,TEXTn/JTEXTo/TEXTp0TEXTq1.FTEXTr2tTEXTs3>VTEXTt3TEXTu48TEXTv4KTEXTw6?TEXTx7xTEXTy9bTEXTz:TEXT;TEXT>TEXT?m!TEXT@TEXTATEXTC(DTEXTDlTEXTE)TEXTF"TEXTGTEXTG8TEXTHTEXTI}TEXTLTEXTM2TEXTNTEXTOTEXTR{TEXTS%7TEXTS\xTEXT,STEXT-TgTEXT.VX8TEXT/XITEXT0ZTEXT1[_FTEXT2aTEXT3dTEXTjTEXTkDHTEXTlTEXTmD`TEXTmTEXTnyTEXTo-TEXTpTEXTqQTEXTqTEXTrdTEXTs^wTEXTsTEXTtbcTEXTtTEXT ujcTEXT u`TEXT v-TEXT vTEXTwnTEXTxTEXTx`TEXTyTEXTy1TEXTyTEXTziTEXT|TEXT|RTEXT|]TEXTN}RXTEXTO}TEXTP~fTEXTX)TEXTY9TEXTZHTEXT2(TEXTTEXTTEXTTEXToTEXTTEXT "TEXT ;TEXT TEXT #TEXT 5CTEXT xTEXT VTEXT TEXT TEXT ɚTEXT ̱8TEXT TEXT  eTEXT +TEXT11TEXT1TEXT1TEXT1TEXT1TEXT2+TEXT2vTEXT2TEXT2TEXT2 TEXT2FTEXT2aTEXTN e#TEXT*TEXT,TEXT-TEXT1.PLACE LIFE This tool icon allows you to choose and place life and cities on the planet. This icon also gives 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 test to living conditions for various life-forms. To select a life-form, city, or terraformer, click on the PLACE LIFE icon. A sub-menu will appear. Move the pointer to highlight the life, city, or terraformer of your choice, and then click 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, point to a spot in the display area and click. The terraforming tools are detailed below. TERRAFORMERS Terraformers are tools for turning Venus and Mars into earth like planets. They arent 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. Dont place too many-the only way to stop one is to hit it with a Meteor, Fire, or 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 with the changes. OXYGENATOR- The Oxygenator takes 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. N2 GENERATOR- The N2 Generator is used to increase atmospheric pressure on a planet. The atmospheric density affects the planets 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 stabilizes the percentages of the other gasses. VAPORATOR- The Vaporator spews water vapor into the atmosphere, raising the overall humidity of the planet, and increasing rainfall. CO2 GENERATOR- The CO2 Generator produces CO2, which is necessary for plants to live. CO2 also increases the greenhouse effect, which can be useful to warm a cold planet. MONOLITH- The Monolith isnt a Terraformer, but we didnt have anywhere else to put it in the program. It is an Evolution Speed-up device (our thanks to Arthur C. Clark). Once you select the Monolith, if you click on a life form, there is a 1 in 3 chance of that life form suddenly mutating to a higher level, which immediately moves you to the next Time Scale. The Monolith wont work on all the animals. If you try to use the Monolith on the wrong animal, the program will beep at you, but there will be no energy charge. It costs 2500 E.U. to use a Monolith-whether or not it works. A disadvantage to using the monolith, is that you could jump ahead into the civilization time scale before enough fossil fuels have been generated, and civilization will collapse. Also, you need a wide population base to advance to the next technology level. Dont rush to a new time scale at the expense of your population. 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. SET ALTITUDE This tool 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 once on the SET ALTITUDE icon to select the Raise option. Then move the pointer to the Edit Window Display Area. Hold down the mouse and the land around the pointer will be raised. As it raises, the land will become lighter in shade. Click on the SET ALTITUDE icon a second time to select the Lower option. Move the pointer over the Edit Window Display Area and hold down the mouse to lower 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. TRIGGER EVENTS : Click the button down on this icon and a pop-up menu will appear listing the possible events. Select the event you want and then click in the edit window to trigger the event. HURRICANE - A hurricane is a tropical cyclone with winds of 74 m.p.h. or greater, usually accompanied by rain, thunder and lightning. TIDAL WAVE - An unusually high sea wave that can be caused by earthquakes, high winds, volcanoes and meteor impact. METEOR - Meteors are huge hunks of rock from space that smash into the planet causing much damage, and creating craters on land and tidal waves in the sea. VOLCANO - A volcano is a vent in the planetary crust that lets a flow of molten rock to the surface. Volcanoes raise the terrain elevation, creating mountains on land and islands in the sea. ATOMIC TEST - Atomic tests are the firing of an atomic bomb. They occur naturally in wars between groups of your sentient species. FIRE - Fires occur when the oxygen content of your atmosphere is too high. To protect against fires, keep your oxygen levels down. Fires are useful for regulating the oxygen in your atmosphere, and causing general destruction. EARTHQUAKE - A major shake up of an area of the planet. When you point to the earthquake option a sub-sub menu that will appear, allowing you to select the direction of energy expended by the earthquake. This will let you affect continental drift. Earth quakes under water will cause tidal waves. PLAGUE- Plagues are very dangerous diseases that can wipe out entire cities, and will spread to nearby cities. They happen more often in low technology areas, but once they happen there, they can spread to nearby high technology areas. MOVING TOOL This tool icon lets you pick up any biome, life-form, or city and move it. This is 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 below 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. PLANT BIOME This tool icon 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 climate, temperature, and rainfall. With this tool you can place any of the biomes anywhere on the planet at any time. Of course, they wont necessarily stay there. An Arctic biome will not last long in the hot equatorial zone, and a Jungle will not thrive at a planets pole. Place biomes to experiment, and to help shape or speed up development on your planet. To use this tool, click on the PLANT BIOME icon. A sub menu will appear, giving you a choice of eight biomes. Slide the pointer to the right so it highlights the biome you want to plant, and click 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. 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. EXAMINE This gives you information on individual spots in the Edit Window 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. HIDE/DISPLAY OCEANS This allows you to hide or display the oceans. They dont go away, they just turn invisible so you can see the ocean bottom. BIOMES DISPLAY This 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. CITIES DISPLAY This allows you to turn off and on the display of the Cities of the current sentient species. This also controls display of the terraforming tools. LIFE DISPLAY This 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 DISPLAY This displays/hides global events. Events are momentous occurrences that can have a drastic effect on the world. Typical events are: Hurricanes, Volcanoes, Earthquakes, and Wars. AIR TEMPERATURE DISPLAY This displays the average temperature in a 4x4 region. RAINFALL DISPLAY This displays the average rainfall of a 4x4 region. A high humidity represents rainfall, while a low humidity merely indicates cloud cover. AIR CURRENTS DISPLAY This overlay displays the average air currents over the planet. As with the ocean currents, these are determined by thermal disequilibrium and coriolis effect. OCEAN CURRENTS DISPLAY This overlay displays the surface currents of the oceans. This movement is primarily caused by thermal disequilibrium (equator to pole) and the coriolis effect (east to west on the equator). These currents can shift vast quantities of heat around the planet and have a major impact on global climate. OCEAN TEMPERATURE DISPLAY This overlay displays the average annual ocean temperature across the planet. In most cases this will correspond rather closely with the air temperature but it will change much more slowly. The oceans on Earth have about 100 times more heat carrying capacity than the