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    FAQ/Walkthrough by MHelbig

    Version: 1.1 | Updated: 05/11/01 | Search Guide | Bookmark Guide

    			Sim Earth FAQ/Walkthrough  Version 1.1
    				By Matt Helbig
    				May 8, 2001
    			  Copyright Matt Helbig 2001
    Version Info
    Version 1.0    Includes walkthrough and basic tips
    Version 1.1    Fixed a spacing problem due to a transfer from MS Word to 
    Table of Contents
    1.	Walkthrough info/ Introduction
    2.	Why play this game?
    3.	Basic Tips
    4.	Random Planet Tips
    5.	Scenario Walkthrough
    1. Walkthrough info/ Intro
    	I wrote this Walkthrough to help people out as the scenarios are
    very difficult and no good Walkthroughs exist, at least that I've seen.
    This FAQ can be found on Gamefaqs (www.gamefaqs.com).  If anyone else
    would like to use this faq/walkthrough, contact me and I'll probably
    give you permission, as long as you don't edit the content or take
    credit for the work.  All of the strategies and info I either thought
    up myself or found in game, through the dictionary or the near useless
    help system.
    2. Why play this game?
    	Sim Earth is a game that shows the basic method that scientists
    think evolution happened.  Sounds good right?  Well in fact this game
    gets real old quick.  There are few options in the game, 8 scenarios
    that have to be beaten in order, a random planet where you can do whatever
    you want, and the bizarre daisy planet (which is just like the random
    planet, except there are lots of daisies).  You can edit things like
    reproduction rate, mutation rate, advancement rate, and atmospheric
    conditions, such as the effect of the greenhouse effect.  The main
    reason to play this game is first to have a little fun with evolution
    (on the random planet) and then to be challenged as to how to terra-
    form a troubled planet, such as Mars and Venus.  This game has little
    replay value, after you've beaten the scenarios.  I've written this
    walkthrough to help with the very difficult scenarios.
    3.  Basic tips
    The terra-formers: Biome generator- makes the appropriate vegetation
    			grow. This is better than placing your own
    			vegetation, especially when the temperature is
    			changing, as the vegetation type that will go
    			there will change.
      		   Oxygenator- Puts oxygen into the atmosphere, which
    			cools the planet down.  Too much oxygen will
    			cause fires, though, but since oxygenators are
    			the only way to lower the temperature	you'll
    			just have to deal with it.
                       Nitrogenator- Puts nitrogen into the atmosphere.
    			This will supposedly raise the air pressure
    			which will lower the temperature variations,
    			according the dictionary on the main menu.  In
    			reality this has little use.
      		   CO2 generator-  Puts CO2 into the atmosphere,
    			which helps plants grow.  Use this to raise
    			the temperature.  Best to use this in equal
    			proportion to vaporators.
      		   Vaporator- Puts water vapor into the atmosphere,
    			which helps plants 	grow. Use this to raise
    			the temperature.  It should be noted that by
    			raising the temperature too much, these can
    			actually kill plants.
                       Monolith- Causes an animal to advance to
    			civilization level.  This can 	fail, so its
    			best to save first unless you have unlimited
                       Ice Comet- Creates a small lake, where water was
    		        not present before. Usually the first ice
    		        comet will not lower the ground enough to
    		        create a lake, so its best to hit the ground
    		        with a regular comet first (as these are
    		        cheaper), then throw an ice comet down in the
    	                exact same spot.
    If the only animals that are thriving are bacteria and amoeba, then the
    	dust level is usually to high, try not to use too many events, such
    	as fire, volcano, meteor, etc.  Its best to use one, then check the
    	dust level under atmosphere (hit start, fourth option). If the dust
    	level didn't go up past .5% then its ok to use the event again. Try
    	to keep the dust level under 1%.
