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The Game Design Document [.pdf]

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cropdusters on demand.<br />

Build a small rural airport, increasing pollution slightly and allowing cropdusters, but less<br />

frequently.<br />

Create a city-wide composing initiative, reducing fertilizer costs.<br />

Require genetically modified foods to be marked, helping your final score if you are all<br />

natural but hurting it if you are not.<br />

Allow cloud seeding, costing money up front but increasing natural rain overall.<br />

Open lands initiative, increasing public open spaces. Increases bee and bird populations.<br />

<strong>The</strong> Environment<br />

Most of the game is about balancing environmental factors. A key component to this is<br />

that different factors will affect each other in unique ways that the players must learn.<br />

Below is a rough draft of the factors, how the player can manipulate them, and how they<br />

will interact with each other.<br />

Water: <strong>The</strong> most simple of the factors, the crop's water level will decrease over time,<br />

faster on sunny days. Water can be increased naturally through rain, or by the player<br />

activating a water nozzle or placing a water sprayer. Ideal water conditions depend on the<br />

crop. Water will decrease faster the more water there is, making it harder to maintain crops<br />

with high water demands.<br />

Pests: <strong>The</strong> bane of any crop, pests should be always kept at a minimum. <strong>The</strong> player can<br />

remove pests by swatting at them or placing a "Big Bag-o-Bugs" which will attract and kill<br />

the bugs. Pests reproduce exponentially, so they must be kept under control or their<br />

population can explode very fast.<br />

Birds: Certain crops don't mind birds, certain crops are eaten by birds. More birds can<br />

reduce pests, but will also reduce bees, and in the case of fruit crops, reduce the yield. Birds<br />

can be attracted to the area with bird houses, or driven away by dogs barking or a scare<br />

crow. <strong>The</strong>se are one time purchases from the town hall.<br />

Pollution: Pollution should be kept at minimal levels to increase crop yield and quality.<br />

Pollution will also drive away birds, pests, and bees. Pollution can be reduced by policies in<br />

the town hall, and by setting aside part of your land for a forest.<br />

Nutrients: Most crops must be continually fertilized, and each crop is different. Increasing<br />

fertilization will increase the yield, but it will also increase pollution and pests. Nutrients can<br />

be spread by a spreader truck throwing fertilizer or sprayed.<br />

Bees: Some crops need to be pollenated, and bees are the answer. Local bee population<br />

can be increased by policy in the town hall, setting aside part of your own land for a forest,<br />

or by hiring beekeepers to place hives. Bee populations are reduced by birds and pollution.<br />

<strong>The</strong> Crops and Difficulty Settings<br />

<strong>The</strong> following common, easily recognizable crops will be featured in the game, in order of<br />

difficulty and deliciousness. <strong>The</strong> crops were picked with the following criterion: Later crops<br />

should be roughly more difficult to grow, be more "interesting" or tasty, and operate on a<br />

seasonal basis. For this reason Apples was struck from the running as I could not figure a<br />

way to incorporate the trees already having been grown and decided the Apple level would

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