atmosphere, and therefore can act as a climactic "flywheel" or "memory" to even out small fluctuations in planetary heating. MAGMA CURRENTS DISPLAY This overlay displays the currents within the magma layer. The magma layer is the hot pliable rock within the earth that the continental plates are "floating" on top of. The currents here determine the direction and speed of the continental drifting. These values can be changed with the earthquake tool, under the "trigger events" icon above. ENERGY RESTRICTIONS You are limited in your actions by the availability of Energy. This box shows you how much energy you have to use. When you select a tool, the cost for that tool is displayed in the CURRENT TOOL DISPLAY. If the cost exceeds the amount you have, you cant use that tool. Please note that adjusting the model controls costs Energy as well. Consult your manual for details. CURRENT TOOL DISPLAY This area displays the active tool or function along with its cost. This is set with the icons above. The cost is in Energy. The total amount of Energy available to you is displayed at the bottom of the tool display. TERRAIN MAP This 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. The first 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. Capitalized landmarks are major landmasses. This feature is only available 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. GLOBAL EVENT MAP This map shows global events, such as hurricanes, forest fires, earthquakes, meteorites, wars, etc., as colors or shades. A key to the events is visible in the INFO BOX near the right of the CONTROL PANEL. CONTINENTAL DRIFT MAP This map shows the movement of the continents upon 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. HIDE/SHOW OCEANS This icon toggles the ocean display on and off so you can see the elevation of the ocean floor. This doesnt 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 MAP This map displays the average annual ocean temperature. In most cases this will correspond closely with the air temperature, but it will change much more slowly. The oceans on Earth have about 100 times more heat carrying capacity than the atmosphere, and therefore can act as a climactic "flywheel" or "memory" to even out small fluctuations in planetary heating. OCEAN CURRENTS MAP This map displays the surface currents of the oceans. This movement is primarily caused by thermal disequilibrium (equator to pole) and the coriolis effect (east to west on the equator). These currents can shift vast quantities of heat around the planet and have a major impact on global climate. AIR TEMPERATURE MAP This displays the average annual air temperature. The heat displayed here comes from the sun. It is trapped by clouds, greenhouse gases and held by warm oceans. RAINFALL MAP This displays the average yearly rainfall over the planet. The heaviest rainfall will usually be concentrated over the equatorial regions. Rainfall in this model is affected by ocean & air temperatures, terrain and air currents. AIR CURRENTS MAP This map displays the average air currents over the planet. As with the ocean currents, these are determined by thermal disequilibrium and coriolis effect. These currents will affect temperature distribution and rainfall. CIVILIZATION DISTRIBUTION MAP This map shows the distribution of civilization across the planet. More advanced civilizations will appear as darker tiles on the map. BIOME DISTRIBUTION MAP This display shows the biome distribution across the planet. Biomes are environmentally determined ecosystems such as: Jungle, Tundra and Desert. The major factors that control biome location are rainfall, temperature and altitude. The greener areas represent the "wetter" biomes. DIVERSITY OF LIFE MAP This map displays the animal diversity across the planet. Darker areas have more advanced species. INFO BOX GRAPHS Depending on which map icon is selected this box shows a graph related to that icon. From the left, icon to icon the available graphs show average values for: Altitude, Event Rate, Magma Activity, -skip the ocean button-, Sea Temperature, Ocean Current Velocity, Air Temperature, Humidity, Air Current Velocity, Global Biomass, Genetic Diversity, and Sentient Population. If you click on this chart then hold down the button, you will be given an animated history of the most recent continental drift. A line will appear on the chart which you can drag left and right with the mouse. Drag slowly from left to right to play the animation. GEOSPHERE MODEL CONTROL PANEL This button opens the Geosphere Model Control Panel. The Geosphere is the solid portion of the Earth. A number of continental plates are riding on a layer of molten/pliable rock known as magma. At the center is a solid core of heavy elements. ATMOSPHERE MODEL CONTROL PANEL This button opens the Atmosphere Model Control Panel. The atmosphere is the mixture of gases that surround a planet. On present day Earth the atmosphere is composed of 79% nitrogen, 21% oxygen, with smaller quantities of argon, carbon dioxide, water vapor and other gases. The atmosphere plays an important role in regulating planetary temperature and transporting chemicals to the biosphere. BIOSPHERE MODEL CONTROL PANEL This button opens the Biosphere Model Control Panel. The biosphere is the area at the surface of the Earth occupied or favorable for occupation by living organisms including parts of the Geosphere, hydrosphere, and the lower atmosphere. CIVILIZATION MODEL CONTROL PANEL This control panel is used to control the behavior of your civilization. You can control the priorities for energy production and for general pursuits of the populace. Energy investment will directly determine the number of hours each week that individuals will work producing energy. This is representative of many forms of energy - Bioenergy includes direct physical labor. Energy Allocation is a ratio of energy usage. If only one variable is set, then that category receives all the energy. If two are equal, then they split the energy - etcetera. The only exception is when all categories are reduced to zero. Then the energy is simply lost. EDIT BUTTON This button brings the Edit Window to the front. It is equivalent to the EDIT item in the WINDOWS menu. GLOBE BUTTON This button opens the Globe Window. INFO BUTTON This button toggles the Info Box between history graphs and map legends. Not all maps have legends. ABOUT SIMEARTH This gives the credits for SimEarth. These are very important: they may save your live someday. And then again they may not. FILE MENU NEW PLANET - This starts a new random planet or scenario. LOAD PLANET - Use this to load a saved planet. SAVE PLANET - This will save a planet by its current name. SAVE AS... - This will let you rename your planet and planet file name and save it. SNAPSHOT - This writes your planets map to disk so you can load it into a paint program and modify it, customize it, and print it. It writes the compressed Edit Window view in your choice of 1 or 4 files. QUIT - This will quit SimEarth. WINDOWS MENU-The Windows Menu allows access to the various windows in SimEarth. EDIT - This is the close-up view of the map. MAP - This is the entire planet map/globe. GAIA - This will show you the face of Gaia. GLOBE - This shows the world as a spinning Globe. HISTORY - The line graphs. REPORT - This will give you a report on your planet. The type of report you receive will depend on the current timescale. TUTORIAL - This is a brief introduction which will walk you through some of the features of SimEarth. GLOSSARY - A glossary of the terms used in SimEarth. MODELS MENU This menu allows you to open any of the 4 model control panels. Only one of these windows may be open at one time. These windows contain controls to alter the parameters of the simulation. In effect you are changing the "rules" of the simulation rather than the "data". To use these controls click on the variable that you want to change, then move the slider on the right to give it a new value. You can skip straight to the other windows by clicking the next and last buttons above the slider. Help text is available for each parameter, explaining its effect. GRAPHS MENU The Graphs Menu will open bar-graph windows. These windows are useful for spotting trends in climate, evolution etc. 