Académique Documents
Professionnel Documents
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Contents
Preface ............................................................................................................................................................... 2
1. Introduction to Aqua Republica ................................................................................................................ 5
1.1 Game guide........................................................................................................................................ 7
1.1.1 Logging on to the game ............................................................................................................. 7
1.1.2 Registration and leader board ................................................................................................... 7
1.1.3 Start game menu ....................................................................................................................... 8
1.1.4 Missions ..................................................................................................................................... 8
1.1.5 Game Controls ......................................................................................................................... 11
1.1.6 Indicators ................................................................................................................................. 12
1.1.7 Events ...................................................................................................................................... 13
1.1.8 Disasters .................................................................................................................................. 14
1.1.9 Buildings, Policies and Structures ............................................................................................ 16
1.1.10 Market ..................................................................................................................................... 16
1.1.11 Scoring ..................................................................................................................................... 17
1.1.12 How to play .............................................................................................................................. 20
2. Aqua Republica Activities ........................................................................................................................ 21
2.1 Group activity .................................................................................................................................. 22
2.1.1 Background .............................................................................................................................. 22
2.1.2 Estimated run time .................................................................................................................. 22
2.1.3 Estimated preparation time for teachers ................................................................................ 22
2.1.4 Activity information ................................................................................................................. 23
2.2 Individual activity............................................................................................................................. 24
2.2.1 Background .............................................................................................................................. 24
2.2.2 Estimated run time .................................................................................................................. 24
2.2.3 Estimated preparation time for teachers ................................................................................ 24
2.2.4 Activity information ................................................................................................................. 24
3. Technical guide ........................................................................................................................................ 25
3.1 Installation guide ............................................................................................................................. 25
3.2 System Requirements ...................................................................................................................... 27
3.3 Troubleshooting .............................................................................................................................. 28
4. Integrated Water Resources Management (IWRM) ............................................................................... 29
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4.1 Introduction to Sustainable Water Management ........................................................................... 29
4.2 What is Integrated Water Resources Management? ...................................................................... 29
4.3 IWRM as an opportunity for water education ................................................................................ 30
5. Mission Guides ........................................................................................................................................ 32
5.1 Mission 1 – Balancing water for food, energy and ecosystems ...................................................... 34
5.1.1 Background and Mission Objectives (DHI/UNEP-DHI) ............................................................ 34
5.1.2 Additional tips for teachers ..................................................................................................... 35
5.2 Mission 2: Dealing with climate change .......................................................................................... 36
5.2.1 Background and Mission objectives ........................................................................................ 36
5.2.2 Additional tips for teachers ..................................................................................................... 38
5.3 Mission 3: Sharing water across boundaries ................................................................................... 39
5.3.1 Background and Mission objectives ........................................................................................ 39
5.3.2 Additional tips for teachers ..................................................................................................... 41
5.4 Mission 4: Sustainable developments ............................................................................................. 42
5.4.1 Background and Mission objectives ........................................................................................ 42
5.4.2 Additional tips for teachers ..................................................................................................... 42
6. Buildings guide ........................................................................................................................................ 43
7. Events guide ............................................................................................................................................ 54
8. Acknowledgement ................................................................................................................................... 73
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1. Introduction to Aqua Republica
Aqua Republica’s aim is to promote sustainable water resources management by sharing knowledge, raising
awareness and building capacity in some of the most critical issues in water resources management through
the use of a digital serious game as an educational tool to increase the interest of students on water in a
classroom setting.
This is achieved by getting students to play a computer-generated virtual environment called, “Aqua
Republica” where students can experience making decisions in managing a catchment in an interactive and
engaging way, and in doing so learn about the connectivity and importance of water resources, as well as the
need for careful management. By using this tool in classrooms, students will be stimulated to ask questions
and reflect on the decisions and choices that they have to make in the game and this provides an excellent
forum of interactivity between the teacher and the students as well as among students. While the world of
Aqua Republica is fictitious, the challenges of sustainably managing a limited supply of water resources in a
situation of growing demand between multiple users and uses are very much based on real life scenarios and
teachers are encouraged to use this opportunity to add in local inferences and get the students to discuss
about water issues surrounding them.
The Aqua Republica game is also designed to be a powerful teaching tool, which uses a reward system to
encourage learning and desirable behaviour. It is designed to engage people and increase both their
knowledge and their interest in water-related issues. The ambition is to continuously develop Aqua Republica
in multiple versions which have both broad and very specific appeal to a wide range of people and contexts.
The core of Aqua Republica revolves around the computer generated virtual environment; this virtual
environment tries to simulate a simplified version of the real world. This is done by combining a scientific
model (MIKE HYDRO 3) with a game engine and having the two systems communicate and interact with each
other while the player is playing the game. The scientific model is being used widely by different
governmental bodies all over the world to help in calculating and forecasting water flows in river basins, so
that different options can be analysed as part of management decision processes. We think that there is no
better way to understand the physical environment and interactions in a river basin than to the use the laws
of physics and hydrology as part of the rules in the game. The game engine uses the results from the model
and is linked to other parameters, such as population, economy and other social issues related to water. In
line with the fact that nothing remains constant in real life, the game layer interacts with the scientific model
to produce evolving scenarios that players must react to.
This interaction between game, the scientific model and the player provides a really interesting and relevant
learning experience. Confucius, a Chinese philosopher who once said “I hear and I forget. I see and I
remember. I do and I understand.” The keywords are doing and understanding. For example we can take a
look at how one learns to ride a bicycle. One first gets on to the bicycle; tries to balance and the bicycle reacts
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DHI (2013) MIKE HYDRO Basin – integrated river basin planning.
http://www.mikebydhi.com/Products/WaterResources/MIKEHYDROBasin.aspx.
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based on that action. When one fails at the first try, the body tries to balance a little differently and this cycle
continues until one finally learns how to balance properly.
The learning experience is similar while playing a game. A well-designed game environment will provide a
feedback mechanism that allows the player to reflect on his or her actions and adopt a different approach in
the game. This internalization of actions and reactions is what referred to as meaningful play, a condition
described by Katie Salen and Eric Zimmerman 4 in Rules of Play. Games also shift the focus of control in
learning from the teacher to the player and create an environment that stimulates learning, often resulting
in an increase in self-learning and knowledge retention.
While we design Aqua Republica, we wanted as much meaningful play as possible in the game, we also want
to be sure that the content in the game is as realistic as possible. After all when you play a game, what you
really learn are the content in the game. The following sections of this document will describe in detail the
content and mechanics of the game.
4Salen K and Zimmermn E (2004), Rules of Play: Game Design Fundamentals. Cam-bridge, Mass., and London,
England: The MIT Press
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1.1 Game guide
This guide is designed to accompany a specific version of Aqua Republica. This specific version is developed
jointly with Cap-Net UNDP and focuses on four main themes – water-food-energy nexus, climate change
through floods and droughts, transboundary water issues as well as sustainable development.
This section will focus on the different game features and serves as a detailed guide on how to start up the
game, how to run the game and how to trouble shoot problems.
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1.1.3 Start game menu
After logging in successfully, there will be 3 options in the start game menu. Clicking on the following
options will bring you to different menus in the game:
• Select Mission, to proceed further into the game to select different missions
• Load Saved Game, to continue a previously saved game
• About The Game, to bring up the help menu where a series of help images are available
1.1.4 Missions
Clicking on “Start Mission” will lead you to the mission selection menu. There are 4 missions in the game,
with increasing difficulty. These missions provide a set of more focused learning goals which are described
in the table below.
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Mission Difficulty Learning goals
Mission 1 – balancing water, Easy 1. Learn about the connectivity of water to
food, energy and ecosystems food production, energy production and the
economy in general
2. Learn about how different water users
impact on other users with their use of
water
3. Learn about the benefits of ecosystem and
services they bring to balance the food,
energy and water nexus
Mission 2 – dealing with climate Medium 1. Learn about climate change and it’s impacts
change on floods and droughts
2. Learn about how IWRM can help mitigate
floods and droughts
3. Learn about ecosystems’ services in
disasters control
Mission 3 – Sharing water across Difficult 1. Learn about how conflicts could arise
boundaries between 2 countries in a river basin
2. Learn about benefit sharing solutions
Mission 4 – Sustainable Very difficult 1. Learn about the complexity of sustainable
developments developments, which includes food, energy
water nexus, floods and droughts as well as
trans-boundary water issues and human
developments
2. This mission combines all the events from
Mission 1, 2 and 3.
