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If we consider where capacity building starts, at

Preface school, and think about our own experiences and


those of our classmates, we can all easily recall
that, in general, there is a big difference between
There are critical connections between social and what motivates students. Typically, students are
economic developments and environmental stimulated by activities that they consider to be
sustainability, with water being an essential informal and fun, and often less so with more
building block. Unfortunately these linkages are formal activities and associated materials that
not widely recognized. As a result there is a lack of schools consider of greatest importance (after
good decisions, or even a complete lack of Stapleton, A J, 2003 1 ; Shute, V. J., Ventura, M.,
decisions, on how water should be allocated Bauer, M. I., & Zapata-Rivera, D., 2009 2 ). A
between various domestic, agricultural, industrial desirable approach is one where the fun activity
and maybe even energy users. Often this is the part is combined with the topics traditionally
result of silo-like thinking where, for example, an included in the more formal activities, in order to
upstream hydroelectric power plant increase the potential for learning.
underestimates or simply does not consider the
need to consult and coordinate releases of water Such an approach is applied through serious
with downstream agricultural users, town gaming and it is being used with success in many
planners and smaller communities. As countries different fields ranging, for example, from health
develop, climate change impacts and demand for care and city planning, to engineering and military
water grows, so does the need for holistic planning purposes. That is why we are advocates of using
approaches and practices. games to raise awareness and educate in the field
of water.
The first step in improving the development,
management and use of water is to raise the This guide is written to inspire teachers and
awareness of people about how, what may initially educators on how to create meaningful play when
appear to be unrelated, users and uses are in fact it conducting water educational classes.
very closely interconnected. Various sensitization
It consists of detailed information about the game
efforts in the form of, for example, information
as well as different activities which can go along as
campaigns and training programmes have been
part of a class. The mission guides will help
around for many years, there is a constant push to
teachers link up the generic nature of the game to
try to find new ways to make these efforts more
more local issues, by asking the students relevant
efficient, effective and scalable in order to achieve
questions and getting them to reflect what
the desired progress. A major opportunity to
happens in the game to their surrounding
accelerate progress is through the utilization of
environment.
opportunities provided by advances in and
dissemination of information and communications
technology (ICT), such as serious gaming.

1 Embedded Assessment to Monitor and Foster Learning,


Gee JP (2003), What Video Games Have To Teach
Us About Learning And Literacy, Palgrave Macmillan, Chapter 18, Serious Games: Mechanisms and Effects, p
New York, NY 295-321
2 Shute VJ, Ventura M, Bauer MI, & Zapata-Rivera D

(2009), Melding the Power of Serious Games and

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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.

1.1.1 Logging on to the game


To access the unique game, visit www.aquarepublica.com or www.cap-net-org

1.1.2 Registration and leader board


Before starting the game, one will have to create an account by clicking the register bottom in the start
page of the game. Once the account is created the player can log in and start playing. A leader board with
the highest scores achieved in the history of the game is also shown in this starting page. The leader board
will only record scores when a player has completed all the turns in the game.

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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.

What are missions?


• The game will always start with the mission objective screen. The mission objective screen will tell
the player what the mission is all about and what does he/she needs to do to pass the mission.

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Figure 1 Example of a mission objective screen

• There will be a maximum of 5 events per turn.


• There will be 3 main branches of events (for more information refer to Events)
o Building objectives events – these events will add some building objectives to the game,
e.g. develop 10 farms, develop 2 mines etc. This will create a general purpose to the game
and will be the same for all missions. The actions of the player to meet the objectives will
trigger mission related events.
o Mission events – these events will be very much related to the missions. They are created
to allow the player to understand in more detail about the consequences about their
actions (and inactions). They can be randomised and can be triggered by the players’
actions
o Other events – these events add more randomised factors into the game.