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 the center on any events that occur. The default setting is off. 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 decreases the speed of the simulator. COMPRESS EDIT SCREEN 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 enables and disables automatic scrolling of the EDIT window while using the edit functions. 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. 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. 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. 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 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. 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 on data in the Biome array. LIFE bases the sound on data in the Life array. CIVILIZATION bases the sound on data in the Humans array. VOLCANIC ACTIVITY This controls the frequency of periodic volcanic eruptions. In early stages of the planet, this will influence the formation of continental areas. EROSION This controls the amount of "smoothing" done to the terrain for erosion effects. Erosion is the "smoothing" of the terrain by wind and water. Newer planets will have higher more jagged mountains than older planets that have longer suffered the effects of erosion. Erosion also creates large continental shelves. METEOR IMPACTS This controls the frequency of periodic meteor (or planetesimal) strikes. These can cause mass extinctions by releasing vast amounts of dust into the atmosphere. CONTINENTAL DRIFT This controls the rate at which the continents move on the magma layer. CORE HEAT This controls the temperature of the planets core. The higher the core heat, the larger and more severe the volcanoes. Also, the hotter the core, the more the direction of magma flow will change. CORE FORMATION This controls the rate at which the planetary core forms. 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 volcanoes, and the slower the continental drift. AXIAL TILT This controls the tilt of your planets spin axis, which affects the severity of the seasons-the greater the tilt, the greater the seasonal severity. This is only noticeable in the two most modern time scales. The current tilt of real Earths axis as about 22 degrees from vertical. SOLAR INPUT This controls the incoming solar radiation, also called the "Insolation". Setting the slider all the way down will turn the sun off. CLOUD ALBEDO This controls the reflectivity of the clouds, which controls the amount of sunlight (heat) that passes through them to the planet. GREENHOUSE EFFECT This controls the intensity of the warming greenhouse effect. The greenhouse effect is caused by certain gases which block outgoing infrared radiation. In SimEarth, the greenhouse gases are water vapor (H2O), methane (CH4), and carbon dioxide (CO2). CLOUD FORMATION This controls the amount of clouds formed from a given amount of evaporation. RAINFALL This controls the amount of rainfall on the planet. This will primarily affect the biome distribution. SURFACE ALBEDO This controls the reflectivity of surface biomes, and therefore the amount of sunlight (heat) which is blocked by them. AIR-SEA THERMAL TRANSFER This controls the rate at which the air and ocean can exchange heat. THERMAL TOLERANCE This controls the temperature range in which life can survive. The higher the setting, the wider the acceptable temperature range for life. CO2 ABSORPTION This controls how much carbon dioxide is scrubbed from the air by the plants. REPRODUCTION RATE Reproduction rate controls how quickly life as a whole will reproduce. ADVANCE RATE The advance rate controls the rate at life forms advance to the next level of development towards intelligence. It is usually a change of one species within the same class of life. MUTATION RATE The mutation rate controls the rate at which life forms will mutate. Mutations jump ahead, skipping species, to the next class of life. BIOENERGY Burning wood, animal power, plant power (farming), work done by hand by the sentient species. SOLAR/WIND POWER Sun-drying of food and clothes, windmills, sailing ships, solar heating, wind-powered generators, solar electric cells, satellites collecting solar energy. HYDRO/GEO POWER Water wheels, dams, steam power, hydro-electric power, geo-thermal power. FOSSIL FUEL Coal made from long dead plants and animals. The amount of fossil fuel on the planet builds up during the evolution timescale. NUCLEAR POWER Atomic reactors, bombs, etc. 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 civilizations 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. 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 global citizen. NEXT BUTTON Clicking on this will allow to skip to the next Model Control Panel. SLIDER BAR Move this slider to adjust the currently highlighted item in the model window. This allows you to change the parameters of the model. You can click above or below it to move it one notch, or click and drag the slider for drastic changes. LAST BUTTON Clicking on this will allow you to skip to the last (previous) Model Control Panel. GLOBE WINDOW The globe window can be used for most of the regular map displays. It can also be moved, rotated and opened. To move the Globe Window, click and drag the title bar. When you first open the Globe Window it will be rotating. To stop the rotation click once in the edit rectangle (trapezoid) on the globe. This rectangle marks the area that is shown in the Edit Window, and can be dragged up and down to change the Edit Windows contents. Drag the rectangle left or right to spin the globe. Double-clicking in the rectangle will bring the Edit Window up front if it is active. If you click outside the rectangle (but still within the globe) it will spin by itself again. Double-click, then hold outside the view region will open the CORE display. Click once to close the globe again. EDIT RECTANGLE This rectangle marks what part of the world is shown as a close-up in the Edit Window. In the Globe Window the edit rectangle is really an edit trapezoid. CORE This is the insides of your planet. Dont touch it, its hot. SIMEARTH ON-LINE TUTORIAL Welcome to a brief tutorial for SimEarth: The Living Planet. This window can be your introduction to SimEarth or act as a quick refresher course. If you dont understand some of the terms like window, click, drag, etc. or are unfamiliar with menus, see the addendum for your machine. For the easiest introduction to SimEarth, play through the Quick-Start tutorial in the addendum first. The full tutorial in the manual will give you the most complete tour of SimEarths features and functions. GETTING HELP Help screens are available for almost every control, menu and button. To open a help window, hold down the HELP key then click on the control, menu or button on the screen. STARTING While playing through this tutorial, leave this window open and scroll down through it as you pogress. If you need to close this Window to play SimEarth, you can reopen it by selecting TUTORIAL from the WINDOWS menu. First, well start a new planet. Select NEW PLANET from the FILE MENU. The New Planet Window will appear. Click on RANDOM PLANET. THE QUESTION You will be asked a question about one of the planets in our solar system. You can find the answer in the manual. See the Addendum for your computer for more information. ONWARD Now a dialog box will appear. Here you can name your planet. The planet name can be up to 25 characters, and can include spaces and symbols. You will name the file in which you save your planet to disk later. Click on the button for the EVOLUTION time scale then click on the BEGIN button. This will create a random Earth-like planet which is similar to the beginning of the Cambrian Era on Earth (550 million years ago). You will see an introduction