    If you try to place a civilization and it immediately dies due to war,
    	make sure morals are set to maximum, under the civilization
    City sizes are as follows: red is the smallest, blue is second, and
    	yellow is the largest. On some planets cities never seem to get above
    	red level, this would seem to be because of the environment, the
    	better the environment the larger the cities get. This really isn't
    	something to worry about as settlers seem to grow at the same rate on
    	these planets, compared with planets where yellow cities develop.
    The higher the level of your civilization, the more money (or whatever
    	its called) you get per tick of the clock. Stone age level seems to
    	have no effect on this but for each level above stone age you get one
    	more point per tick.
    What does the energy investment area in the civilzation section do?  It
    	seems to effect how much energy the civilization generates. After the
    	energy is generated it is distributed based on what you set the
    	energy allocation to. Basically by setting all of the energy
    	allocation options to the maximum, the civilization will generate all
    	levels equally. The ideal method is to check in the report section,
    	which is under the 	graph to see which type of energy is being
    	produced the most efficiently and set that one to the max while
    	setting all others to the minimum. However, changing the 	energy
    	allocation costs 100 points. The way I set energy allocation is to
    	set bio energy, sun/wind, and hydro/geo to the max with the others
    	set to the minimum. The other two power options cause the oil spill
    	and nuclear meltdown events, which are pretty bad. So, I think, its
    	best to impede growth by a bit to prevent these undesirable events.
    Ok, so what about the energy allocation section do? The morals option
    	lowers the rate of the war event, I always set this all the way up as
    	many civilizations when placed seem to go to war immediately which
    	destroys it.  The tech option increases the advancement of a civ to
    	the next level. Always max this one out. The farm option increases
    	the rate at which settlers come out of cities. This may also increase
    	the rate at which cities grow to the next size. Medicine decreases
    	the rate of the plague event. I keep it at the middle level. Art
    	decreases depression of civilizations. I'm not sure what this does,
    	so I usually keep this at the middle level.
    4.  Random Planet
    There really aren't many tips to give here as you can set money (or
    whatever its called) to the maximum. The following tips are mostly for
    the Geologic or evolution time scales, however, most will work on any
    time scale.  Then, set terra-formers to fix any problems you're having
    with the atmosphere (oxygenators if its too hot, a combo of vaporators
    and CO2 generators.   Next, change the civilization section as follows:
    Bio energy, Sun/Wind, Hydro/Geo, moral, tech, and food to maximum
    Change the advance option under the biosphere section (found under
    the third option brought up by hitting start) to the maximum setting
    (far right), leave everything else alone.  This will let all the
    animals advance to the higher classes, i.e. rodents to gorillas, whales
    to dolphins, etc. Eventually they will advance to the next class of
    animals, such as reptile to dinosaur. By setting mutation up to the
    maximum setting, while leaving advance down, the animals will go mutate
    directly to the next class of animals, and not advance to higher
    classes. This means that there is almost no chance of the animal
    reaching civilizations level and also that mammals will almost never
    form. Mammals seem to evolve form the higher classes of dinosaurs, so
    by turning mutation all the way mammals will never forms.  Also, try
    not to use too many volcanoes or meteors, as it will put a lot of dust
    into the atmosphere.  Too much dust will kill all the animals except
    bacteria and amoebas. You can either watch the dust percentage under
    the atmosphere section (hit start and click on the option that looks
    like a bar graph).  Alternatively you can let everything die and
    replace it after the dust settles down (under 1% dust).   The basic
    idea behind this scenario is to have fun, so maybe you should do that ?
    5.  Scenario Walkthrough
    5.1.  Aquarium- goal: get a land-based animal to civilize, time limit:
    First, set off one volcano, preferably in the shallows, more than one
    will put too much dust in the atmosphere and kill everything besides
    bacteria and amoeba.  Then, change the advance option under the
    biosphere section (found under the third option brought up by hitting
    start) to the maximum setting (far right), leave everything else alone.
    Wait till the island fills up with trees and grass. They should grow on
    there own, if not put a regular tree or two up.  Put an amphibian or
    reptile on the island (amphibians are cheaper and should evolve into
    reptiles quickly. On the other hand reptiles won't wonder into the
    water).  Make sure to save the game before going on to the next step.