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Figure 1 Example of a mission objective screen
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1.1.5 Game Controls
There are different game controls. The following figures will explain the different icons and game controls.
The game is typically played on a desktop computer together with a mouse. Scrolling the mouse will allow
the player to zoom in and out of the game map, while clicking on the left mouse button and holding it down
will allow the player to pan around the map.
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There are also many different game options. The above figure gives a summary of the different game
options. A tooltip will also appear in the game when you hover a mouse over these icons in the game.
1.1.6 Indicators
In the upper part of the screen the indicators are showed. This indicators help the player to keep track of
the changes introduced through their actions in the previous turns and give the overall status of the game
in each moment. Every indicator is linked to one or many different structures. The table below will explain
what the different indicators represent.
Indicators Description
Population • Each city in Aqua Republica houses a part of the population and the
bigger the city, the higher the rate of population growth
• Every city also provides a small amount of jobs
• Population in Aqua Republica consumes water, food and energy
• Population requires jobs and also has an affinity to good ecosystem
state
Funds • Funds are needed to build new structures or enforce policies within
structures
• Funds come from employed population: cities provide a small amount
of jobs, farms provide a small amount of jobs, industries provide a
bigger amount of jobs
• Funds can also come from trading food or energy in the market place
Food • Food is needed by the population to survive
• Food is produced from food farms. In Aqua Republica, the people have
no real preference in the different food crops
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Indicators Description
• Different crops in the farms however provide different amount of food,
uses different amount of water and impacts the environment
differently
• Food can also be purchased from the market place
Energy • Energy is needed to power all the buildings in Aqua Republica, except
for ecosystems
• Energy is produced from power plants
• Different power plants provide different amount of energy, uses
different amount of water for cooling and impacts the environment in
different ways
• Energy can also be purchased in the market place
Ecosystem state • Ecosystems require a minimum environmental flow of water
• Ecosystems provide many different services to the catchment (More
information can be found in 2. Aqua Republica Activities)
Each indicator has an arrow next to it, the arrow either points upwards or downwards. When the arrow
points upwards for example, for food, it means that from the previous turn to the current turn, there has
been a food surplus in the entire catchment. The same concept can be applied for all of the indicators,
except for water. Using these arrows properly will help the player understand when one is over producing
and when one is under producing.
For water, the water meters serve as a guide on how much water is consumed in the catchment. A tooltip
describing the water meter will be displayed whenever the mouse pointer is hovered over it.
The combination of the numerical model and the game layer creates a sandbox to practice making
decisions. With all the underlying logic mapped out behind the scene, the player can apply theories on
integrated water management, visualise consequences and learn both by taking the right actions and by
making mistakes in the game.
1.1.7 Events
Events offer “on the ground” messages to the player and serve as a guide on which steps to take in the
game. Events in Aqua Republica are also an important part of evaluating a player’s performance in the
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game. As events can be triggered by the actions of the players, actions which are in line with the principles
of integrated water resources management will trigger positive events. This can for example, be a
reduction in flooding event during the rainy season if a player has developed sufficient wetlands in the
catchment. This rewards the player visually, as the event will encourage the player with a virtual “pat on
the back”. On the other hand, when the player’s actions are not desirable, the game will trigger negative
events. This can for example, be a pollution event from farms or industries where a player does not enforce
any environmental policies for farms and industries. This will display events which will discourage the
player to continue with the actions by penalizing the player.
Refer to the events guide for a detailed listing of all possible events and advice in the game. Whenever the
player encounters an event, there will be some advice and tips on what can be done to help with the
specific event encountered by clicking on the "Advice and Tips" icon as shown below.
1.1.8 Disasters
On top of events, there can be disaster animations in the game. Disasters animations are extensions of
events where animations are visible on the game map whenever a disaster event occurs. Similar to events,
whenever a player encounters such animations, there will be advice and tips on what can be done by
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clicking on the "Advice and Tips" icon, (shown in the previous figure). The following images summarize the
effects of different disaster events in the game.
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1.1.9 Buildings, Policies and Structures
There are different buildings, policies and structures in the game. Each building generally represents a map
tile of a specific land cover in the map, for example, if a food crop farm is built on a tile, that particular farm
represents in generally a food farm area. When constructing a building the player can choose to
complement it with structures or implement policies that will improve their environmental performance of
the buildings in different ways. This policies and structures can be also applied after the building has been
constructed, in any turn.
Different buildings consume different resources such as food, energy, water and funds and also produce
different benefits in the game. These benefits can be direct benefits such as farm producing food, or can be
indirect benefits, for example ecosystem services.
The figure below summarizes the benefits of the each building type, for a more detailed list of buildings,
policies and structures, refer to the Buildings Guide.
1.1.10 Market
The market is where the player can trade resources. Typically it is meant for players to sell excess food or
energy or purchase them if they do not produce enough. This can also be a way to promote different types
of strategy in the game. For example, a player can explore the option of building a very agricultural area,
and sell excess food supply to fund the development of other buildings, rather than relying on the
industries to generate funds needed.
However market prices can fluctuate so players using such a strategy will have to keep a closer look at
market related events. (Refer to events guide)
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1.1.11 Scoring
The goal of the Aqua Republica games is to score as many basin points as possible. However, to be able to
score the highest amount of basin points the player should be learning to master some of the principles of
integrated water resources management.
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The basin score is calculated with the following formula:
Basin score = (food*0.25) + (funds*0.25) + (energy*0.25) + (population * 0.005) + ecosystem score + bonus
points
Food, funds, energy, population and ecosystem score are the values shown on the “indicator bar”.
Bonus points are based on the buildings, policies and substructures built in the game as well as points given
when encountering certain events. Bonus points are only visible to the player when they open the “Score
History” clicking on the progress bottom in the right side of the screen.
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Score Rating
The stars in the achievements page are given according to the total score with the following:
2 star: total score > 1500 & total score <= 2500
3 star: total score > 2500 & total score <= 3500
4 star: total score > 3500 & total score <= 4500
As shown below in the achievement page, beside the score rating the player will receive different trophies
depending on the accomplishments during the game.
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1.1.12 How to play
There are many ways to play the game, but the most fundament steps are summarized in the figure below.
The first step is to find out what are the events which are happening and decide on what to develop at the
start of the turn. Once that decision is done, a player can either change building types, policies and sub-
structures or add new buildings. When the player decided that he/she has done enough for that particular
turn, he/she can click “end turn” and move on to the next turn. The new turn starts, and the player will
have to react again on the events and decide on what are the next development steps. This happens until
the end of the 14 turns in the game.
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2. Aqua Republica Activities
Aqua Republica is a learning and educational tool. It is not meant to simulate actual river basin
management in a real catchment. However, players will learn about the conflicts and trade-offs that exist in
a real catchment by experiencing it through meaningful play. The educational value from playing the game
comes from the discussions which will arise from playing the game, this is where teachers will be able to
stand in and provide a local context of water knowledge in their own geographical setting. The best way to
conduct Aqua Republica activities will be to combine it relevant school materials on water education as well
as human geography. For relevant reading materials on water resources management, refer to the section
on Integrated Water Resources Management (IWRM)
The key objectives of the game are inspired by UNEP’s and Cap-Net`s ecosystem approach to IWRM,
highlighting the importance of ecosystems and services that they provide (e.g. food security, freshwater
supply and disaster risk reduction, etc.) The game also shows that co-operation within a basin does not
come automatically and needs to be both established and maintained.
The diagram below shows the key ecosystem services that will be included in the game.
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Source: UNEP (2012), Ecosystem Management Programme: A new approach to sustainability.
http://www.unep.org/themes/freshwater/pdf/ecosystemmanagementprogramme.pdf.
The activities described in the following section will help teachers organize the use of Aqua Republica in
classrooms.
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2.1.4 Activity information
2.1.4.1 Introduction
You are part of a planning committee in Aqua Republica and this committee is in charge of all the planning
and development activities in Aqua Republica. Your mission is to develop more economic, agriculture,
industrial activities within Aqua Republica while making sure that these developments are sustainable.