message in a help window which explains which conditions are necessary to advance to the next time scale (Civilization). You will also see a message stating "Radiates have evolved". These evolution messages appear whenever a new class of life evolves on your planet. MAP WINDOW Select MAP from the WINDOWS menu to bring up the Map Window, which gives you a view of your entire planet. Somewhere on the map is a rectangle, called the edit rectangle. This shows the area of the map that is shown in a close-up view in the EDIT WINDOW. Well get the Edit Window later. The icons along the bottom of the Map Window let you select different maps. Starting on the left side (planet picture) click each of these and follow the text below for an explanation. GEOSPHERE ICONS WORLD MAP - This shows the land as brown and water as blue. EVENT MAP - This shows events such as hurricanes and earthquakes. DRIFT MAP - This shows the continental plates and their drift vectors. HYDROSPHERE ICONS: OCEAN UP/DOWN - Click this once and the oceans will disappear. Click again and they will return. They dont really go away, theyre just not displayed. Make sure the ocean is visible before proceeding. OCEAN TEMPERATURE - This shows the temperature distribution across the oceans. Red is hottest. OCEAN CURRENTS - This shows the simulated ocean currents. ATMOSPHERE ICONS AIR TEMPERATURE - This shows the temperature distribution within the atmosphere. RAINFALL - This shows the annual global rainfall. AIR CURRENTS - This shows the prevailing air currents. BIOSPHERE ICONS BIOME DISTRIBUTION - This map shows the biomes (ecosystems) across the planet such as tropical forest or desert. These are determined by climatic factors (temperature, rainfall). LIFE DISTRIBUTION - The dots you see on this map are life-forms. You can use this map to see which areas are most densely populated. CIVILIZATION ICON CIVILIZATION MAP This shows the distribution of civilization across the planet. It will be blank at this point because intelligence has not evolved yet. Note: civilization is not necessarily human in this game, other life-forms can achieve intelligence before mammals. THE INFO BOX AND BUTTONS To the right of the last icon you will notice the INFO BOX. This box can contain either map legends or related graphs. Click on the "Info" button to switch between them. This box also controls the playback of continental drift. As the continents move around your planet the most recent land maps are stored. These maps can be viewed by holding the mouse button down within this area and dragging it side to side. Go ahead, try it. In addition to the "Info" button on the right side there are 2 more labeled "Edit" and "Globe". Click the "Globe" button now. A new window opens, showing the whole world as a spinning globe. THE GLOBE WINDOW The globe window can be moved around on-screen by dragging the title bar. On the globe is a rectangle (more of a trapezoid really) that corresponds to the edit rectangle on the Map Window. Click once in the rectangle, and it will stop spinning. You can also drag this rectangle up and down to change the latitude of the display in the Edit Window, or left and right to rotate the globe. Click outside this rectangle but still somewhere within the globe to start the rotation. Now try double-clicking the globe somewhere outside the rectangle. This will open the core display. Use this display to view the changing interior of your planet. Click anywhere on the globe to close the core display. Now lets examine the edit window. Double-clicking in the edit rectangle in the Globe Window (or in the Map Window) will bring the Edit Window to the front. EDIT WINDOW The edit window shows a close-up view of the planet surface. You can move the terrain around under the window by moving the cursor to any edge of the screen, or by using the arrow keys along with the Control Key. EDIT WINDOW ICONS There are six icons on the top left side of the window. These are tools you can use to directly alter the planet. The three icons on the left side each have pop-up sub-menus which can be viewed by clicking and holding on them. Look at these now. The small white box below the icons show the currently selected function and its associated energy cost. PLACING LIFE Now lets try using each one. Go to the top left icon, hold the button down and then select "dinosaur". Now release the button and click somewhere in the edit window (on land). You have just placed a dinosaur on the planet. TRIGGERING EVENTS Now go to the second icon down on the left side and choose Meteor from the pop-up menu. Now click within the edit window to drop it on the planet. PLANTING BIOMES Now move to the third icon down on the left side and select Jungle. Click in the edit window to plant a rain forest. RAISE/LOWER TERRAIN The top icon in the right column allows you to alter the terrain altitude. Click on it. In the active icon box below the six icons there is an up- arrow to show that you are going to raise the terrain. Now Click and hold over some water in the Edit Window to create an island. Click the icon again, the arrow in the active icon box now points down. Click and hold over a land mass in the Edit Window to dig a lake. MOVING OBJECTS The second icon in the right column is used to move things around in the edit window. After selecting this you can click and drag biomes, animals and cities to new locations. EXAMINE Select this function then click and hold in the Edit Window to see a detailed description of the climate, biome, life and civilization of any spot of your planet. DATA AND CLIMATE LAYER CONTROL The 11 small buttons below the icons control what data is displayed in the edit window. The top 5 buttons control which objects are seen (biomes, cities, etc.). The lower 6 buttons toggle on and off climatic displays over the objects. Try playing with these a bit. You will notice that any combination of the object layers (top 5) can be selected, but only one of the climatic (lower 6) can be on at any time. ENERGY BUDGET Below all the layer buttons is a number which represents your Energy supply. If you are playing in experimental mode you will have unlimited energy and this box will display -_Exp_-. If you are playing in game mode this will display your available energy. Every time you do something this number will decrease. It will slowly increase over time up to the maximum for the game level. MODEL CONTROLS Now lets cause some real havoc. Put the simulator on pause for a second by selecting PAUSE in the SPEED menu. Go to the MODEL menu above and select ATMOSPHERE. Each arrow in this window represents a parameter of the simulation which you can control. Click on the words "Solar Input". Now drag the slider on the right all the way to the bottom and release. You just turned the sun off. Now lets see what happens, bring the map (or globe) back to the front and select the air temperature display. Now turn the simulation back on by selecting FAST in the SPEED menu. Give the simulation a few minutes to adjust to your change. Your planet will get rather cold. Select the biome display (second from right) and you will notice the ice caps moving towards the equator. Selecting GRAPH than BIOMES from the Menu Bar will bring up a bar graph showing the relative biome coverage across the planet. This will probably show mostly ice/tundra at this point. SOUND CONTROL Before we turn the sun back on lets use the sound a bit. First select AIR TEMPERATURE in the SOUND menu. Now go back to the SOUND menu and select TONE MONITOR. This will cause the average air temperature to be played periodically as a musical note for auditory tracking of planetary data. Now open the Atmosphere Model Control window again (ATMOSPHERE in the MODEL menu). Select "Solar Input" again and this time move the slider all the way to the top. You will notice the tone get higher and higher which represents a increasing average air temperature. Selecting PLAY DATA SONG will scan the planet from North to South and play the data in a 32-note tune. This is the end of