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Verwandte Themen. Sim City: Die 10 besten Tipps Das erreichen Sie mit Brücken und Tunnels! Statt einer einfachen Ecke sollten Sie Kurven bauen.
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Wichtig für geringeren Verkehr sind auch Öffentliche Verkehrsmittel. Zu Beginn können Sie Dann müssen sie gerade Mal Nachdem sie das Gemeindehaus platziert haben, können Sie auch Die Kredite werden automatisch in Raten zurückgezahlt.
Bauen Sie so früh wie möglich eine Finanzabteilung an Ihr Rathaus. Damit können Sie nicht nur gezielt Steuern erhöhen und senken, Sie bekommen auch ein Kreditvolumen von Der Betrag kann sich bis zum Zahlungstermin ändern.
Weitere Informationen finden Sie in den Nutzungsbedingungen für das Programm zum weltweiten Versand - wird in neuem Fenster oder Tab geöffnet Dieser Betrag enthält die anfallenden Zollgebühren, Steuern, Provisionen und sonstigen Gebühren.
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Wählt dazu am besten unten links im Menü den Rechteck-Modus aus. Das gesamte Innere dieses Rechtecks soll nun mit vielen kleinen Rechtecken gefüllt werden.
Das Geld wird dazu noch nicht reichen, nehmt euch alle Ecken vor und breitet euch von dort aus weiter aus. Wählt den vom Assistenten angezeigten kleinsten Abstand, um soviele Häuser wie nur möglich auf eine Stelle zu platzieren.
Ihr könnt aber genauso gut das Ganze später erst hinzufügen, so habt ihr am Anfang noch mehr Geld. Wir brauchen hohe Einnahmen und auch ein ordentliches Startkapital.
Deshalb ist euer erstes Ziel: Den Einwohnern das Geld aus der Tasche ziehen und ihnen dabei nichts bieten.
Legt nun eure ganzen Gebiete fest, damit die Bautrupps und Umzugsspeditionen anrücken können:. Wenn die Einwohner keine Parks haben, gehen sie in Geschäfte.
Daher: Wohn- und Gewerbegebiete abwechselnd verlegen! Stellt die Geschwindigkeit auf die höchste Stufe ein und wartet, bis die ersten Gebäude errichtet werden.
Ja, ich gebe es zu, ich könnte der allerletzte gewesen sein, der von Skyrim in den Bann gezogen wurde. You can't just take the energy: a certain amount will be added to your supply along with the energy tapped from the planet itself.
The higher the level of technology on your planet, the more energy you will receive. To make your simulating experience easier, there is a lot of help information included in the program.
Then click on anything anywhere in SimEarth, and you will get a help message. There is also a Glossary in the Appendix section of this manual.
There is also an on-line abbreviated version of the tutorial. Whenever you start SimEarth, there will be no active planet.
This is to give you a chance to look around, play with the various windows and controls, and prepare yourself before things start to happen.
The following Tutorial section will guide you through the basics of planet creation and manipulation. It won't give every detail of every item in the program.
For in-depth explanations of everything in the program see the Reference section of this manual. Everything in the program is interrelated: climate, animals, plants, and the planet itself all affect each other.
A brief explanation of the Gaia theory is given in the Introduction in the chapter "What is Gaia? You will view your planet from a satellite's point of view at two different magnifications, and as either a flat robinson projection or a globe.
When you change or modify the simulation, you are changing variables and parameters in the model, which in turn change the planet.
The ability to modify the simulation is a powerful tool both for the gaming aspect and the experimental "planetary spreadsheet" aspect of SimEarth.
You only have 10 billion years before the planet gets so hot that all life on it will die. Technically, the Sun cools off as it expands into a red giant.
As it expands, it gets closer to the planet. From the planet's position, the solar radiation is increasing even though the Sun is cooling.
Each Time Scale simulates different periods of a planet's development at different rates of speed. You can begin a planet in any Time Scale, or start at the first Ceologic and guide your planet through them all.
A certain amount of development must occur before advancing to the next one. Where a particular biome can survive depends on temperature, rainfall and altitude.
For the most part, biomes are used in SimEarth to represent the plant life of a planet. Any multicellular life-form in SimEarth can become intelligent.
Life will begin and evolve automatically in SimEarth. To a great extent, you can affect the evolutionary path that life follows on your planet.
There are 15 classes of life represented in SimEarth. Each class of life has 16 species. There are possible forms of life, but not all of them will develop or survive on any given planet.
Each form of life has favourite biomes where it flourishes, and others where it cannot survive at all. The level of development of life controls the advancement of Time Scales.