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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)

Water • Water is required for all structures including ecosystems to function


• Water in Aqua Republica comes from an upstream source, local rainfall
as well as local groundwater aquifers
• Water also flows to a downstream neighbour
• There are only two types of water quality in Aqua Republica – clean
and polluted water
• Polluted water affects the productivity of all structures

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.

Total amount of water in the catchment in cubic meters per second


Amount of unused water
Amount of water used by buildings
Amount of water used by ecosystems

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.

There are 4 types of events.

1. Development related events


2. Warning related events
3. Random world events
4. Mission related events

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.

Scoring in Aqua Republica is built around scoring on 4 parameters.

• Production, score based on the production of Agriculture and Industries


• Population, score based on the amount of people in the area
• Ecosystem, score based on the ecosystems health
• Bonus Scores, score based on events

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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:

1 star: total score <= 1500

2 star: total score > 1500 & total score <= 2500

3 star: total score > 2500 & total score <= 3500

4 star: total score > 3500 & total score <= 4500

5 star: 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.

2.1 Group activity


2.1.1 Background
This activity is designed to encourage and promote more interactivity for a group of students as part of a
group work. The aim is to encourage discussions while playing Aqua Republica collectively in the group
setting to achieve the learning goals for the different missions in the game. In this activity, the teacher (or
an appointed student) controls the game while the students discuss and decide what the actions to be
taken in the game are.

2.1.2 Estimated run time


1 hour and 30 minutes

2.1.3 Estimated preparation time for teachers


3 hours

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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.

2.1.4.2 Activity setup


You need a facilitator/teacher to be familiar with the game and to run the game.

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.

2.1.4.3 Recommended equipment


• One laptop/PC/Mac which has Unity3D Webplayer installed to run the web version of Aqua
Republica. You will be prompted to install the Unity3D webplayer when you log on to
http://capnet.aquarepublica.com/
• Internet connection for the laptop/PC/Mac
• Projector and speakers to connect to the laptop/PC/Mac

2.1.4.4 Activity flow


• Introduce the basic information of the game
• Introduce the different sectors and groups
• Start the game and encourage discussion along the way

2.1.4.5 Activity sub-missions


Each student group will represent a different sector and each group will have its own sub-missions in the
game. The sub missions will appear in the game as part of an event. (Refer to the events guide for the list of
events) This exercise is set up to get the students to discuss and negotiate deals at each turn of the game
by role-playing a particular 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.

2.2.2 Estimated run time


1 hour for one round of gameplay (or 2.5 hours with 2 rounds of gameplay with a discussion in the middle)

2.2.3 Estimated preparation time for teachers


2 hours

2.2.4 Activity information

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.

2.2.4.2 Activity setup


You need a teacher/facilitator to be familiar with the game and to help students with the game.

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.

2.2.4.3 Recommended equipment


• One laptop/PC/Mac which has Unity3D Webplayer installed to run the web version of Aqua
Republica for each participant or each group of participants. You will be prompted to install the
Unity3D webplayer when you log on to http://danida.aquarepublica.com/
• Internet connection for the laptop/PC/Macs

2.2.4.4 Activity flow


• Introduce the basic information of the game (refer to Aqua Republica Introduction under
“Presentations”)
• Assign each participant or assign each group of participants a laptop/PC/Mac
• Get participants to read their missions given in the participant’s hand out
• Explain the game progress table to the participants and how to use it during the exercise
• Start the game and encourage questions or discussions along the way
• Once all the participants have completed round one of gameplay, go through the Game Progress
Table and discuss what the lowest and highest scoring participants have done.
• Optional – start the second round of gameplay after the discussion

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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

3.1 Installation guide


Step 1: Accessing the software

Go to http://capnet.aquarepublica.com/login

Step 2: Register an account

Click on the Register tab and create an account

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Step 3: Log in with account credentials

Step 4: Install Unity Web Player

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Step 5: Restart browser and login to start the game

3.2 System Requirements


For PCs, you need to have at least one of the following web browsers installed.
• Internet Explorer, Firefox, Chrome, Safari, Opera
Operating System Requirements
• Windows XP/Vista/7

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

The recommended minimum system requirements are:

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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).

