SHIFTING INTO HIGH GEAR
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If your factory is building cars which are selling, and your company is 
operating at a profit, you're off to a good start. It's time to think about 
what your next product is going to be, and to start extending your 
company's reach. 

THE CAR OF THE FUTURE: DESIGNING NEW AUTOMOBILES
Your prototype, great car though it is, won't stay in style forever. Your 
company is going to have to come up with something new to offer 
consumers if you want it to last more than a few years. Here's where 
your investment in Research pays off. 

OBTAINING NEW TECHNOLOGY
If you have invested in Research, sooner or later your Technicians will 
come up with some new automobile technology. When they do, at the 
start of the month a panel will appear informing you that new 
developments have been made. To find out what your people have 
come up with, you can go to Research and call up the Systems Details 
panels. To see what the new part looks like, and to put it into a new car, 
you need to head over to your Design department. 

DESIGNING A NEW CAR
From the Main Factory Screen, click on the Design building. The first 
page of the design worksheet will appear with your prototype car design 
displayed. There are two pages to each car design, the first for 
designing the body and look of the car, and the second for determining 
the functional components that will make it run. To get from the first 
page to the second, click on Part. On the second page, click on Body to 
return to the first page. To begin an entirely new design, go to the first 
design page and click on New. 

The first design page shows you a summary of the components in the 
design for each car, and has command buttons to let you page through 
your current designs or load an old design from the Archives (the use of 
the Archives will be explained later). You can have up to sixteen 
current designs at a time. A picture of the car currently being worked on 
appears on the right side of the screen. In the upper right hand corner of 
this inset display will be either the word "New," indicating that this 
design is in development, or a number such as "1/16" to indicate which 
of your sixteen current designs you are presently looking at. 

Most of the actual design work is done on the second page of the design 
worksheet. The one exception to this is the body of the car, which you 
specify on the first page. All other components -- the engine, brakes, 
suspension, cooling system, and luxury and safety features -- are added 
from the second page. 

On the right hand side of the first page are the buttons that allow you to 
design the body for your new car. First, you need to decide what type of 
car you're building -- a sports car? A van? A compact? Click on the 
Type button to cycle through your options. A basic body design for 
each vehicle type will be presented. After a basic type has been 
selected, you can then modify any or all of the three body sections 
(front, middle, and back) until the car is exactly to your liking. 
Highlight the section of the body you want to design, then click on the 
plus and minus keys to cycle through your options. Mix and match them 
to until you have the exact combination you want. Use the Color button 
to select a color scheme for your new model. 

When you are happy with the body of your vehicle, click on Part to start 
designing the rest of it. The second page of the design screen has four 
boxes, one each for the Engine, Brakes, Suspension, and Cooling 
System. In each box, click on the plus and minus keys to cycle through 
the available choices for each part. If you want more information about 
a particular component, click on Detail to pop up a screen with the 
design specifications. 

To add luxury or safety options to the new car, click on either the 
Luxury or Safety button. A list will pop up, showing which of each of 
these options has been added to the design. If you are starting from 
scratch, these lists will be empty. The small inset panel at the bottom 
allows you to cycle through the available options with the plus and 
minus keys. Click on Detail to get more information about the feature. 
To add an option to the car, highlight one of the lettered slots and click 
Use. The option that appears in the inset window will be added to the 
design. Likewise, if you highlight an option on the list and click 
Remove, that option will be taken off the car. You can add up to ten 
luxury and five safety options to one car. To return to the first page of 
the design, click on Body.

Your design options will be very limited at first, until your Technicians 
provide you with enough new components to give you a decent 
selection to choose from. 

Once you have more than one design on the boards, you can click on 
Prev and Next on the first page of the design sheet to cycle through 
your current designs. When you fill up all of the sixteen available slots 
with car designs, you will have to make room for more, either by saving 
your some of your current designs to the Archives or by getting rid of 
some designs. To file a design away in the Archives, click on Put, and 
the current design will be saved directly to the Archives. If you are 
unhappy with a design and want to get rid of it completely, click on 
Del, and after confirmation the current car design will be deleted 
permanently from your records. 