When this happens, civilization begins. With civilization comes many new issues and problems to deal with. SimEarth simulates civilization with cities at seven levels of technology ranging from the Stone Age of the distant past to the Nanotech Age of the future.
Creating and nurturing your planet within your energy budget is one of the challenges of SimEarth. Intelligent SimEarthlings produce and use energy.
You can control their energy production and use, but it's theirs--you can't use their energy for planet manipulation. A text window will appear with the information you need.
There may be some words that you don't know in this program. Click on it to make it go away. You can request help on any icon, any button, any window, any function, any anything in SimEarth.
It displays the name of the current map display. The views are changed by clicking on the 12 icons.
Go ahead and click on them. To get the original view back, click on the far left icon. Don't worry about this now. It displays various graphs and legends for each of the map views.
All of the map views are available on both the flat map and the globe. Use 'New Planet' to Start. This gives you a chance to look around a little before things start to happen.
Before doing that, we'll take a quick look around. If you are unfamiliar with drop-down menus, check with the SimEarth addendum for your machine.
A complete description of every item on every menu is found in the Reference section of this manual. It is for starting new planets, loading and saving old planets, printing, and quitting SimEarth.
Use this menu to open the various SimEarth windows. This menu gives you access to the four graphs that give you information on air, life and technology on the planet.
It lets you Customise the program to your tastes. It lets you set the simulation speed of the game and choose the way the date is displayed.
It lets you control some of the sound in SimEarth. It is where you will make modifications to the planet itself and the life on it.
This is where you choose your tools to modify the planet, and choose the data you want to view in this window. This is the close-up "satellite's eye view" of your planet.
At this point you will see only land and water in this area. The elevation of the land is shown in shades--the lighter the shade, the higher the elevation.
To see different parts of the planet you must scroll the planet's terrain under the window. The tutorial that you are reading now is much more complete.
Since there is no active planet yet, these windows won't tell you much. We'll come back to them later. Only one graph can be viewed at a time.
These graphs keep you informed on the status of the Atmosphere, Biomes, Life, and Technology on your planet.
Let's build some planets. You will now be asked a question. Type in the answer, and hit return. At the top of this window, you select whether you want to play an easy, average, or hard game.
You can also select experimental mode, which gives you an unlimited energy budget. The bottom of the window gives you choices of planets.
There are seven scenarios--pre-set planets--that you can load, or you can create a random planet. Let's create a random planet in easy game mode.
Now you will see a dialog box asking you to name your planet and select the Time Scale. There are four Time Scales in SimEarth; each simulates different aspects of planetary development.
There is a complete description of each Time Scale in the Reference section. Since this planet is in the first Time Scale, the two are the same.
There will be no oceans for a while, and there is no atmosphere to burn up incoming meteors. You will witness events: meteor strikes, volcanoes, and earthquakes.
Soon oceans will form and life will form in the oceans. Scroll around the planet and go sightseeing for a few minutes.
A lot is going on: time is passing very fast in this Time Scale. You can see the continents drifting. Single-celled life is spreading.
Meteors hit the land and make craters that become lakes or hit the ocean and cause tidal waves. At the top-left of the panel are six icons.
Click on these icons to activate tools for changing the planet. It shows which tool is being used and the cost in energy to use it.
Click on each icon. The three on the left have submenus. Click and hold to see them. Keep the mouse button down, and slide the pointer to an option on the submenu to select it.
You can have any, all, or none of these on at once. When you turn off the display of the oceans, you can see the elevation of the ocean floor.
This doesn't make the ocean go away, it just makes it invisible. Depending on how fast you read, and how fast your computer is, you may or may not have life or biomes to turn on and off at this time.
Only one of these can be on at a time. Go ahead and play with these for a while. In SimEarth, the price you pay to manipulate the planet is in energy.
This little box tells you how much you have left. As time passes, your energy supply will slowly build back up, but it will never exceed in an easy game, or in an average or hard game.
In experimental mode, you have unlimited energy. The icon will be highlighted. Point to the water and click and hold for a few seconds. You've just built an island.
If you watch for a while, you'll notice that the island moves and changes. That is because time is moving so fast in this Time Scale that you can see the continents moving continental drift.
The price to lower altitude is also 50 energy units. Scroll over to a landmass, click and hold for a few seconds. You've just dug a lake.
A small window appears with a representation of Gaia--the planetary organism. This face will give you constant feedback on the "mood of the planet.
The moods range from bliss to horror. Everything that happens and everything you do affects the planet's mood.
You may want to keep this window showing in a corner of the screen to give you constant feedback on your planetary management.
Gaia will sleep until life forms, then it will wake up. Its eyes will follow the pointer around the screen. Please don't poke it in the eye.