the on-line tutorial. A more extensive tutorial can be found in the SimEarth User Manual, and theres a Quick-Start mini-tutorial in the Addendum for your machine. For those people who would rather explore on their own, please remember that on-line help is available for almost every window, button, icon and menu in SimEarth. Just hold down the HELP key as you click on the item of interest. WELCOME TO SIMEARTH This is the Help window where you get useful information. Behind this is the Map window, showing you a typical planet. To get a closer view of this world, open the Edit window. Go to the Windows menu and select Edit. STARTING To start a game, use the File menu option New Planet. This will bring up a dialog allowing you to select either a scenario or a random planet. Start with an Experimental game of Aquarium or StagNation. After these, try playing a Random Planet. TUTORIALS There are three tutorials included with SimEarth: the Quick-Start in the addendum, a full tutorial in the manual, and an on-line refresher course available by selecting Tutorial" from the Windows Menu. HELP To get help while playing SimEarth hold down the Shift key and click on any icon, button, window or menu. This will bring up a specific help message for each item. To get help hit the HELP key then click on the item on the screen you want help with. This displays the relative amounts of the seven possible levels of civilization on your planet. The dates mentioned below are for reference to Earth only, and do not necessarily correspond with dates in SimEarth. STONE AGE-Oldest Human culture, uses 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. 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 primary tool. 3000 E.U. NANOTECH AGE-Begins sometime in the future, characterized by science and technology beyond our imagination. 3500 E.U. This displays the relative population of different life classes across your planet. This graph is useful for tracking evolutionary trends. The bars above each class represent the population level, the most recent count is the front most bar. If any members of a life class exist on your planet a small picture of the most advanced member will appear above the name. If a class has no picture then it either has not evolved or it has become extinct. Gaia Window The GAIA WINDOW is used to give feedback about the "mood" of the planet. Gaia will watch as you play the game and occasionally comment on your actions. Active Tool This area displays the active tool or function along with its cost. This is set with the icons above. The cost is in planetary interference points. The total amount of planetary interference that you have to spend is displayed at the very bottom below the MAGMA button. EXPERIMENTAL GAME This allows you to play a game without any energy restrictions. You can manipulate the planet at will. In experimental mode, SimEarth becomes a "planetary spreadsheet." EASY GAME This allows you to play a game with minimal energy restrictions. You have 5000 energy units at your disposal. This allows you to use any tool on the Edit window. Your energy units will slowly regenerate over time. They regenerate faster in civilized times. AVERAGE GAME This allows you to play a game with difficult energy restrictions. You have 2000 energy units with which to make changes. This means that the monolith and atomic, info, & nano age cities are too expensive. The energy units regenerate at the same rate as the Easy Game. HARD GAME This is the same as an Average Game for Energy Restrictions. The chief difference is that your planet will be unregulated. This means that there is no spontaneous generation of microbes or biomes. Life will not appear until you place it. After being placed, life can evolve, eventually to intelligence. RANDOM PLANET A completely new world at your disposal. You name your planet and pick a time scale. The possible time scales are: GEOLOGIC - the creation of the world until life crawls onto land. EVOLUTION - life crawls from the ocean until intelligent life begins settlements. CIVILIZED - formation of sapient settlements until industrial techniques are discovered. INDUSTRIAL - the dawning of the industrial era until sapient life resolves its relation to the planet. AQUARIUM SCENARIO Time Scale: Evolution Problem: No continents. This world cannot develop civilization without fire, which can only be done on land. Water creatures can become civilized but need access to land for tool making. Mission: Create continents so that civilization can evolve. Methods: The easy way is to use the SET ALTITUDE tool. A more creative approach is to use VOLCANOES. The most subtle method is by manipulating the GEOLOGIC MODEL. Hints and cautions: Make sure you keep plenty of shelves (shallow water) in your oceans. Most sea life lives near the surface. Notes: Aquarium is a good starting place for people who like to design their own continents. STAG NATION SCENARIO Time Scale: Civilized Problem: The civilization on this world is trapped in the stone age. The sentient mammals are stuck on a small island. Their population is too small to generate the energy for a technological jump. Mission: Increase population so that technology can improve. Methods: Migration can be performed in a number of ways. First, you could pick them up with the MOVING tool (the hand) and move them to a larger land mass. Second, you could build a land bridge for them to cross with SET ALTITUDE tool or VOLCANOES. Third, you could lower the ocean by super heating the planet or by creating an ice age. Hints and cautions: The SET/ALTITUDE tool will kill life that gets caught in the moving. Volcanoes will kill life that is too close and will produce dust which can lead to mass extinctions. 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. CAMBRIAN EARTH SCENARIO Time Scale: Evolution Problem: Living in the past. 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 Earths continents. It starts with the super-continent called Pangaea, which then splits apart into the ancient continents of Gondwanaland and Laurasia. Eventually you will recognize 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. Your mission: Help evolution develop intelligent life while seeing an instant replay of our planets continental drift. 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 life is around to see where they go. Hints and cautions: Beyond 200 million years in the future, the drift will drift from scientific predictions, and will be at the whim of our simulation code. 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 preprogrammed path no matter what you do. Notes: Try to develop intelligence/civilization in your sentient species just as the continents reach the stage of modern Earth. See if you can create an earth with intelligent Dinosaurs. MODERN EARTH SCENARIO Time Scale: Technology Problems: This scenario takes place on the Earth of today. We live in a world with pollution, war, famine, greenhouse warming, energy shortages, and the possibility of nuclear winter. Mission: Solve all the worlds problems and lead us into a future of peace, abundant food, clean air, and plentiful energy. Methods: The best way to prevent war in SimEarth is to allocate energy to philosophy in the CIVILIZATION MODEL. Increased allocation to Agriculture will increase the food supply. Increased allocation to Arts/Media improves the quality of life. Hints and cautions: Wars and plague have a greater impact in this scenario than they do in the real world. Notes: This scenario can be difficult, but still more fun than the real thing. MARS SCENARIO: TERRAFORMING Time Scale: Technology Problem: You have two hundred years to terraform and colonize Mars. No water, almost no atmospheric pressure, no oxygen, no plants, no animals - no nothing - except rock. STORYLINE: You teleport to work one morning and discover youve been promoted to ARCH GAIANIZER. This means you are in charge of the terraforming and colonizing of Mars. Others have failed at this task and consequently been disintegrated. Of course