Processor 2.0 GHz Intel Pentium or higher and compatibles, or equivalents


Memory (RAM) 2 GB (or higher)
Hard disk 40 GB (or higher)
Monitor SVGA, resolution 1024x768 in 16 bit colour
Graphics adapter 64 MB RAM (256 MB RAM or higher recommended), 24 bit true colour
File system NTFS
Software requirements .NET Framework 3.5 SP1 and .NET Framework 4.0 (Full Profile)

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.

Step 2: Uninstalling and reinstalling Unity Web player

If the web player is not working, you should uninstall and reinstall Unity web player.

To remove/uninstall Unity on:

Windows Vista / Windows 7

- Close all browsers.


- Click the Windows Start Button
- Click on Control Panel.
- Click on Add or Remove Programs
- Right click on Unity Web Player
- Click Uninstall.
- Click Finish.
- Reboot your machine.
Mac OSX

- Close all browsers.


- Click on Macintosh HD.
- Click on Library
- Click on Internet Plugins.
- Drag the Unity Player Plugin to the Trash.
- Empty Trash.

Step 3: Re-Install Unity Web Player

28
Install the web player again by downloading from http://unity3d.com/webplayer

Step 4: Start game

Log on to http://capnet.aquarepublica.com/login and try again.

4. Integrated Water Resources Management (IWRM)

4.1 Introduction to Sustainable Water Management


Water sustains life and is therefore a basic human need and right without which human beings will not
survive. A minimum of 20 to 40 litres of water per day per person is needed for drinking and basic hygiene.
However, the world’s freshwater resources face increasing demands from population growth, economic
activity and, in some countries, improved standards of living.

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.

Some facts about water to be considered:


• Water resources are increasingly under pressure from population growth, economic activity and
intensifying competition among users;
• Water withdrawals have increased more than twice as fast as population growth and currently, one third
of the world’s population live in countries that experience medium to high water stress;
• Pollution is further enhancing water scarcity by reducing water usability downstream;
• Shortcomings in the management of water, a focus on developing new sources rather than managing
existing ones better, and top-down sector approaches to water management result in uncoordinated
development and management of the resource.
• More and more development means greater impacts on the environment.
• Current concerns about climate variability and climate change demand improved management of water
resources to cope with more intense floods and droughts.

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.

4.2 What is Integrated Water Resources Management?


The view of multiple water users was developed in recent decades. In 1992 during the International
Conference on Water and Environment in Dublin, Ireland, this view was globally adopted under the so-called
"Dublin Principles", also known as the principles of Management Integrated Water Resources Management
(IWRM):

1. Fresh water is a finite and vulnerable resource, essential to sustain life, development and the
environment.

29
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.

IWRM is a paradigm shift. It departs from traditional approaches in three ways:


• The multiple goals and objectives are crosscutting so that IWRM departs from the traditional sectoral
approach.
• Spatial focus is the river basin instead of single water courses;
• Departure from narrow professional and political boundaries and perspectives are broadened to
incorporate participatory decision making of all stakeholders (Inclusion versus exclusion)

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.

4.3 IWRM as an opportunity for water education


Any change in water management and governance, requires a shift in people’s perspectives and actions. We
have learnt in the last decades that a paradigm shift leading towards integrated water resources
management is necessary at all levels for all water users. The way in which we teach our children about water
cannot be left aside this ongoing change.

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.

30
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:

• planning and participation;


• understanding the links between water and the environment;
• knowing we are all (multiple) water users;
• understanding the need for a river basin approach;
• recognising all the disciplines involved and affected in sustainable water management.

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.

Focus on a positive view


Educating for sustainability is a delicate task because it introduces a problematic topic in schools. It presents
a current global problem, which, despite some signs of recovery, is continuing to worsen. So what happens
when we place the burden of environmental problems on the backs of children/youth? What happens, when
to raise awareness and sensitize, they are charged with problems that exceed them in their responsibilities
and capacities for action and change?