However planning Aqua Republica is not a trivial task. The committee consists of 4 different groups of
members and each group represents a different sector. As committee member, you have the responsibility
of representing your sector’s interest and priorities.
Tip: To get familiar with the game, go through Aqua Republica Introduction in the earlier chapter of this
guide.
It is recommended to break up the group of students into 4 different groups, with each group representing
a different sector. (Urban, Agriculture, Environment and Industry)
Note: If there are not enough participants to break into the different groups, you can also choose to
exclude a sector.
By discussing and negotiating actions to be taken, the students can get a first-hand experience of multiple
uses and users of water in a river basin and the facilitator gets the chance to highlight integrated water
management principles.
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2.2 Individual activity
2.2.1 Background
This activity is designed to encourage and promote more interactivity for a group of students as part of
team or individual work. The aim is to encourage discussions while playing Aqua Republica in a team or
individually to achieve the learning goals for the different missions in the game. In this activity, the team or
individual student controls the game and at the same time discuss and decide what the actions to be taken
in the game are. The teacher will act as a facilitator to answer questions that may come out of this activity.
2.2.4.1 Introduction
You are part of a planning committee in Aqua Republica and this committee is in charge of all the planning
and development activities in Aqua Republica. Your mission is to develop more economic, agriculture,
industrial activities within Aqua Republica while making sure that these developments are sustainable.
Tip: To get familiar with the game, go through the slides “Aqua Republica Demo Gameplay” under
PowerPoint Presentations.
It is recommended to run this exercise individually. However it can also be run with smalls teams of 2 to 3
participants.
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2.2.4.5 Activity sub-missions
This is an open ended exercise. Students can manage the developments in Aqua Republica in any way they
want. Their aim however is to achieve the highest possible score and that is only achievable when they
have considered the developments to be sustainable.
3. Technical guide
Go to http://capnet.aquarepublica.com/login
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Step 3: Log in with account credentials
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Step 5: Restart browser and login to start the game
For Macs, you need to have at least one of the following web browsers installed
• Safari, Firefox, Chrome
Operating System Requirements
• Mac OS X 10.5 or newer
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Operating systems Windows XP Professional Service Pack 3 (32 bit), Windows Vista Business
Service Pack 2 (64 bit) and Windows 7 Professional Service Pack 1 (32 bit).
3.3 Troubleshooting
Step 1: Check Unity Web player
Go to http://unity3d.com/gallery/demos/live-demos#tropical-paradise
If the web player is working, you should see the demo as shown below. You should try to a hard reload on
your web browser when loading the Aqua Republica game by pressing “Ctrl + F5” for Windows or
“Command + R” for Macs.
If the web player is not working, you should uninstall and reinstall Unity web player.
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Install the web player again by downloading from http://unity3d.com/webplayer
Competing demands and conflicts over rights of access occur amidst the fact that many people still do not
have equal access to water and sanitation. Access to safe drinking water and basic sanitation is a fundamental
requirement for effective primary health care and a pre-condition for success in fighting poverty, hunger,
child mortality, gender inequality and environmental damage.
Current challenges faced by the water sector are multi-faceted in that they include: How can people have
access to water and sanitation?; How can competition among various users be addressed without
undermining economic growth objectives?; and How can the protection of vital ecosystems be ensured?.
Failure to meet these complex challenges pushes societies further away from meeting the goal of sustainable
development, and sustainable management and development of water resources in particular.
1. Fresh water is a finite and vulnerable resource, essential to sustain life, development and the
environment.
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2. Water development and management should be based on a participatory approach, involving users,
planners and policymakers at all levels.
3. Women play a central part in the provision, management and safeguarding of water.
4. Water has an economic value in all its competing uses and should be recognised as an economic good.
Integrated water resources management may be defined as a systematic process for the sustainable
development, allocation and monitoring of water resource use in the context of social, economic and
environmental objectives. It is cross-sectoral and therefore in stark contrast to the traditional sectoral
approach that has been adopted by many countries. It has been further broadened to incorporate
participatory decision making of all stakeholders.
The basis of IWRM is that there are a variety of uses of water resources which are interdependent. The failure
to recognise interdependency coupled with unregulated use can lead to negative consequences of water
resource wastage and in the long term to the unsustainability of water resources.
Integrated management does not segregate water users or use a sectoral approach as is adopted in many
countries. Rather, water allocation and management decisions consider the impact of each use on the other.
In so doing, the crosscutting goals of social, economic and environmental sustainability are considered
collectively, and cross-sectorial policies are examined to shape more coherent, coordinated policies. In short,
IWRM recognises that water is a scarce natural resource, subject to many interdependencies in conveyance
and use.
Different user groups (farmers, communities, environmentalists, and others) may influence strategies for
water resource development and management. That brings additional benefits, as informed users apply local
self-regulation in relation to issues such as water conservation and catchments protection far more
effectively than central regulation and surveillance can achieve.
The term management is used in its broadest sense in that it highlights the need to not only focus on the
development of water resources, but also consciously manage water development that ensures sustainable
use for future generations.
It is essential that schools develop in young people a deep knowledge about the environment, but it is also
important that they understand the impact of their actions on the world around them and, therefore, the
large responsibility we have to improve our present and future.
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To the extent that as a society we were made aware that water was not limited only to the distribution of
drinking water and sewage systems, we were also becoming aware of the need for different skills and
attitudes needed to manage water sustainable. Some of these are:
Often school curriculums are fragmented by excessive specialization which do not allow
dialogue between curricular areas, turning each subject into an end in itself. This characteristic
requires proposals which can act as bridges, as transversal topics as water seen through an
IWRM approach.
Water in schools may be the subject of literature, history, citizenship training, science, art, sports, computers,
geography, and economics. The risk, however, with such a transversal proposal is that nobody takes the
initiative and the proposal is left on its own. That's why leadership is also needed from one or more teachers
who will drive the incorporation of water education along the school.
In his article "Beyond ecophobia", David Sobel 5 presents two studies about educational programmes that
worked with students environmental education with a catastrophic and alarmist point of view. In both cases,
results matched, instead of generating more active student participation, they expelled them, because the
burden was too heavy and they preferred not to know what was happening. The problems were apparently
very large and beyond the control of students, so their trend was to move away instead of participating in
local attempts to solve them.
At this point, Sobel decides to look at this question from the other end and enunciates the following questions:
How did environmental activists (adults) came to be what they are? How did their interest and commitment
for the environment arouse? To answer these questions, Sobel cites a review of several studies on this subject
conducted by Louise Chawla of the University of Kentucky. Chawla after reviewing these studies found a
pattern: many environmentalists attributed their commitment to the combination of two factors, "many
5
Sobel, D. (2010). “Beyond Ecophobia”. Yes Magazine N803. Translation: Margarita Herbel
31
hours spent in wild or semi-wild places in childhood and/or adolescence, and an adult who taught them about
nature". This suggests that activists became what they are because of love, love for nature. They want to
protect it not because of fear but because they want to preserve from destruction what they love.
In this sense, Sobel with his article warns teachers about how to present reality. He suggests that they should
be extremely careful with what they use in their classrooms. Students of any age, are not responsible for the
environmental deterioration or the unequal distribution of natural resources. It is not in their hands to solve
a problem that exceeds them. And worse, these two factors together can cause students to feel rejected by
this problem, that in some way is distant and strange, due to their poor relationship with nature.
Final words
Education "for" sustainability and “for” IWRM is necessary to develop in young people a holistic, critical
thinking, and social approach to environmental issues. It requires a comprehensive, interdisciplinary, and
positive approach, which rests on reality-based situations which drive potential for change, commitment
and collective participation.
The current views for sustainable water management, which include a river basin spatial approach, as
displayed in Aqua Republica, allow schools a friendly, modern, and innovative strategy for water education.
Through a serious game, there is no need to centre the attention in natural disasters and alarmist approaches.
Aqua Republica provides the opportunity for students to place themselves in the situation of others, consider
the difficulties of decision making and their impacts, and link social and environmental aspects in a complete
framework of sustainable development.