you have no intention of failing. Your budget is limited and time is short - you only have only two centuries. The average temperature is -53 degrees C. Your mission: Terraform Mars and fill it with human inhabitants. Methods: Start off with a few ice meteors to create oceans. Use CO2 generators and other atmosphere tools to build up atmospheric pressure and create greenhouse gases. The greenhouse effect will help warm Mars. Place biomes and Biome Factories to create plant life. Create eukaryotes to start the planet towards a self sustained ecology. Use more advanced life forms when the viability is good. Hints and cautions: Turn the game speed to Slow! The MODEL CONTROL PANELS (except for the CIVILIZATION MODEL) have been disabled to make this a challenge. Mars will be Unregulated no matter what difficulty you pick (see Hard Game for description of Unregulated). If Oxygen is higher than 20% you will be getting numerous fires. Use nitrogen generators to reduce this explosive mix. Notes: Click and hold on the TERRAIN MAP icon in the MAP WINDOW to see a display of Martian landmarks. VENUS SCENARIO - TERRAFORMING Time Scale: Technology Problem: Venus is SimEarths ultimate challenge in terraforming. While Mars is far too cold, Venus is far too hot for life: its average temperature is 477 degrees C. Mission: You have five hundred years to cool this planet and make it a fit place for settlers. Terraform and Colonize. Methods: To cool things down, youve got to reduce the greenhouse effect. The Oxygenator takes CO2 (a greenhouse gas) out of the atmosphere. As soon as it cools enough, drop ice meteors and start placing biomes on Venus. When placing biomes remember that higher elevations have cooler temperatures. Hints and cautions: The oxygenators will create a high oxygen atmosphere. This leads to numerous fires which will threaten your terraforming tools. The MODEL CONTROL PANELS (except for the CIVILIZATION MODEL) have been disabled to make this a challenge. Venus will be Unregulated no matter what difficulty you pick (see Hard Game for description of Unregulated). Ice meteors are useless early on. They will simply melt introducing Water Vapor to the atmosphere - another Greenhouse Gas! Notes: Click and hold on the TERRAIN MAP icon in the MAP WINDOW to see a display of Venusian landmarks. DAISYWORLD SCENARIO BACKGROUND AND HISTORY: According to the Gaia theory, life and the environment together constitute a system which self-regulates climate and atmospheric composition. This scenario is based on the original Daisyworld program by James Lovelock. He developed the program as an example of how a gaian system might occur. During the past 3.6 billion years, the output of heat from the Sun has increased by 25%, but the Earths average temperature has remained almost unchanged during the same time period. According to theory, Gaian regulation has regulated the temperature to keep Earth cool enough for life to survive. Daisyworld tests Gaias ability to regulate temperature. In Daisyworld, as in all SimEarth planets and scenarios (and real life), the Suns heat output is constantly ramping up. If Gaian regulation works, the average temperature on the planet should remain fairly constant in spite of the increasing solar radiation. The biomes have been changed to eight shades of Daisies. The different shades, ranging from white to black, reflect different amounts of light and heat which regulates the planets temperature. Daisies are available for placing in the PLACE BIOME tool. The ratio of the various shades of Daisies can be tracked in the BIOME RATIO GRAPH. Time Scale: Semi-Evolutionary. Problem: The heat from the Sun is steadily increasing. If it isnt somehow regulated, the oceans will boil off and all life on this planet will die. Mission: Test Gains ability to regulate temperature. Methods: Keep an eye on the Temperature Map, and the Air Temperature graph in the HISTORY WINDOW to observe the regulation cycles. Hints and cautions: A more interesting game is to try to kill all the daisies. Increasing temperature will eventually do it. Also, life will eat the Daisies. See how this complication affects regulation. Notes: There will eventually be a breakdown point where the heat from the Sun is too great for Gaia to regulate. By adding or subtracting land areas where Daisies can live will move this breakdown point forward or backwards. Also note the change in the Daisies color as the land mass increases and decreases. Try testing the stability of the system by killing off many of the Daisies. How many can be killed before the system collapses? How much of the planets surface must be covered by Daisies for regulation to occur? CANCEL BUTTON Click here if you change your mind about starting a new game. This will bring back the world you were playing with before you chose NEW PLANET. HISTORY WINDOW The History Window displays 15 planetary factors over time. It is useful when exploring cause and effect relationships between variables. A vertical bar in this window indicates a time scale change. The factors available to graph are: CO2 - The carbon dioxide level in the atmosphere. O2 - The oxygen level in the atmosphere. CH4 - The methane level in the atmosphere. Sea Temp - The average planetary ocean temperature. Air Temp - The average planetary air temperature. Rainfall - The average planetary rainfall. Populate - The population of the civilized (sentient) species. Biomass - The total weight of all plant and animal matter on the planet. 99% of the biomass on earth is phytomass, or plant material. Diversity - The number of different species of life on the planet. Major extinctions will appear on this graph. FossFuel - The amount of fossil fuel reserves still within the planet. This amount grows during the evolution timescale as biomass decays and is depleted by civilization. AtomFuel - The amount of atomic fuel reserves within the planet. Food - The total amount of food produced on the planet. War - The level of armed conflict across the planet. Famine - The number of people who have died from hunger and disease. Pollution - The amount of toxic releases by the sentient species. ATMOSPHERIC COMPOSITION GRAPH This displays the chemical composition of your planets atmosphere. It gives the ratio in percentage of five gasses-Nitrogen (N2), Oxygen (O2), Water vapor (H2O), Carbon Dioxide (CO2), and Methane (CH4), - plus airborne dust particles. It also gives the air pressure expressed in average Earth atmospheres. The pluses 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 then the level is temporarily stable. The color of the bars is a scale indication: Yellow(Black) - Percentage < 1%. Blue(Grey) - Percentage > 1% and < 10%. Red(White) - Percentage > 10%. 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. Too much dust causes solar blockage and extinctions. Water vapor affects rainfall. Water vapor, carbon dioxide and methane are greenhouse gasses-high levels of these will increase the greenhouse warming effect. A detailed table of the gases follows, a + indicates factors that increase the amount of gas and a - indicates factors which remove it from the atmosphere. Nitrogen (N2) + Volcanic Activity + N2 generators - leakage to space Oxygen (O2) + Phytomass (plants) + O2 generator - Zoomass (animals) - leakage to space Dust Particles + Volcanic Activity + Meteor strikes on land + Atomic bombs - settling Water Vapor (H2O) + Warm oceans + Vaporator + Meteor strikes in ocean - rainfall Carbon Dioxide (CO2) + Land area * erosion rate + Volcanic Activity + CO2 emitter + Zoomass + BioEnergy (wood burning) + Fossil fuel usage - Biomass * CO2 absorption - leakage to space Methane (CH4) + Methanagenic bacteria - leakage to space BIOME RATIO GRAPH This displays the relative amounts of the seven biomes on your planet over time. The front bar is the most recent data. Which biome appears in a given area will depend on the local rainfall, temperature and altitude. This graph is useful for detecting and tracking trends in the dominant biomes. The technical names