So i aint pratting about trying to re-create em with Ansi. Now for some real fun--triggering events. Events are more than just disasters or occurrences: they are tools.
They can be helpful in shaping the land and changing the composition of the atmosphere. They can also cause mass extinctions.
Remember, in SimEarth, everything is interrelated. You will see the submenu of events. Click a few times on the ocean. Meteors will crash into the water, creating tidal waves.
When meteors hit the water, they add a lot of moisture to the air, which will increase rainfall and contribute to the greenhouse effect.
Look at the percentage of Water Vapor. Check the Water Vapor percentage again. You will get huge craters. If they are deep enough, they will become lakes.
Crashing meteors into land spews dust into the atmosphere. Too much dust in the air blocks sunlight, which will kill plants biomes , which will kill animals.
Trigger a volcano somewhere in the ocean--instant island. Volcanoes in the water cause tidal waves, which can kill land life near the coasts. Volcanoes also add dust and carbon dioxide to the atmosphere.
It has a sub- submenu for choosing the direction of the earthquake's energy. Earthquakes in SimEarth let you change the direction of the magma flow under the surface of the earth, which affects continental drift.
In other words, earthquakes let you move continents. You can use earthquakes to build mountain ranges.
Near the top of the window, set off a few earthquakes that expend their energy to the south. Near the bottom of the window, set off a few earthquakes that expend their energy to the north.
This has the effect of squeezing the land from both sides, and a mountain range will be pushed up where the energy from the southbound and northbound quakes meet.
Take some time and play with them. This is what must be accomplished before advancing to the next Time Scale, or successfully completing a scenario.
Let's start a new planet in the Civilisation Time Scale and look at the rest of our tools. Choose the disk or directory you want to save to, and change the name of the planet if you wish.
Click the SAVE button. Refer to the SimEarth addendum for details. This time, choose experimental mode, then click on the random planet. In this control panel are 12 icons that change the map display.
They are arranged in five groups: Geosphere, Hydrosphere, Atmosphere, Bio sphere , and Civ ilization. Icons from Left to Right number !
The map now displayed is the Terrain Map, which corresponds with the Terrain Map icon. Here you can see the continents and the oceans, and the terrain level of the land.
Click on the Event Map icon. Now the map shows the land and water no altitude , plus tiny symbols that appear where events are occurring if they are occurring.
Click on the Drift Map icon. Now you see the direction of the magma currents, which controls continental drift on your planet.
Click on the Terrain Map icon. The drift is gone, and the altitude display is back. This toggles on and off the view of the oceans. It can be used along with any of the other icons.
Click on it a couple times, but when you are done, leave the display of oceans on. Click on the Ocean Temperature icon.
You are shown the temperature of the ocean in shades or colors. Click on the next icon to see a display of ocean currents.
Click on each of them. The Biosphere group only has two icons: Biomes shows the biome distribution on the planet, and Life shows the diversity of life on the planet.
There is only one icon in the Civilisation group. It displays the distribution of the seven levels of Technology on the planet.
Biome Ratio Graph This graph shows the relative amounts of each biome on the planet. Since it shows changes over time, you can see the rise and fall of biomes through time.
This shows the relative amounts of each class of life on the planet. This shows the relative amount of each level of technology on the planet.
A small window will pop up on the screen that gives you data on the biomes, life, and Civilisation in that spot.
The data window will update to describe the spot under the pointer. Now that we know something about the planet, let's shake things up a little.
This is where you choose life, civilisations cities , and terraformers to place on your planet. The left side of the submenu is for selecting life.
The top seven are sea life, the bottom seven are land life. On the right side, the top seven items are cities for your intelligent SimEarthlings.
The seven cities represent seven levels of technology. Below the cities are seven terraformers. These are tools that you will need to terraform Mars and Venus.
Select one of the life-forms on the left side of the submenu. The life- form will be placed where you click. Depending on the Time Scale and level of development on the planet, some of the options on the Place Life submenu will not be available.
These include both life-forms and cities. Just because you place life on the planet doesn't mean it will stay there. If you place ocean life on the land or land life in the water, it won't last long.
Also, life-forms can only survive well in certain biomes. Dringe in den Untergrund vor und baue U-Bahnen und Versorgungsleitungen, ohne das Stadtbild zu stören.
Passe unterschiedlichste Gebäude an oder erstelle deine ganz eigenen Grafik-Sets. Der ultimative Maxis-Klassiker der Städtebau- und Stadtverwaltungssimulationen.
Wäre dieses Spiel noch realistischer, müsste das Abschalten gesetzlich verboten werden!