5. Mission Guides
Mission guides serve as supplementary teaching materials for teachers while they are conducting either the
individual or group activities.
The missions in Aqua Republica serve as a way to bring a focus to what lessons can be learnt in playing the
game. In order to understand how missions are designed, it is important to understand the mission related
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events in the game. Missions related events are a chain of events which focused on a specific category and
are further spilt up into the following categories
The concept behind these events are based on “learning by playing”, a mission related event is often
triggered by actions of the player. For example, a player may build a couple of farms without implementing
any policies in the farms. This will trigger an agriculture related event such as farming pollution. The player
can then have a few choices to solve this problem – one way is to implement policies such as “Source water
protection” in the farms, another way is to increase the number of ecosystems in the game. However if the
player ignores the problem, then subsequent events will be triggered such as “Water unfit for swimming”,
where the river water is polluted. This may further trigger a general unhappiness event from the population
and causes protests events in the game.
As there are a number of categories for mission related events in the game, we have grouped them up into
missions with increasing difficulty and complexity:
Mission 1 – Food, energy, water nexus, where all the events related to agriculture, ecosystem,
energy, industry and urban are grouped together
Increasing difficulty
Mission 2 – Floods and Droughts, where in addition to the events found in Mission 1, there will
be additional events related to floods and droughts
Mission 3 – Trans-boundary water issues, where in addition to the events found in Mission 1,
there will be additional events related to trans-boundary issues between the player and the
upstream neighbour
Mission 4 – Sustainable developments, where we include all the events in the game
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5.1 Mission 1 – Balancing water for food, energy and ecosystems
5.1.1 Background and Mission Objectives (DHI/UNEP-DHI)
Mission description:
Water is essential to produce food and energy, as well as for domestic and industrial uses. Water is also
needed to maintain the environment, which in turn helps to secure water quality and supply. However
there are growing demands of water and there is limited water to share between different water users and
uses. Balancing all these needs is a tricky business.
Goals:
- achieve the various development sub-goals set up by the various community groups
- implement policies or add structures which will help reduce water use and improve environment
This mission aims to teach about the relationships between water, food, energy and ecosystems.
Throughout the game, there will be objectives events appearing to guide players on what to develop in the
game. While striving to achieve these goals, players will encounter water shortages problems, pollution
problems as well as other social problems such as excessive development in other sectors and will need to
implement policies or construct structures within existing buildings to solve those problems.
By achieving the various development sub-goals as well as solving the issues that comes with these goals,
the player would be able to understand the basic complexity of the relationship of water and various
developments as well as conflicting interests. For example, at one particular turn in the game, with limited
funds available, the player will have to decide whether to fulfil the agriculture development goals or the
industry development goals. Agriculture goals will provide more food to the population whereas industry
goals will bring about more funds. Which is more important at this particular turn? There is no definite
answer to that and it depends on whether there is enough food for the population at this turn and whether
there are any other issues which are more important such as lack of energy or decreasing state of
environment.
While the goal of this mission is to attain all the goals without encountering any problems in the game, it is
in practical not possible to do that all the time. The aim here is to get the player to understand the various
trade-offs one has to do in order to solve a certain problem and considering those trade-offs should be a
participatory exercise because every decision will impact all the water users in one way or another.
34
Event Name Event Text
Agriculture After discussions with the community of farmers, they have suggested to develop
development goals 5 food farms and 3 cash farms as they believe this will generate enough food and
funds for the future generations of Aqua Republica.
Environment After discussions with the community of environmentalists, it is suggested that you
development goals maintain at least 10 ecosystems of each type to maintain the biodiversity of Aqua
Republica.
Industries After discussions with the community of industries, it is suggested that you
development goals develop 5 local industries and 2 national industries, 1 coal mine and 1 oil refinery.
This will generate enough jobs and funds for your area.
City development After discussions with the city community, it is suggested that you develop 3
goals villages, 1 city and 1 metropolis. This will create more population capacity which
will drive the economy of your area.
As is the case in most countries, the agriculture sector in your country may be the most important user of
water resources. When you think of agricultural water use in your country you may want to consider the
contribution of the sector to the livelihood and food security of the population. But you may also ask
yourself:
Are these water resources used effectively and efficiently or are there alternative means of food
production? Can you look for various examples in which water may be used efficiently and non-
efficiently in agriculture?
What are the impacts of water use for agricultural production on water availability and quality for other
water use sectors, including ecosystems?
How can the performance -in terms of water use- in the agricultural sector in my country be improved?
35
5.2 Mission 2: Dealing with climate change
5.2.1 Background and Mission objectives
Mission description:
Local impacts from global climate change can include more frequent severe weather conditions. These
weather conditions impact people and the environment through floods and droughts. How can better
water management help deal with this problem?
Goals:
- achieve the various development sub-goals set up by the various community groups
This mission aims to teach about the effects of floods and droughts and how better water management can
help reduce such effects. The mission also builds on top of the previous mission (Mission 1) and continues
to highlight the relationships between water, food, energy and ecosystems. Similarly like in Mission 1, as
the player plays through the game, there will be objectives events appearing to guide players on what to
develop in the game. While striving to achieve these goals, players will encounter water shortages
problems, pollution problems as well as other social problems such as excessive development in other
sectors and will need to implement policies or construct structures within existing buildings to solve those
problems. However in Mission 2, there will be additional floods and droughts problems associated with
these developments.
For example, a player can encounter an “Unexpected Rainy Season” event, this event can lead to a flooding
event if there are insufficient forests and wetlands in the game. If the player does not improve the number
of ecosystems in the game, the chances of getting a flood event increases. If the player has pollution
related event at the same time as a flood event, it will trigger additional events such as polluted flood
water.
Here are the list of key additional events built into Mission 2. For more details, refer to the Events Guide.
36
Event Name Event Text
Rainy season started The rainy season has started. You should expect more rainfall and possible
flooding in your area.
Unexpected rainy An unexpected rainy season has started. You should expect more rainfall and
season! possible flooding in your area.
Flooding subsided Flooding in parts of your area has subsided. Wetlands and forests have
helped made this flood a very short one.
Dry season has begun The dry season has started. You should expect less rainfall and possible
droughts in your area.
Dry season ended The dry season is over. The vast amount of wetlands you have seems to be
shortening the dry season.
Unexpected dry season! An unexpected dry season has started. You should expect less rainfall and
possible droughts in your area.
37
5.2.2 Additional tips for teachers
Floods
The increasing trend of natural disasters is related mainly to population growth and occupation of risk areas
(floodplain and coastal); economic development leading to pressure on the environment and urbanisation;
and the effects of climate variability and change on the hydrologic cycle.
Urban drainage and flooding, including urban drainage and solid waste interactions, sustainable urban
drainage, and flood-resilient planning and building, flood insurance, flood proofing techniques, risk
perception and preparedness and flood forecasting in an integrated manner is therefore extremely important.
Revising articles from newspapers, or TV, teachers can review with their students recent news about flood in
their countries or other places in the world. Questions to consider are:
Describe the vulnerability and the resilience of a community you know in your country
What could be the planned actions which would help in the community of the former question?
Droughts
Drought is a growing threat to many people and economies in both developing and developed countries,
with characteristics differing considerably across the world.
Droughts are considered to be the most far-reaching of all natural disasters, causing short and long-term
social, economic, and ecological losses and having significant secondary and tertiary impacts. A drought does
not trigger an emergency by itself; whether it becomes an emergency depends on its impact on local people,
and that, in turn, depends upon people’s vulnerability to such a ‘shock’.
To reduce societal vulnerability to droughts, a paradigm shift of drought management approaches is required
in order to overcome the prevailing structures of reactive, post-hazard management and move towards
proactive, risk-based approaches of disaster management. Risk-based drought management is multifaceted
and requires the involvement of a variety of stakeholders. From a drought management policy perspective,
capacities in diverse ministries and national institutions are needed.
Drought has no global definition, as definitions relate to region-specific climates. One conceptual definition
may be: “Drought can be conceived as a temporary lack of water, which is, necessarily but not exclusively,
caused by abnormal climate and which is damaging to an activity, a group, or the environment 6.”