for various biomes are: Boreal - Boreal Forest Forest - Temperate Forest Grass - Temperate Grasslands Jungle - Tropical Forest Swamp - Tropical Grasslands LIFE CLASS RATIO GRAPH This displays the relative population of different life classes across your planet. This graph is useful for tracking evolutionary trends. The bars above each class represent the population level, the most recent count is the front most bar. If any members of a life class exist on your planet a small picture of the most advanced member will appear above the name. If a class has no picture then it either has not evolved or it has become extinct. GAIA WINDOW The GAIA WINDOW is used to give feedback about the "mood" of the planet. Gaia will watch as you play the game and occasionally comment on your actions. REPORT WINDOW This is where you will get information about your world as a whole. The type of information you receive will depend on the time scale and scenario. In general, this window will tell you how well life is developing. GEOLOGIC REPORT During the geologic time scale the report window displays three values: VIABILITY is based on oxygen content and dust. It tells you how hospitable your world is towards mullet-celled animals. BIOMASS in geologic times is formed entirely of eukaryotes. The theoretical maximum value is 40,960. HIGHEST LIFE shows the most advanced microbe life form. EVOLUTION REPORT During the evolution time scale the report window displays four values: INTELLIGENCE list the three most intelligent life forms on the planet. Alongside each is an intelligence quotient (IQ). If a life form reaches an IQ of 100 then it will become civilized. VIABILITY is based on oxygen content and dust. It tells you how hospitable your world is towards multi-celled animals. GROWTH is based on CO2 content. It tells you if the biomass is starved for carbon dioxide. BIOMASS in evolution times is formed of both eukaryotes and biomes. Jungles are the richest biomes, Deserts the poorest. The theoretical maximum value is 180,224. The number shown represents billions of tons. The picture for biomass shows the predominant biome. CIVILIZATION REPORT: During the civilization time scale the report window gives you information on the sentient civilization. Each item is explained below. SENTIENT TYPE - This tells you which life form is sentient. HIGHEST TECH - This is the highest technology on the planet. MEDIAN TECH - This is the average technology across the planet. POPULATION - This is the total population of the sentient species. LIFE QUALITY - This is a rough measure of how nice it is to live in this civilization. HABITATS - This shows each of the 8 biomes along with face showing how tolerable it is to the sentient species. An X indicates biomes they will never inhabit. WORK - The work column shows how much effort is expended on each energy source. This is set in the civilization model window. EFF% - This column shows how efficient each energy source is. This will depend on a number of factors; tech level, fossil fuel reserves, solar input, etc.,. INVEST - This shows how much energy is spent on each of the 5 major pursuits. The ratios used here are set in the civilization model window. CURRENT TASK - This displays the condition that must be met to advance to the next timescale. TECHNOLOGY REPORT During the Civilization time scale the Report Window gives you information on the sentient civilization. Each item is explained below. SENTIENT TYPE - This tells you which life form is sentient. HIGHEST TECH - This is the highest technology on the planet. MEDIAN TECH - This is the average technology across the planet. POPULATION - This is the total population of the sentient species. LIFE QUALITY - This is a rough measure of how nice it is to live in this civilization. HABITATS - This shows each of the 8 biomes along with face showing how tolerable it is to the sentient species. An X indicates biomes they will never inhabit. WORK - The work column shows how much effort is expended on each energy source. This is set in the civilization model window. EFF% - This column shows how efficient each energy source is. This will depend on a number of factors; tech level, fossil fuel reserves, solar input, etc.,. INVEST - This shows how much energy is spent on each of the 5 major pursuits. The ratios used here are set in the civilization model window. CURRENT TASK - This displays the condition that must be met to advance to the next timescale. DAISYWORLD REPORT: During the Daisy World scenario, the Report window displays three values. MAJOR DAISY - this shows which daisy has the most population. MAJOR ANIMAL - this shows which animal organism has the largest population. EMPTY SPACE - this shows how much land area is unoccupied by Daisies. Just try filling it! TERRAFORM REPORT The Terraforming Report is similar to the Civilized Report. The top values are different in that they indicate how close you are to terraforming and colonizing your world. GOAL POPULATION - population necessary to consider your world colonized. POPULATION - actual population of your world. GOAL BIOMASS - biomass necessary to consider your world terraformed. BIOMASS - actual biomass of your world. HABITATS - This shows each of the 8 biomes along with a face showing how tolerable it is to the sentient species. An X indicates biomes they will never inhabit. WORK - The work column shows how much effort is expended on each energy source. This is set in the Civilization Model Control Panel. EFF% - This column shows how efficient each energy source is. This will depend on a number of factors; tech level, fossil fuel reserves, solar input, etc.,. INVEST - This shows how much energy is spent on each of the 5 major pursuits. The ratios used here are set in the Civilization Model Control Panel. CURRENT TASK - This displays the condition that must be met to advance to the next timescale. GLOSSARY Aerobic- Requires oxygen. This can apply to animals, machines or processes. Air Pressure- The pressure caused by air molecules bouncing against a surface. Vacuum has no air pressure. Albedo- The reflectivity of a surface. A surface with high albedo will reflect sunlight. A surface with low albedo will absorb sunlight. Snow (high albedo) reflects sunlight and remains cold. Anaerobic- Does not require oxygen. This can apply to animals, machines or processes. Animal- An organism of the kingdom Animalia- Properties include the ability of locomotion and a non-photosynthetic metabolism. Arctic- Areas that are snow or ice covered. Cold and dry. See tundra. Arthropod- The phylum of animals which includes insects, crustaceans, arachnids, and myriapods. Atmosphere- The blanket of gasses which envelope a planet. Atomic Age- This era is characterized by nuclear power, Aircraft, Radio, and Chemical Fertilizers. Axis- The planetary center of rotation. On Earth, the axis is a line passing from the north pole to the south pole. Biomass- The total dry weight of all living material on a planet. Biome- A major ecosystem such as temperate grassland, tropical forest or desert. Biome Factory- A SimEarth tool which produces the best biome for the environment it occupies. Biosphere- The areas of a planet which are inhabited by life. On Earth this includes portions of the crust, hydrosphere, and atmosphere. Boreal- Also known as Boreal Forest. Biome inhabiting cool regions with airborne moisture. The trees are usually conifers. Bronze- An alloy of tin and copper that is stronger than either. Bronze Age- This era is characterized by bronze tools, sail ships, clay tablets and irrigation. Carbon Dioxide(CO2)- A gas composed of two oxygen atoms and one carbon atom. This gas is used by plants in photosynthesis and produced by organisms as they respirate. Carniferns- A SimEarth name for mobile, carnivorous plants. The Venus Flytrap is a carnifern. Cetaceans- The order of mammals that is exclusively sea borne. This includes dolphins and whales. CO2 Generator- A SimEarth tool that releases carbon dioxide into the atmosphere. Class- The classification of life under