Aid Game
Help

Help is available on several topics:


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How to Play: The Least You Need to Know
Your goal is to choose humanitarian aid to reduce human suffering. Although tell-tales are given, it's up to you to interpret your success. The game uses fictional countries based on real demographic data.

The folder area (tab Aid Package) shows the makeup of the current aid package. Selecting the little button left of the aid package's name (such as "No Aid") brings up a dialog where you can select pre-packaged aid or customize your own package.

Within each aid type, there are levels, or Points, allocated to that type. Each point represents an unspecified but vast sum of money. Adding more points to an aid type increases its effect, but suffers from diminishing returns. E.g., doubling the points spent supplying food does not double its positive impact on mortality. Below the folders is a line showing points spent, points remaining in the budget, and death toll since the year 2005. When the budget is exhausted, aid ends.

The game's timespan is set to follow the group of girls born in the 5-year Step 1995-2000. If you select the Run button, the simulation runs to their last half-decade, when they're aged 80-85. You can also use the Step button to proceed a half decade at a time, changing aid along the way as desired, or select Run or Step beyond the girls' lifespan. The Reset button takes you back to where the simulation begins, ready for the step 2005-2010.

There's more detail about the Display in another section. Most of it is intuitive enough, or not crucial to gameplay. However, it's important to understand that running out of natural resources (the map at the lower right shows Capacity > 100%) will not increase mortality unless you turn on capacity effects (little blue button at bottom of folders area). In other words, that switch changes between dealing with just human population growth (demographics), or natural resource exhaustion plus population growth (capacity effects).

The Scenarios button (lower left) lets you choose a new situation to work on. There's a help file for each scenario ("?" buttons on the Scenarios menu) suggesting what to do. The help files are also listed in this file under Scenarios.

Hints:

Topics
What's the Point?
This is an educational game. The point is to have fun and learn something along the way. "Fun" here may seem an odd term. But exploring options and seeing if you can do better is fun.

It's probably safe to say that human population growth is the greatest challenge to all life on Earth in the 21st Century. World hunger, devastating poverty, pollution, destroyed natural resources, species lost forever - all scale up with human population growth.

The human suffering, the children born to hunger and poverty, are just staggering. We want to help, we want to fix it, not only for the environment, but for the people. Yet if we simply feed starving people, we'll fail. We haven't stopped the fuel on the fire of population growth, indeed we exacerbate it. And in the end, population growth will outstrip any ability of others to feed them.

The point of this game is to balance pragmatism and compassion. And to see that saving natural resources and human life are not antagonistic goals, but in many ways, the same goal.

Topics
Scenarios
The Scenarios button (lower left) brings up a menu of situations to play with, each with a help button explaining its special features. Those help files:

Topics
Aid Packages
The Aid Package discussion is in another file.

Display & Controls
Here's a map of the game display:

  1. Population Pyramids
  2. Population Plot
  3. Aid & Outcomes Folders
  4. Natural Resource Map
  5. Control Buttons
Population Pyramids

Demographers use "population pyramids" to show how a population is "structured"--how many people are in each age group. Human demographics is generally done with 5-year age groups. Every other line is labelled with an age group, simply because the text would be too small if each group were labelled. We use a top age group of 80-85 due to the original data on which the fictional countries are based. There are two pyramids to compare the effects of your aid package on the population structure. They are automatically sized to keep them at the same scale.

The blue side is males, pink side females. Each side and age group has a bright bar and a dim bar. The dim bar shows the size of the group when the simulation began, the bright bar its size now. The simulator specially tracks the age group born in 1995-2000 and their descendants. This group is shown in magenta, and its descendants yellow.

In the picture above, the "With Aid" pyramid shows a decreasing population, with fewer people at younger than older ages. The green line on the population plot shows the population topped out at about 19 million, almost double the original population of 10 million. In contrast, the "Without Aid" pyramid shows the original situation projected onwards, with olders being replaced by many more youngers. The population plot blue line (matches the "Without Aid" blue label) shows this population at around 53 million, grown 5-fold in 80 years, and still climbing steeply.

Understanding the population pyramids is not critical to playing the game. However, the "With Aid" and "Without Aid" outcomes folders below them are tracking the lives of the highlighted age group and its descendants.

You can't manipulate the pyramids by clicking, etc.

Topics | Display & Controls

Population Plot

Simply shows the population projection with and without aid. The green matches the green "With Aid" labels on pyramid and folder tab, and the blue is "Without Aid".

The plot can be manipulated with the mouse, to zoom in. Use the mouse to draw a box upward to zoom in on the area inside the box. Drawing the box downward zooms out. Simply clicking on the plot restores its normal scale. It isn't necessary to play with the plot, though.

Topics | Display & Controls

Aid & Outcomes Folders

This is actually several displays sharing the same space. The blue bubbles are controls. Clicking a bubble on a folder tab brings that display to the front to view. The ? bubbles bring up a help file. The bubble next to the aid package name brings up the Change Aid Package dialog, as does clicking on the text. The bubble at the bottom toggles Capacity Effects on and off.

The status line shows how many aid points have been spent so far, and how many are left before aid stops. Actually, you can force aid to be used for another step after the budget is exhausted, but you need to turn it on for each step. The status line also shows the death toll since the simulation began. In the picture above, the death toll is 17 million. That means that of the 10 million people alive when the simulation started, all have died by now (80 years later), plus 7 million more. For Wisteria, that would be a major improvement over the no-aid situation.

The Aid Package folder shows a transcript of the aid used on this population. In other words, if you change aid package during the run, or your budget ran out, it shows what aid was in effect during what years. Aid is discussed at greater length in the help file accessible from the ? bubble.

The With Aid and Without Aid folder tabs show a little detail about what happens to the highlighted generation of girls born in 1995-2000, and some overall population statistics. The help file accessible from the ? bubble discusses both this display and human population growth rates in greater depth.

Topics | Display & Controls

Resource Map

The resource map is discussed in another file.

Buttons

The buttons are pretty self-explanatory.

Scenarios brings up a menu of situations to play with, and their help files.

Step progresses the population 5 years. The simulator's basic time unit is 5 years. This allows you to watch the simulation more closely, or change aid package over the course of the typical 80 year run.

Run progresses to the end of the typical 80 year run. At that time, the girls born in 1995-2000 are at the top of the population pyramids, and one step from the end of their lifespans. If you select Run again at that time, it runs another 80 years.

Reset starts over at the beginning, just before step 2000-2005. It resets the aid package to the last chosen package, if any.

Options allows you to alter the underlying parameters defining the capacity effects and the assorted aid types.

Quit is the preferred way to exit the game. It brings up the credits file and shuts down the game.

Topics | Display & Controls

Capacity Effects
Capacity Effects are explained in another file.

The Simulator: How It Works
To play with Aid Game, it isn't necessary to understand the details of how it works. But if you're interested, please see the file The Simulator: How It Works.

Help Index