For a deeper comprehension of what are droughts and how they affect us, go through these questions with
your students:
6
Kallis, G., 2008. ‘Droughts’. Annual Review of Environment and Resources, 33:85–118.
38
Where are they placed?
Mission description:
Water knows no boundaries. It is up to the people themselves to share water across boundaries. While
sharing water is not easy, it can be necessary in order to maximise the possible benefits to people and the
environment. How would you share it?
Goals:
- achieve the various development sub-goals set up by the various community groups
This mission aims to teach about trans-boundary issues and how integrated water management can help
solve cross boundaries issues. The mission also builds on top of the previous mission (Mission 1) and
continues to highlight the relationships between water, food, energy and ecosystems. Similarly like in
Mission 1, as the player plays through the game, there will be objectives events appearing to guide players
on what to develop in the game. While striving to achieve these goals, players will encounter water
shortages problems, pollution problems as well as other social problems such as excessive development in
other sectors and will need to implement policies or construct structures within existing buildings to solve
those problems. However in Mission 3, there will be additional events related to trans-boundary issues.
Given that this is a single player game, having a trans-boundary component stretches the limits of the
game. While most trans-boundary issues require a number of dialogues to understand the problem and
then working out a common solution, the game is unable to provide an interactive dialogue between the
player and the computer player. What we have designed in the game to replace the interactive dialogue is
to have the computer player react to the developments done by the player. If the player responds to events
in manners which are in line with IWRM principles, then the computer player will follow with the same
good response and vice versa. The trans-boundary issues in the game are also limited to very simple cases,
which can be understood by players easily.
For example, a player can encounter a “Major agriculture expansion upstream” event, this event can lead
to an upstream pollution event which will spread to the player’s area. To be able to help the upstream
computer player solve the problem, the player will have to establish a trade agreement with the computer
player by buying or selling resources in the market place. Once that is established, the player will have to
make sure that the farms in his/her area have source water pollution policies in place. When that happens,
then an event will be triggered that a task force has been set up to help the computer player to solve the
pollution issue. If the player does not do that, then he/she will continue to encounter pollution related
events in his/her area.
39
Here are the list of key additional events built into Mission 3. For more details, refer to the Events Guide.
Trade agreement Trade agreements help strengthen the relationship between your area and
established! your upstream neighbour. A better trade relationship will make neighbours
more accountable to each other and will make the region more stable.
Upstream deforestation Your upstream neighbour has been reported to have destroyed a large
number of forests. If such actions continue, it may increase chances of
flooding and also increase changes of pollution in your area.
Upstream reforestation Your upstream neighbour has seen the benefits of ecosystems in your area
and has started a reforestation project! Good job!
Major agricultural Your upstream neighbour has started to develop a large agricultural area.
expansion upstream This will help boost their food supply but if the area is not well managed, it
will affect the water quality in your area.
Pollution from upstream Farms in the upstream area are mismanaged and are reported to be causing
farms a lot of water pollution. If this is not contained, it will cause a lot of damage
to your area.
Upstream farming Farms in the upstream area continues to be mismanaged and are reported to
pollution continues be causing a lot of water pollution. If this is not contained, it will cause a lot
of damage to your area.
Agriculture pollution Your upstream neighbour has learnt about the source water protection
taskforce helps policies implemented in your area and has asked for help in solving their
upstream neighbour pollution problem. You gladly send a taskforce to help them out.
Upstream farming Upstream pollution clears! Good job influencing the upstream neighbour to
pollution clears! adopt to more environmentally friendly farming policies.
Upstream dam Your upstream neighbour has started a dam construction project. Depending
construction on how the dam is being managed, it may cause water problems in your area.
Upstream dam The dam upstream is unfortunately being managed on a very local level.
restricting water flow More water is stored upstream in preparation of the dry season and is
causing the available water in your area to decrease.
Upstream dam flooding The dam upstream is unfortunately being managed on a very local level.
the river Water is released upstream to generate more electricity for the upstream
neighbour and causing some unexpected flooding in your area.
40
Upstream dam Efforts have been made to try to establish better trade relationship with the
negotiation failed! upstream neighbour so that they are more aware that the effects of their
dam operations will indirectly affect their area. However such a relationship
takes time to establish.
Upstream dam Efforts have been made to try to establish better trade relationship with the
agreement reached! upstream neighbour so that they are more aware that the effects of their
dam operations will indirectly affect their area. All your efforts has paid off!
Major industries Your upstream neighbour has started to build more industries. Depending on
expansion upstream how these industries areas are managed, they may cause water pollution and
water quantity problems to your area.
Pollution from upstream Industries in the upstream area are mismanaged and are reported to be
industries causing a lot of water pollution. If this is not contained, it will cause a lot of
damage to your area.
Upstream industry Industries in the upstream area continues to be mismanaged and are
pollution continues reported to be causing a lot of water pollution. If this is not contained, it will
cause a lot of damage to your area.
Industrial pollution Your upstream neighbour has learnt about the source water protection
taskforce helps policies implemented in your area and has asked for help in solving their
upstream neighbour pollution problem. You gladly send a taskforce to help them out.
Upstream industry Upstream industry pollution clears! Good job influencing the upstream
pollution clears! neighbour to adopt to more environmentally friendly farming policies.
An international watercourse is understood as the surface and groundwater system which constitutes a
physical unit and normally flows into a common river mouth, some of whose parts are in different states.
(Article 1 United Nations Convention on the Law of the uses of international watercourses for purposes
other than navigation).
41
5.4 Mission 4: Sustainable developments
5.4.1 Background and Mission objectives
Mission description:
The use of water resources to meet human needs while ensuring the sustainability of the environment is
called sustainable developments. It includes dealing with climate change and sharing water across
boundaries. Are you ready for the ultimate test?
Goals:
- achieve the various development sub-goals set up by the various community groups
This mission aims to teach about sustainable developments and it is a combination of Mission 1, 2 and 3.
The builds on top of the previous mission (Mission 1) and continues to highlight the relationships between
water, food, energy and ecosystems. Similarly like in Mission 1, as the player plays through the game, there
will be objectives events appearing to guide players on what to develop in the game. While striving to
achieve these goals, players will encounter water shortages problems, pollution problems as well as other
social problems such as excessive development in other sectors and will need to implement policies or
construct structures within existing buildings to solve those problems. However in Mission 4, there will be
additional floods and droughts problems associated with these developments as well as additional events
related to trans-boundary issues. Refer to the section on previous missions for more detail.
The global water crisis is one of management rather than resource availability, and this is where the bulk of
the action is required in order to achieve a water secure world. Many accomplishments in the last decades
were in policy and institutional development towards Integrated Water Resources Management (IWRM), but
there are still vast challenges to look into.