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.

Recommended tools and learning materials on sustainable water management

Cap-Net´s Online Tutorial on Integrated Water Resources Management


http://www.cap-net.org/wp-content/uploads/tutorials/iwrm_tutorial/mainmenu.htm

Cap-Net´s Training Materials for Sustainable Water Management


An updated list of training materials on diverse subjects related to water management including climate
change; groundwater management; gender; legal and economic aspects; water integrity, and many others.
Available in various languages and with no-cost for download.
http://www.cap-net.org/training-materials/

The Water Channel


http://www.thewaterchannel.tv/
Find hundreds of water videos and dossiers, free and online, great for sharing in classrooms and for students
to use in their projects.

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

32
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

- Agriculture (all missions)


- Ecosystem (all missions)
- Energy (all missions)
- Industry (all missions)
- Urban (all missions)
- Floods and droughts (dealing with climate change mission and sustainability developments mission)
- Trans-boundary (sharing water across boundaries mission and sustainability developments mission)

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

33
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.

To see the complete list of events, go to the 7 Events Guide.

5.1.2 Additional tips for teachers


Without water there is no food production. Water is used for crop production, livestock husbandry and
aquaculture. Agriculture is important because it provides food, and is a major part of the world economy.
Access to food is a basic human right. Undernourished people never reach full physical and mental potential
and succumb more easily to disease. Globally, agriculture has been remarkably successful in its capacity to
keep pace with human food and fibre demands. Over the last century, as the human population has risen,
tremendous efforts have been made to ensure that enough food is produced to feed people. As the global
population will continue to expand, from 6 billion today to 8.1 billion by 2030, the demand for food will
increase.

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

- resolve 1 flooding event or 1 drought event by using ecosystem services

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.

Rainy season ended The rainy season has ended.

Unexpected rainy An unexpected rainy season has started. You should expect more rainfall and
season! possible flooding in your area.

Unexpected rainy season The unexpected rainy season has ended.


ended

Flooding! Some parts of your area are being flooded!

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.

Unexpected dry season The unexpected dry season has ended.


ended

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:

 What is the common definition or perception of drought in your region or country?


 Who are the people affected by droughts?
 Why are they affected?

6
Kallis, G., 2008. ‘Droughts’. Annual Review of Environment and Resources, 33:85–118.

38
 Where are they placed?

5.3 Mission 3: Sharing water across boundaries


5.3.1 Background and Mission objectives

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

- solve 3 conflicts arising from trans-boundary water issues.

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.

Event Name Event Text

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.

5.3.2 Additional tips for teachers


Around 40% of the global population lives in international river basins. As water security grows more
uncertain due to climate change and population growth, water is becoming increasingly scarce and
international conflicts over water allocation are bound to be more frequent. It is therefore essential to
provide tools that will enable shared water resources to be managed efficiently, sustainably and equitably.
This entails an understanding of the shared benefits resulting from sound water management and the
establishment of collaborative governance mechanisms between concerned countries.

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).

Explore with your students in class:


 Which are the most important or well know shared water course in our countries?
 Can we provide examples of collaborating mechanisms in any of these shared water courses?
 Can we provide examples of any past or present conflict in any of these shared water courses?

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

- resolve 1 flooding event or 1 drought event by using ecosystem services

- solve 3 conflicts arising from trans-boundary water issues.

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.

5.4.2 Additional tips for teachers


Water flows through the three pillars of sustainable development: economic, social and environmental. It is
inextricably linked to climate change, agriculture, food security and there is international consensus that
water and sanitation are essential to achieve many of the future sustainable development goals.

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.

Explore with your students:


• What do we understand by sustainable development?
• How do we incorporate sustainable development in: i) the school; ii) our homes; iii) society?
• What are the main priorities for making our neighbourhoods more sustainable? And our countries?
• Is sustainability only about the environment?
• Design and agree on a vision for sustainable development of the city in which the school is based.