Phylum. The major classes of Chordata are fish, amphibian, reptile, avian, and mammal. See order. Cloud Albedo- The albedo of clouds. High cloud albedo can keep Earth cool. See albedo. Conifer- Cone bearing trees and shrubs. This includes evergreens, pines and firs. Continental Drift- The theory that continents have changed position on Earth. This is the predecessor to Plate Tectonics Theory. Core- The extremely dense, fluid center of Earth. It is probably composed of molten iron. See mantle. Crust- This thin outer shell of the Earth is only a few miles deep. See mantle. Cryosphere- The frozen regions such as the icecaps, tundra, and mountain glaciers. Desert- An ecosystem characterized by hot weather and little water. Dry Weight- The mass of an organism after the water has been removed. Dust- In SimEarth, dust refers to airborne dust, ash and detritus. This can darken a planet, reducing photosynthesis and absorbing heat. Ecosystem- A group of plant and animal species living together in rough balance. Eukaryote- Single-cell microbes with a nucleus. Evolution- The process by which life has changed and diversified. Explosive Upwelling- Sometimes hot spots are very hot. This can lead to a Volcano that is a thousand times the size of any seen by man. These upwellings spew the material for continents and are possibly Nemesis. Extinction- The elimination of a species. Geosphere- See lithosphere. Greenhouse Effect- Planetary heating induced by greenhouse gases. Greenhouse Gases- Certain gases will let solar raiationd enter the atmosphere but not leave. The most common of these are carbon dioxide, methane, and water vapor. Hot Spot- Mantle material flows up and down as well as sideways. Hot magma sometimes rises from the core to the crust creating a Hot Spot. See volcano. Hydrosphere- The water portions of Earth. This includes oceans, lakes, rivers, and clouds. SimEarth restricts the term to oceans. Industrial Age- This era is characterized by the use of fossil fuel engines, automobiles, telephones, and animal husbandry. Information Age- This era is characterized by computers, global communications, robotic labor, and ecologic awareness. Insolation- INcoming SOlar radiATION. Iron Age- This era is characterized by iron tools, sextants, paper, printing press, and horse drawn plows. Kingdom- The most general classification of life in Biology. The five kingdoms are prokaryote, protoctista(eukaryotes), fungi, plantae and animalia. Jungle- Also known as Tropical Forest. This biome thrives in hot, wet climates. Lava- This is the lighter materials of magma that comes to the surface via volcanoes and upwellings. Life Forms- A science fiction term for organisms. Lithosphere- The rock portions of the planet: Plates, Crust, Moho, Mantle, and Core. Magma- Molten rock found beneath the Earths crust. See lava. Mantle- The layer of magma between the crust and core of the Earth. This area is constantly flowing at a speed measured in centimeters per year. Mass Extinctions - At various times in Earths history large numbers of species have vanished. Records indicate that at each of these times between 5% and 50% of the species became extinct. See Nemesis. Methane(CH4)- A gas composed of one carbon atom and four hydrogen atoms. It is primarily produced by primitive microbes which currently live in the intestines of larger organisms. Microbe- A single-celled organism. Mollusk- Class of invertebrates that includes snails, mussels and octopuses. Monolith- A SimEarth tool for advancing life. Taken from Arthur C. Clarks "2001: A Space Odyssey". Moho- Also called the Mohorovicic discontinuity. The turbulent region between the crust and the mantle. Mutate- When an organism makes an inexact copy of itself. The variability which allows evolution to occur. N2 Generator- A SimEarth tool for introducing Nitrogen into the atmosphere. Nanotech Age- This era is characterized by molecular construction, molecule sized machines, and completely automatic production. Nemesis- The culprit in the periodic mass extinctions (every 25 million years or so). Identity unknown, the two prime suspects are Meteors(caused by a dark star orbiting our sun) and Explosive Upwellings Nitrogen(N2)- A gas composed of two nitrogen atoms. It is a heavy, stable gas comprising 80% of Earths atmosphere. Noosphere- The sphere of mind which includes society and culture. Order- The classification of life under Class. The major orders of mammal are rodents, felines, canines, ruminants, primates and cetaceans. Organism- An independent unit of life. All plants, animals and microbes are organisms. Oxygen(O2)- A gas composed of two oxygen atoms. This is used by organisms when they respirate. Oxygenator- A SimEarth tool that converts carbon dioxide to oxygen. Plate- A solid piece of the Earths crust being pushed about by flowing mantle. Photosynthesis- A process that uses light to create energy storing chemicals such as sugar. Oxygen is a by-product of photosynthesis. Plant- An organism that uses photosynthesis to feed itself. Plate Tectonics- Theory that the Earths crust is formed of mobile plates sliding across the mantle. Even the ocean bottoms consist of plates. Phylum- The classification of life under Kingdom. The major animal phylums are chordates, arthropods and invertebrates. See class. Phytomass- The total dry weight of all plant material on a planet. Planet- An astral body that orbits a star. Planetesimal- A small planet. Small usually means moon-sized or less. Prokaryote- Primitive single-cell microbes with no nucleus. Radiate- The class of invertebrates including jellyfish and starfish. Sapient- An intelligent, tool-using organism. Surface Albedo- In SimEarth this refers to the albedo of your planetary surface. Stone Age- This era is characterized by stone tools, domestication, fire, and cultivation. Swamp- Also known as tropical grasslands. This biome is composed of plants and animals that thrive in slow shallow water and on muddy shorelines. Terraform- The process of modifying an entire planet for a particular purpose. Trichordate- A SimEarth term for an order of radiates with three radiating spines. Tundra- This biome is characterized arctic conditions and year round cold weather. Upwelling- When two plates pull apart, lava will flow up between them forming small rises like the Mid-Atlantic ridge. See Plate Tectonics. Vaporator- A SimEarth tool that stimulates global plant growth by increasing humidity. Volcano- When a Hot Spot is over a thin section of crust, a volcano can erupt. Volcanoes spew lava and ash over an area often forming new cone-shaped mountains. Water Vapor(H20)- Water can be a gas with one oxygen atom and two hydrogen atoms. Zoomass- The total dry weight of all animal material on a planet. Globe Button This button will open the round globe window. All of the data maps are available in either display mode. The globe can be moved by dragging it by the dark border around the edges. It can also be opened to reveal the core status by clicking at the north pole. Clicking on the globe, and outside of the view rectangle will cause the globe to rotate automatically. Clicking within the view rectangle will stop the rotation. Dragging the view rectangle left or right will rotate the globe manually. Info Button This button will toggle the area to the immediate left between history graphs and map legends. Only certain maps have a legend. Edit Button This button will bring the edit window to the front if it is active, it is equivalent to the edit window item in the windows menu. Technology Ratio Graph This displays the relative amounts of the seven possible levels of civilization on your planet. The dates mentioned below are for reference to Earth only, and do not necessarily correspond with dates in SimEarth. STONE AGE-Oldest Human culture, uses 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. 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 primary tool. 3000 E.U. NANOTECH AGE-Begins sometime in the future, characterized by science and technology beyond our imagination. 3500 E.U.