42
6. Buildings guide
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Village Urban Building 100 12 -1,2 -0,04 2 10000 1000 5000
75
City Urban Building 275 25 -3 -0,06 3 40000 4000 20000
250
Metropolis Urban Building 800 50 -5 -0,09 4 90000 9000 50000
500
Stakeholder Urban Policy 50 1 reduces
participation chance of
upstream
problems
100
Energy Urban Policy 20 -5 10 1
conservation
50
Name
Sewer
Water
renewal plan
Category
Urban
Urban
Urban
Type
Policy
Policy
Policy
20
30
20
-5 Cost (funds)
-5
Income/Upkeep
-10
Energy
Food
0,3
Ecosystem Impact
0,01
1
1
1
Population
Capacity
Population
Growth per turn
Jobs
Additional effects
of air
floods
reduces
reduces
pollution
chance of
the chance
50
50
75
Score Bonus
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Water meters Urban Structure 100 15 -2 0,4 1 reduces
the chance
of water
leaks
100
Parks and Urban Structure 80 -10 -0.2 0,02 1 reduces
green belts chance of
air
pollution,
reduces
flood
damages
75
Rain Urban Structure 10 -2 0,15 1
harvesting
system
25
Expand Urban Structure 120 -10 -5 0,05 1 reduces
sewage chance of
treatment water
system pollution
100
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Coal fired Energy Building 80 5 75 -2,1 -0,2 2 500
plant
100
Nuclear plant Energy Building 400 30 500 -6 -0.4 3 15000 chance of
nuclear
meltdown
500
Biomass plant Energy Building 65 5 45 -3 -0,015 4 500
75
Wind power Energy Building 20 1 10 0 1 50
plant
25
Energy Energy Policy 30 -5 10 1
demand
management
50
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
International Energy Policy 20 1 improves
Co-operation market
conditions
75
Clean air act Energy Policy 30 -10 0,1 1 reduces
the chance
of air
pollution
50
Source water Energy Policy 15 -3 0,015 1 reduces
protection chance of
water
pollution
50
Once-through Energy Structure 20 15 -0,05 -0.05 1
cooling 0
Wet cooling Energy Structure 40 10 -0,2 -0.02 1
towers 0
Dry cooling Energy Structure 60 5 -0,01 -0.01 1
towers 0
Grassland Ecosystem Building 50 -0,15 0,04 1 allows
livestock
grazing
50
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Forest Ecosystem Building 50 5 -0,3 0,1 3 reduces
chance of
air
pollution,
reduces
flood
damages,
reduces
chance of
landslides
150
Wetlands Ecosystem Building 80 0 0 -0,3 0,06 2 reduces
chance of
water
pollution,
reduces
chance of
landslides
100
Livestock Ecosystem Structure 50 40 40 -0,02 1
farming (only
if grassland is
built)
50
Wheat farm Agriculture Building 25 2 -5 25 -2,4 -0,04 1 50 50
Maize farm Agriculture Building 20 5 -4 18 -1,8 -0,03 1 50 50
Vegetables Agriculture Building 15 0 -2 15 -1,5 -0,03 1 50
farm 50
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Palm Agriculture Building 45 15 -4 5 -3,6 -0,04 2 50
plantation 100
Cotton Agriculture Building 40 15 -5 -3 -0,03 1 50
plantation 50
Source water Agriculture Policy 15 -3 0,015 1 reduces
protection chance of
water
pollution
50
Smart Agriculture Policy 10 0.05 0,005 1
irrigation
practices
50
Use of organic Agriculture Policy 10 0,01 1
fertilizers
50
Wetlands Agriculture Policy 20 -5 1 1 0.1 0,02 2 reduces
maintenance chance of
and water
restoration pollution,
reduces
flood
damages
50
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Drip irrigation Agriculture Structure 30 -2 3 -0.05 1
75
Circle Agriculture Structure 40 -5 5 -0.1 1
irrigation
75
Surface Agriculture Structure 10 -1 2 -0,2 -0.01 1
irrigation
75
Local Industry Building 25 13 -5 0 -0,5 -0,025 1 5000
Industries
125
National Industry Building 100 75 -10 0 -0,9 -0,035 2 10000
Industries 250
Coal Mines Industry Building 100 85 -25 0 -3 -0,075 2 15000
250
Oil refinery Industry Building 300 200 -40 0 -4,5 -0,075 3 25000
500
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Energy Industry Policy 20 -5 10 1
conservation
50
Water Industry Policy 20 -5 0,3 0,1 1
conservation
50
Source water Industry Policy 15 -3 0,015 1 reduces
protection chance of
water
pollution
50
Clean air act Industry Policy 30 -10 0,01 1 reduces
the chance
of air
pollution
50
Green roofs Industry Structure 20 -2 0,15 1 reduces
the chance
of air
pollution
75
Solar panels Industry Structure 10 -2 5 1
75
Ecosystem Impact
Additional effects
Water Use (m3/s)
Score Bonus
Cost (funds)
Population
Population
Category
Capacity
Energy
Name
Food
Type
Jobs
Heating, Industry Structure 15 5 -2 -0,05 -0,01 1
ventilation
and air
conditioning
(HVAC) 50
Rain Industry Structure 10 -2 0,15 1
harvesting
system
25
Sewage Industry Structure 20 -10 -5 0,05 1 reduces
treatment chance of
system water
pollution
50
Mine water Industry Structure 15 0,05 1
desalination
(effective for
mines only)
50
Name
Reservoir
Hydropower
Category
Water
Water
Type
Building
Structure
Cost (funds)
200
100
20
Income/Upkeep
-10
Energy
100
Food
Ecosystem Impact
1
2
Population
Capacity
Population
Growth per turn
Jobs
100
Additional effects
flood
flood,
reduce
reduce
reduce
drought
damages
damages,
chance of
Score Bonus
500
500
7. Events guide
Farmers 15% chance If BUILDINGS Create celebration on every You have listened to the none
celebrate Agriculture(food farm) >= 5 AND IF farms for 1 turn; happiness +0.1 community of farmers and
exceptional BUILDINGS Agriculture(Cash farm) >= it is paying off! This year's
harvests! 3 harvests have been
exceptional! Most of the
farms in your area are
reporting a higher than
expected yield!
Event name Condition Description Effect Event description Advice Description
Exceptional If TURNS SINCE Exceptional Harvest > Remove celebration effect The celebrations are over. none
harvest over 1 The community of farmers
are happy with you
listening to them.
Water IF TURNS SINCE Farming pollution >= remove pollution state on farm The water pollution Farms can be a major
pollution from 4 tiles; happiness +0.05 caused by farms has been source of water
farms cleared! cleared, however the root pollution. Water can be
of the problem remains polluted from
unresolved. herbicides, pesticides
and fertilizers coming
from the farms. You
should implement water
protection policies in
farms or increase
wetlands to prevent
future water pollution.
Water 80% IF BUILDING WITH remove pollution state on farm The wetland maintenance none
pollution from Agriculture(Wetland Maintenance) >= tiles; happiness +0.1 programme in some of the
farms cleared! 2 farms in your area is
believed to have helped
clear the water pollution
Water 80% IF BUILDING WITHOUT remove pollution state on farm Implementing source none
pollution from Agriculture(Source Water Protect) < 2 tiles; happiness +0.1 water protection in some
farms cleared! of the farms in your area
have helped clear the
water pollution.
Event name Condition Description Effect Event description Advice Description
Excellent water 20% chance IF BUILDINGS CASH +50 points; happiness +0.1 The community of farmers none
supply to cash FARM >=3 AND IF BUILDINGS CASH is praising you for
crop farms FARM without water < 1 excellent farm land
planning. You have taken
care in spreading out
farms in different
catchments.
Excellent water 20% chance IF BUILDINGS CASH +50 points; happiness +0.1 The community of farmers none
supply to food FARM >=5 AND IF BUILDINGS FOOD is praising you for
crop farms FARM without water < 1 excellent farm land
planning. You have taken
care in spreading out
farms in different
catchments.
Insufficient food <= 15 none Food production is getting You should build more
food supply dangerously low. The farms in your area or
people are getting purchase food from the
restless. market place.
Recession hits! 5% IF NOT economic_boom -20 funds per turn as long as Economic recession has hit You should always have
recession in effect Aqua Republica this year! some funds available to
Reports of layoffs and get through an economic
lower income for recession.
industries are affecting
your economy.
Event name Condition Description Effect Event description Advice Description
Recession 90% IF TURNS SINCE recession >= 1 Ends recession The economic recession none
over! that has affected Aqua
Republica has come to an
end. The economy is now
back to normal.
Economy is 10% IF NOT recession +50 funds pr turn economic Aqua Republica's economy This is a good chance to
booming! boom is in effect is booming this year! take a look at your
Reports of high profits and existing plans and see if
productivity are there are more
widespread. improvements to be
done.
Economic 95% IF TURNS SINCE economic End economic boom The economy is now none
boom over boom >= 1 steady after the boom.
Spiking food 10% +30 food buy price; +40 food Scorching heat and You should seize the
prices! sell price droughts in Aqua chance to sell your
Republica are sending surplus food supply in
food prices up, leading to the market place.
worries about food costs.
Food prices 10% -25 food buy price; -35 food sell More productive This is the chance to
drops price agricultural practices have stock up on your surplus
reduced crop losses, food supply from the
driving food prices down. market place.
High energy 10% +20 energy buy price; +30 There has been a price You should seize the
prices hits! energy sell price hike in energy resources chance to sell your
this year. Purchasing surplus energy supply in
energy resources in the the market place.
market is now more
expensive than usual.
Event name Condition Description Effect Event description Advice Description
Price for 10% -20 energy buy price; -30 Energy resources have This is the chance to
energy down energy sell price seen a price drop this year. stock up on your energy
Purchasing energy from the market place.
resources on the global
market is now cheaper
than usual.