    Use a monolith on any land based animal. If you fail load the game and
    try again.
    QUESTION:   Whenever I load the save games on my version of the game
    strange things happen, that luckily I've been able to compensate for.
    Namely on the planets with more extreme temperatures (that is after
    I've got plants to grow) the temperature either goes up or down quite a
    bit, this kills quite a few plants and animals but usually not all of
    them.  Also any existing plants and animals seem to be randomly thrown
    across the world, with things like mammal civilizations being thrown
    into the deep ocean.  Can anyone confirm if other people's games do
    this as well?  E-mail:  matthewhelbig@hotmail.com
    5.2.  Earth Pre- Cambrian- goal: get to the industrial revolution, time
    limit: unlimited?
    Change the advance option under the biosphere section (found under
    the third option brought up by hitting start) to the maximum setting
    (far right), leave everything else alone. Can also set reproduction (or
    reploduction as its spelled in the game, hehe) all the way up, but if
    you're like me you won't like the oceans filling up with bacteria and
    amoeba. However, the objective is to build land animals up, and the
    oceans do boil over rather quickly. This is just a matter of personal
    preference.  Next, change the civilization section as follows: Bio
    energy, Sun/Wind, Hydro/Geo, moral, tech, and food to maximum value.
    Leave everything else as is, might need to move up the art option, as
    life quality gets real low eventually. This only seems to happen in
    this scenario, though.  Wait for the seas to start to burn up.  Wait
    for trees to cover a good portion of the continent, placing a biome
    terra-former can speed this up. Then, place an amphibian or two.
    Placing them where regular trees grow is better, as they seem to die
    frequently in jungle terrain. Also try to place them toward the center
    of the map, as ice caps are soon to develop. Might be best to wait for
    the ice caps to develop (or wait for regular, not tropical trees to
    develop in the "mouth" of the continent), as the environment is more
    stable and less hot.  Now watch them grow for awhile. Save the game.
    Pick your favorite land animal and use the terra-former on it, re-load
    if it didn't work. It's possible that an animal can develop to the
    civilization level on its own in this scenario.  If you set
    reproduction all the way up, put the slider back to the middle. This
    does not effect reproduction for civilizations (the farming setting
    does this), only for non-civilized animals.  Too many animals can
    impede the growth of civilizations, as new settlers can't get out of
    the city if the city is surrounded by animals.  Watch as it develops.
    You can try to speed up the scenario a bit by placing a few
    civilizations far away from the existing civilizations, but this
    doesn't speed things up much. There's not really much else to do with
    your extra money.
    5.3.  Earth Modern- goal: get civilization to exodus level, time limit:
    Set civilization option to the same levels as previous scenarios, you
    might want to set farming to mid level, as size of population doesn't
    matter in this scenario, only that you get to exodus.  If the ice caps
    start to melt place one or two oxygenators.  Not much more to do but
    wait. You could use a monolith or two to speed things up.
    5.4.  Mars- goal: get 25,000 biomes and 1,000 civilized people, time
    limit: 200 years
    Note for the next five scenarios: The last five scenarios all have
    the same goal, so the method to beat them all is almost the same. You
    do not need to create oceans or develop any animals. The only method
    that works, due to time limits, is to fix the temperature, get trees to
    grow, and place a civilization.  The "gifts" the game gives you range
    from the mildly useful oasis on Venus to the completely useless flooder
    on Earth 2xxx. Basically you can just ignore them on all planets and do
    just fine. You can ignore them or hit them with an event, like a fire.
    Also try to keep your terra-formers away from the place you are going
    to place your first civilization, as the war event can destroy a terra-
    former and ruin your game.  Place 3 CO2 generators and 3 vaporators.
    Open the "gift" if you want, it will act as a mini-biome generator.