42
6. Buildings guide

Ecosystem Impact

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Clean air act


conservation

renewal plan
Category

Urban
Urban
Urban

Type

Policy
Policy
Policy

20
30
20

-5 Cost (funds)
-5

Income/Upkeep
-10

Energy

Food
0,3

Water Use (m3/s)


0,1

Ecosystem Impact
0,01

1
1
1

Build Time (turns)

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Build Time (turns)

Additional effects
Water Use (m3/s)

Growth per turn


Income/Upkeep

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

Water Use (m3/s)

Ecosystem Impact
1
2

Build Time (turns)

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

Event name Condition Description Effect Event description Advice Description


Bad harvests IF BUILDING Agriculture(all) >= 1 AND Production reduced by the Harvests have been You can switch the crops
in Aqua IF BUILDING Agriculture(all) without amount of deficit reported to have failed all in some of the farms in
Republica water >= 1 over Aqua Republica due your area to those which
to water shortages. use less water,
Affected farms will have implement water saving
their production reduced. policies or add water
saving sub-structures.
You can also relocate
some farms to other
catchments which may
have more water.
Farmers take 50% chance IF BUILDING -100 points; -0.1 happiness; Some of the farmlands in You can switch the crops
to the streets Agriculture(all) >= 4 AND IF BUILDING production reduced by water your area are drying up in some of the farms in
Agriculture(all) without water >= 4 deficit and the farmers are your area to those which
protesting! There is use less water,
insufficient water for them implement water saving
to grow crops and they policies or add water
demand your attention. saving sub-structures.
You can also relocate
some farms to other
catchments which may
have more water.
Event name Condition Description Effect Event description Advice Description
Water IF BUILDINGS FOOD FARM without -50 points; happiness -0.1; Some of the farms in your You can switch the crops
shortages in water >= 1 drought state on food farm tile area are experiencing in some of the farms in
food crop water shortages. This will your area to those which
farms affect the yield of those use less water,
farms. implement water saving
policies or add water
saving sub-structures.
You can also relocate
some farms to other
catchments which may
have more water.
Water IF BUILDINGS CASH FARM without -50 points; happiness -0.1; Some of the farms in your You can switch the crops
shortages in water >= 1 drought state on cash farm tile area are experiencing in some of the farms in
cash crop water shortages. This will your area to those which
farms affect the yield of those use less water,
farms. implement water saving
policies or add water
saving sub-structures.
You can also relocate
some farms to other
catchments which may
have more water.
Farmers fight 40% chance IF BUILDING All agriculture production at The farmers in your area There are too many
over land Agriculture(all) >= 10 50%; happiness -0.1 are protesting over your farms in your area.
land planning policies. There should be a
mixture of farms,
industries, cities and
ecosystem protection.
You should reduce the
number of farms.
Event name Condition Description Effect Event description Advice Description
Farms 80% IF BUILDING WITHOUT -0.1 ecosystem; -25 points; Some of the farms in your Farms can be a major
polluting water Agriculture(Source Water water_polluted = true AND set area are found to be source of water
Protect) >=4 and if ecosystems pollution state on farm tiles; polluting the water pollution. Water can be
(wetlands) < 10 happiness -0.1 source! Bad farming and polluted from
water management herbicides, pesticides
practices are to blame! and fertilizers coming
from the farms. You
should implement water
protection policies in
farms or increase
wetlands to control it.
Agriculture IF TURNS SINCE START >= 1 AND 50% After disccusions with the You should have at least
development If BUILDINGS Agriculture(food farm) < community of farmers, 5 food crop farms (any
goals 5 AND IF BUILDINGS Agriculture(Cash they have suggested to types) and 3 cash crop
farm) < 3 develop 5 food farms and farms (any type).
3 cash farms as they
believe this will generate
enough food and funds for
the future generations of
Aqua Republica.

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.

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