Bottled water 50% IF FUNDS < 35 AND IF BUILDINGS SodaFactory building placed on A bottled water company You can build more
company Industry(all) < 3 map; +75 funds; opens in your area, which industries to prevent
opens sparks some debate. It is such factories from
good for the economy but opening in the future.
other industries may be
less water intensive.
Bankruptcy funds <= 10 none Funding is getting very You can cut back your
threatens low. You need to secure spending. You can also
more funding or risk not sell surplus food and
being able to develop energy in the market
further. place.
Not enough IF BUILDINGS ECOSYSTEM without -50 points; happiness -0.05; There is not enough water You can reduce water
water for the water >= 2 drought state for eocystem to sustain some forests, use for other buildings
environment without water AND wetlands or grasslands in which are in the same
draught_active = 1 your area. catchment as the affect
ecosystems, or move
either the ecosystem or
other buildings to
another catchment.
Fish are dying! 70% IF BUILDINGS WITHOUT -15 funds pr turn; -0.05 The rivers continue to be You should review your
Agriculture(Source water protect) <= ecoSystem; -250 points polluted and fish are pollution policies for
3 AND BUILDINGS WITHOUT dying. The people are industries, farms and
Energy(Clean Water Act) <= 2 AND IF angry with the situation. power plants.
water_polluted
Event name Condition Description Effect Event description Advice Description
Outbreak of 50% IF water_polluted -10 funds; -0.2 happiness; -25 Waterborne diseases are Farms, industries and
waterborne points; caused by polluted water. cities can be a major
diseases down_stream_pollution=true Most infected people have source of pollution to
reported to have swum or your water. You should
drank some water from implement policies to
the river. control it.
Water unfit for IF water_polluted -0.1 happiness; -25 points; The river water in your You should check
swimming! down_stream_pollution=true; area is polluted and is now policies in farms and
set empty tiles on river to unfit for swimming and industries and can
pollution state? bathing. Many people in implement pollution
your area are unhappy control policies, or
with this as they can no extend wetlands or
longer enjoy the water for forests to reduce
leisure and cultural pollution.
activities.
Landslides 75% chance IF Buildings -1000 population; -100 funds; - Deforestation has caused You can increase the
Ecosystem(wetlands and forests) <= 0.05 happiness some parts of the land to number of wetlands and
20 AND rainy_season become unstable causing a forests to reduce the
number of serious chance of landslides.
landslides.
Ecosystem- IF TURNS SINCE START >= 5 AND 50% After discussions with You should have at least
based If BUILDINGS Ecosystem(forest) < 10 environmentalists, it is 10 grasslands, 10
development AND IF BUILDINGS suggested that you need wetlands and 10 forests.
goals Ecosystem(wetland) < 10 AND IF to improve water quality
BUILDINGS Ecosystem(grassland) < 10 and increase leisure areas
by having at least 10
ecosystems of each type.
Event name Condition Description Effect Event description Advice Description
Celebrations! 10% chance If BUILDINGS Population +10000; You have listened to the none
Eco tourists Ecosystem(forest) >= 10 AND IF happiness+0.1; funds+300 environmentalists and it is
have arrived! BUILDINGS Ecosystem(wetland) >= 10 paying off! There is an
AND IF BUILDINGS increase in the number of
Ecosystem(grassland) >= 10 eco-tourists visiting your
area. Good news for the
economy!
Celebrations If turns since celebrations! Eco Remove celebration effect The celebrations are over, none
for eco tourists tourists > 1 but the environmentalists
over are happy with you
listening to them.
Ecosystems 50% chance If BUILDINGS water_polluted = false; Ecosystems provide many none
help regulate Ecosystem >= 20 and IF happiness +0.1 services to the
water pollution water_polluted = true environment and one of
those services is to help
purify water, thus
reducing pollution.
Excellent water 20% chance If BUILDINGS Ecosystem +50 points; happiness +0.1 The environmentalists are none
flow for the without water < 1 praising you for excellent
environment! ecosystem management.
You have taken care in
ensuring water for all
ecosystems.
Event name Condition Description Effect Event description Advice Description
Landslides over If TURNS SINCE var_landslide = 2 Normalizes all landslide tiles The landslide disaster is You can increase the
AND set var_landslides = 0; over however the people number of wetlands and
in your area are worried forests to reduce the
about future landslides. chance of landslides.
Ecosystems are ecoSystem <= 0.25 none The ecosystems in your You can build more
declining area are declining due to grasslands, wetlands or
excessive human activities. forests or implement
Ecosystems provide environmentally friendly
important services - policies in other
preventing disasters, buildings to improve the
diseases and providing ecosystems in your area.
food, water and
opportunities for leisure.
Do not take them for
granted.
Water IF BUILDINGS POWERPLANTS without -50 points; happiness -0.1 Water is needed for You can reduce water
shortages in water >= 1 cooling in power plants. use for other buildings
power plants Some power plants in your which are in the same
area are experiencing catchment as the affect
water shortages and are power plants, or move
reducing production. either the power plant
or other buildings to
another catchment.
Event name Condition Description Effect Event description Advice Description
Extended IF energy <= 0 -0.1 happiness; -100 points Power cuts hit the cities You do not have enough
power cuts and villages in your area! energy to power all the
reported The affected population buildings in your area.
are unhappy with the You can build more
situation! power plants, reduce
power usage or
purchase energy from
the market.
Major Disaster! 50% chance IF BUILDINGS -0.8 ecoSystem; -100 funds; - A meltdown accident! You should think of
Nuclear Energy(Nuclear) >=1 AND IF 0.6 happiness; destroy nuclear Experts blame the lack of other ways of producing
meltdown! BUILDINGS Energy(Nuclear) without power plant; destroy 5 random water to cool down the energy and ensure that
water >=1 buildings power plant. there is sufficient water
supply for the power
plants in your area.
Nuclear IF TURNS SINCE Nuclear disaster >= 2 Remove poison effect on tiles The clean-up work has none
disaster clean- been huge, but now the
up efforts radioactive waste has
finished finally been contained.
Severe air 50% IF BUILDINGS Energy(Coal) >= 3 -0.1 ecoSystem; -25 points Heavy smoke is affecting Some power plants,
pollution leads AND IF BUILDINGS without (Clean air air quality and is causing industries and cities can
to acid rain act) <= 3 AND IF BUILDINGS acid rain which is produce heavy smoke.
Ecosystem <= 15 damaging forests. You should think of
other ways of producing
energy or implement
clean air policies.
Event name Condition Description Effect Event description Advice Description
Energy IF BUILDINGS Energy(Source water +15 points; happiness + 0.05 Most power plants in your none
production protect) >=4 area have agreed to
goes green protect the water source.
A wise move to ensure
sustainability for the
environment.
Excellent water 20% chance IF BUILDINGS Energy(all) +50 points; happiness +0.1 The community of energy none
supply to without water < 1 producers is happy with
power plants your management. All
power plants have
excellent water supply.
Low energy energy <= 20 none The energy demand in You should build more
levels your area is soaring and power plants to produce
current energy production energy.
is unable to support it.
Pollution from 80% if INDUSTRY(Waste Water ecosystem -0.3; water_polluted Some of the industries in You can implement
industries! Treatment System < 2) and = true; set pollution state to your area are found to be water protection policies
no(city+industry> 2) and if industry true on industry tiles polluting the water in industries, build waste
(Source water protection < 2) and if source! Bad water water treatment
ecosystem (wetlands) < 10 management practices are facilities or increase
to blame! wetlands to reduce the
pollution problem.
Event name Condition Description Effect Event description Advice Description
Water IF BUILDINGS INDUSTRY without -50 points; happiness -0.1; Some of the industries in You can implement
shortages in water >= 1 drought status on industries your area are experiencing water saving policies and
Industries water shortages. This will structures in some of the
affect the productivity of industries in your area,
those industries. relocate some industries
or other buildings in the
same catchment to
other catchments.
