⇗⇘⇗⇘Bᴀʟᴀɴᴄɪɴɢ Aᴄᴛ⇙⇖⇙⇖ Welcome to this intense simulation. Please put aside some time to play around with it. Try it out a few times. Also, please check out this link for a helpful diagram: http://scratch.mit.edu/projects/18090292/ ✦BACKGROUND INFORMATION ✦ The world has limited resources, yet we still consume far more than necessary each and every day. This trend cannot last forever. If nothing changes, materials will soon run out. If developed countries (such as the United States) consume less and sacrifice their luxurious lifestyle, valuable supplies will last longer. ►Instructions: You're pretty much in charge of a city, except not really. You see, you're more in charge of consumption levels. I'll get into each section in more detail below: ▷Residential Area: Located on the far left, this is where your citizens live. This is purely to show population density and living conditions. Nothing can be edited from here. ▷Commercial Area: Located at top, directly right of the residential area, this is where shopping occurs. The “Price of Bread” slider changes the price of bread and all other products proportionally (example: If you double the price of bread, the price of televisions double). NOTE: Lower prices attract more customers, but you run out of products faster. You need a careful balance. ▷Industrial Area: Located at the top, directly right of the commercial area, this is where your citizens work. The industry slider at the bottom affect how many minerals you use on it. If you use more minerals, you run out faster, but have a higher population. ▷Energy: Located directly below the industrial area, this is where energy is generated. The coal power plant generates a lot of pollution while using some valuable resources. (You can’t really change it; I just figured I would show you where your minerals are going. Maybe in an update I’ll make it so you can upgrade. ;)) ▷Mining Camps: Located in the bottom right corner, this is where you receive important minerals that are necessary to improve technology. Clicking does nothing, but you can see approximately how many minerals are remaining. ▷Sidebar: Located on the far right, this shows two variables. The top one is the number of minerals remaining (900 maximum) and the lower one is the population of the city. If either of these reach zero, it’s game over. ►To Win: There isn't a "Congratulations! You've won!" screen for this game. Instead, it's a "How long can you last?" sort of thing. To lose, you can run out of all your minerals or you can make everyone move out from poor living conditions. Version Updates: -Version 1.0: February 17, 2014. General release of everything. Nothing beforehand was worth documenting cuz it was..... *shiver* -Version 1.1: February 19, 2014. Improved residential graphics. Improved various other graphics. Cleaned scripting. Fixed bugs (that were probably caused by cleaning scripting. -_-) Credits- ◉All coding done by @Blackswift ◉All graphics edited by @Blackswift ◉Original graphics from: (I'll cover that later...) ◉Cool symbols: http://fsymbols.com/ Tags- consumption school project blackswift population how long can you go no win difficult simulation balancing act challenging city educational strategy