    Wait for the temperature to rise a bit. To find this go to map mode
    (hit select), Then hit start and pick the option that looks like an eye
    and pick the air temperature option. Wait for at least a yellow strip
    to develop on the map.  Place a biome generator and wait for a lot of
    trees to grow.  Change the civilization option to the same as before:
    first 3 energy sources to the max; morals, food, and tech to the max.
    Place a stone-age civilization, and watch it grow.
    5.5.  Venus- goal: get 25,000 biomes and 1,000 civilized people, time
    limit: 500 years
    Place 8 or 9 oxygenators. Open the "gift" if you want, it will create
    an area in which plants can safely grow. This is on too small of a
    scale to really do any good, as it has no effect on the environment as
    a whole. You can also place a biome generator next to this or you can
    wait for the temperature to change.  Wait for the temperature to
    change, takes around 60 years. You might want to read a book, or do
    something else.  Now, place a biome generator now, if you already
    haven't.  Change the civilization options to the same as before and
    then place a civilization.  If your biomes don't reach the 25,000
    range, this is probably because some biomes only grow at certain
    elevations. The boreal forest only seems to grow at the higher
    elevations on this planet, while the regular forests grow well on the
    lower elevations. You can either place the biomes themselves or place a
    biome generator, its up to you.
    5.6.	 Planet- goal: get 25,000 biomes and 1,000 civilized people, time
    limit: 500 years
    Follow the same strategy as on Mars, the ice melts rather quickly
    5.7.	Desert Planet- goal: get 25,000 biomes and 1,000 civilized people,
    time limit: 500 years
    The strategy here is almost identical to that of Venus. The major
    difference is that on this planet you start with dinosaurs, lizards,
    and even a civilization and also that the atmosphere develops much
    quicker.  Now, change the civilization option to the same as before.
    Place the oxygenators (7 should do) quickly as you should try to save
    as many animals as possible.  Then, place 2 biome generators at
    different ends of the planet. Try to place some regular trees to save
    the civilizations. These trees should start to expand. If the
    civilization dies out you can either wait for the trees to really
    expand and place your own civilization or you can restart the scenario.
    Regular trees seem to have a difficult time living at first in this
    scenario, which is bad because you're trying to get some trees going to
    save the civilization.
    5.8.  Earth 2xxx- goal: get 25,000 biomes and 1,000 civilized people,
    time limit: unlimited
    This scenario seems easy just from looking at it, but is in fact very
    hard.  You could open the present and flood the whole world, which
    means you'll start from scratch. However, the method I used is the
    opposite as it's hard to get the biomass up to 25,000 with so much
    water. Water based animals don't seem to count as much towards biomass
    as trees do. So, instead I allowed all of the water to boil over.
    Letting the temperature rise is fairly simple in this one, as doing
    nothing will achieve this goal.  However, the temperature doesn't seem
    to get to the boiling point every time in this scenario.  To help this
    place a vaporator and CO2 generator.  Then set about 10 fires over some
    trees somewhere.  I'm not sure if the vaporator and CO2 generator help
    or not, but I've had problems getting plants to grow without them
    later. Better to be safe then sorry and place them now as they can help
    raise the temperature. Now the fun part, wait about 35 years (that was
    supposed to be sarcastic).  By now the water should all be gone, but
    the temperature is way too high. So, place 5 or 6 oxegenators (may have
    to wait till you can afford this many, so place as many as you can
    afford and place the others when you can afford them).  Wait about 50-
    60 years until the temperature begins to normalize (finished reading
    War and Peace yet?).  Now to get to work, either place a few biome
    generators or try to place a few plants yourself. In my game boreal
    trees grew well in the higher altitude areas and grass grew well in the
    low altitude areas.  Change the civilization section to the same
    options used in previous scenarios.  After plants begin to flourish,
    place a stone-age civilization.  Wait for everything to grow. Fixing
    any minor problems that develop.
    Now that you've beaten the game you can pick whatever scenario you want
    by selecting next scenario at the main menu.
    Please e-mail me with whatever comments, suggestions, fixes, or new
    info at matthewhelbig@hotmail.com.

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