Industries shut 10% chance IF BUILDING Industry(all) destroy 2 random industries; The water shortage You can implement
down due to without water > 3 happiness -0.1 problem in some of the water saving policies and
water industries are getting too structures in some of the
shortages severe. They have decided industries in your area,
to close down their relocate some industries
businesses. or other buildings in the
same catchment to
other catchments.
Industries in 10% IF NOT economic_boom AND -15 funds as long as decline is in Although industries have You can implement
decline due to NOT industrial_boom, if effect sufficient water, for some, water protection policies
poor water water_polluted the quality is too poor to in industries, build waste
quality use. water treatment
facilities or increase
wetlands to reduce the
pollution problem.
Industry IF TURNS SINCE decline started = 3 Ends industry decline effects The industrial sector has You can implement
decline over and if water_polluted recovered from the water protection policies
decline, even though in industries, build waste
water quality remains water treatment
poor. facilities or increase
wetlands to reduce the
pollution problem.
Event name Condition Description Effect Event description Advice Description
Industry IF water_polluted = false Ends industry decline The industrial sector has none
decline over recovered from the
decline because of better
water quality.
Industry IF happiness < 0.3 AND BUILDINGS -5 funds until strike is over Industry workers are You can implement
workers are INDUSTRY without water >= 3 protesting! There is water saving policies and
protesting insufficient water for structures in some of the
industries and they blame industries in your area,
your management relocate some industries
policies. or other buildings in the
same catchment to
other catchments.
Industry IF TURNS SINCE Union strike = 3 AND Union strike ends The workers' strike has You can implement
workers' BUILDINGS INDUSTRY without ended and workers are water saving policies and
protest over water >= 3 going back to work. structures in some of the
However the water industries in your area,
shortage problem remains relocate some industries
unresolved. or other buildings in the
same catchment to
other catchments.
Industry IF TURNS SINCE Union strike < 3 AND Union strike ends The water shortage none
workers' IF BUILDINGS INDUSTRY without problem in industries have
protest over water <= 1 been addressed and the
industry workers are going
back to work.
Industries IF TURNS SINCE START >= 3 AND 50% After discussions with You should have at least
development If BUILDINGS Industry(local) < 5 AND industrial leaders, it is 5 local industries and 2
goals IF BUILDINGS Industry(national) < 3 suggested that you national industries, 1
AND IF BUILDINGS Industry(coal develop 5 local industries coal mine and 1 oil
mine) < 1 AND IF BUILDINGS and 2 national industries, refinery.
Industry(oil refinery) < 1 1 coal mine and 1 oil
refinery. This will generate
Event name Condition Description Effect Event description Advice Description
enough jobs and funds for
your area.
Regional 10% AND If BUILDINGS +10 funds per turn industry You have listened to the none
industry Industry(local) >= 5 AND IF boom is in effect, celebration industrial leaders and it is
booming BUILDINGS Industry(national) >= 3 status for industries paying off. This year the
AND IF BUILDINGS Industry(coal industry in your region has
mine) > 1 AND IF BUILDINGS been experiencing an
Industry(oil refinery) > 1 economic boom!
Boom in IF TURNS SINCE boom started = 2 Remove celebration effect in The boom in industries is none
industrial industries over.
sector over
Industry goes IF BUILDINGS WITH Industry(source ecoSystem +0.05; +8 funds; +50 The environmentalists are none
green water protection) >= 4 AND points; happiness +0.05; add 1 happy that industries are
BUILDINGS WITH Industry(Green ecosystem to empty tile going green and the
Roof) >= 4 environment is improving.
Event name Condition Description Effect Event description Advice Description
Excellent water 20% chance IF BUILDINGS INDUSTRY +50 points; happiness +0.1 Industrial leaders are none
supply to without water < 1 praising you for excellent
industries development strategies.
You have taken care in
ensuring water for all
industries.
Pollution free 20% chance IF BUILDINGS WITH +50 points; happiness +0.1 Environmentalists are
industries Industry(Source water protection) >= happy that industries are
4 doing their best to protect
water sources in your
area!
Water IF BUILDINGS CITY without water >= 1 -50 points; happiness -0.15, - Some of the cities and You can implement
shortages in 100 funds; change drought villages in your area are water saving policies and
cities and state to affected cities experiencing water structures in the cities or
villages shortages. This is affecting other buildings in your
the health of the area. You can also
population in those areas. relocate other buildings
Some women and children in the same catchment
are reported to have to to other catchments.
carry water from faraway
places.
Mass migration 10% chance if happiness < 0.2 Population -30%; happiness - Some of the people in You can increase
0.1; mass_migration = true your cities are mass happiness of people in
migrating. They are your area by balancing
frustrated with the developments. People
decisions made in your need food, energy and
area and are moving away. water as well as a clean
and green environment
to remain happy.
Event name Condition Description Effect Event description Advice Description
Protesting in 40% IF happiness less than 0.19 -20 funds; -15 points People are striking and You can increase
the streets taking to the streets to happiness of people in
protest the way you are your area by balancing
running your area. This is developments. People
costing you money. need food, energy and
water as well as a clean
and green environment
to remain happy.
Lack of 10% IF BUILDINGS -0.05 happiness The increasing population You can expand sewage
capacity in Urban(MediumCity) >= 1 and IF density in your cities is treatment plants in the
sewage plants BUILDINGS Urban without (Sewage creating many problems villages, cities and
treatment plant) > 1 with sanitation. metropolis to prevent
this problem.
City IF TURNS SINCE START >= 7 AND 50% After discussions with the You should have at least
development If BUILDINGS URBAN(village) < 3 AND city community, it is 3 villages, 1 city and 1
goals IF BUILDINGS URBAN(city) < 2 AND IF suggested that you metropolis.
BUILDINGS URBAN(metropolis) < 1 develop 3 villages, 1 city
and 1 metropolis. This will
help to increase
population which may
improve the economy of
your area.
Event name Condition Description Effect Event description Advice Description
People are IF Happiness >= 0.6 AND If BUILDINGS happiness +20%, celebration The people are happy with none
happy! URBAN(village) >= 3 AND IF status in cities, celebration = 1 your management
BUILDINGS URBAN(city) >= 2 AND IF strategy. You have done
BUILDINGS URBAN(metropolis) >= 1 well.
Celebration IF TURNS SINCE celebration event >= Celebration = 0 Celebration is over but none
over 1 people remain happy with
your management
strategy.
Green cities IF BUILDINGS WITH Urban(parks) >=3 +0.1 happiness; +10 points A recent survey has shown none
appreciated by that the city community
all people are happy with the
clean and green cities.
Good job!
Excellent water 20% chance IF BUILDINGS URBAN +50 points; happiness +0.1; People are praising you for none
supply to cities without water < 1 +100 funds taking care of the water
supply to the cities and
villages. There is no need
for women and children to
carry water to their
homes. This has help
boosted the economy in
your area.
Event name Condition Description Effect Event description Advice Description
People 40% IF happiness between 0.2 and -15 funds People are unhappy with You can increase
demand 0.4 some of the decisions that happiness of people in
change you have been making and your area by balancing
are demanding a change. developments. People
need food, energy and
water as well as a clean
and green environment
to remain happy.
Your upstream IF TURNS SINCE game_started = 1 Build 2 food farms Farming activities if not
neighbour built properly managed by your
2 food farms upstream neighbour can
cause pollution or water
shortages in your area.
Your upstream IF TURNS SINCE game_started = 3 Build 2 local industries Industrial activities if not
neighbour built properly managed by your
2 local upstream neighbour can
industries cause pollution or water
shortages in your area.
Your upstream IF TURNS SINCE game_started = 5 Build 1 village Urban activities by your
neighbour built upstream neighbour may
a village affect your area at some
point.
Your upstream IF TURNS SINCE game_started = 7 Build 3 local industries Industrial activities if not
neighbour built properly managed by your
3 local upstream neighbour can
industries cause pollution or water
shortages in your area.
Your upstream IF TURNS SINCE game_started = 9 Build 1 village Urban activities by your
neighbour built upstream neighbour may
a village affect your area at some
point.
8. Acknowledgement
This work is supported by Cap-Net UNDP, UNEP-DHI Partnership – Centre for water and environment, UNEP
and DHI. Authors to this work include Chengzi Chew, Gareth James Lloyd, Damian Indij and Wangai
Ndirangu.