Sometimes, you may want to make modifications on an already-existing 
design. If the design is current, you can simply make whatever changes 
you like, then save the new design under a different name. If the old 
design has been saved in the Archives, click on Get. The first page of 
the Archive records will appear. Click on the design you want, then 
click on Use, and the design will be put back onto the current list, 
assuming there is room for it. (Click on Prev/Next on the Archive panel 
to page through the rest of the Archive records if the one you want isn't 
on the first page.) 

To see what a sample car design looks like, look at the design 
specifications for your prototype. This is a very simple car, of the 
"Family Sedan" type. By clicking on Part, you can see that the only 
components the car has are the engine -- a four-cylinder in-line -- and a 
simple hand brake. It has no suspension or cooling system, and no 
luxuries or safety devices. There's a lot of room for improvement.

TESTING YOUR NEW DESIGN
When you have designed a new car to your satisfaction, return to the 
first page of the design worksheet, and click Make. This directs your 
Technicians to make and test a prototype of your new automobile. A 
keyboard input box will pop up to allow you to name your new design, 
and ask you to confirm your decision to have the test car built. Then 
your test drivers will start putting the new car through its paces to check 
its performance. 

The testing screen allows you to choose which of five performance 
checks you want to put your new car through, and to watch the car as it 
is tested. Initially, the viewscreen at the top right shows an interference 
pattern. Once you start testing the car, this window allows you to watch 
the testing as it progresses. The five available testing categories are 
Acceleration, Braking, Handling, Capacity, and Fuel Economy. To 
order a test, click on the test name. The cost of the test will be added to 
the computer printout in the lower right quarter of the screen. Each test 
costs a different amount. To select all of the tests at once, click on Test 
All.

When you have selected the tests you want, click on the button that says 
Run. The cost for materials and testing will be deducted from your 
funds, and the viewscreen will show you the car as it is put through its 
paces. If you don't wish to watch the tests as they take place, left click 
on the viewscreen as each test begins and the results will be instantly 
displayed. 

The testing results are read as follows:
Acceleration: shows you how long in seconds it takes the car to go from 
zero to sixty miles per hour. 
Braking: tells you the distance required in feet for the car to go from 
seventy miles per hour to a full stop.
Road Handling: gives you the number of gees at which the car stops 
holding the road. 
Capacity: "Seating" tells you the number of people the car can carry, 
and "Cargo" is the holding space the vehicle has in cubic feet. 
Fuel Economy: shows the miles per gallon of gasoline the car get in the 
city and on the highway. 

The Overall rating of the car is a percentage value showing how well 
that car is predicted to market as that type of vehicle. Different types of 
cars will require different emphasis in design: a van needs more cargo 
space than a sports car, while a sports car requires better acceleration 
than a van. 

USING THE ARCHIVES
You can have up to sixteen current car designs in production at any 
time. If you exceed that number, but still want to hang onto your older 
designs, you will have to store them in the Archives. 

To reach the Archives, go to the Main Factory Screen and click on the 
Archives building in the upper left part of the screen. The Archives 
panel will appear. Click on Put, and you will see a list of your sixteen 
current designs. To move one to the archives, highlight it, then click on 
Use, and the design will be taken out of the current list and stored. 

You can also bring an older design back from the archives if you 
discover a need for it. From the main archive panel, click on Get. A list 
of the first twenty archived designs will appear. You can archive a total 
of one hundred designs. To see the rest of the archives list, click on 
Prev and Next to cycle through the pages of the archives until you find 
the one you want. When you've located the design to be loaded, 
highlight it, then click on Use. The current design list will appear. 
Highlight an empty slot and click on Use in that window. The selected 
archive design will move to the current list. If you highlight an occupied 
slot on the current list and click Use, the selected current design and the 
selected archived design will swap places. 

If you should happen to use up all the space in your archives, or if you 
just want to keep your archive lists short and easy to handle, click on 
Delete from the main archives panel. The archived design list will 
appear. Highlight the design you want to get rid of and click Use. The 
game will ask you to confirm your instruction; if you are sure you won't 
ever want that design again, click Yes. Once a design is deleted from 
the archive, it's gone forever, so be sure you're finished with it before 
you confirm. 

YOUR OWN PERSONAL GROWTH INDUSTRY: EXPANSION 
AND INNOVATION
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------------------------

OPENING UP NEW TERRITORIES
Setting up sales offices and factories in new territories greatly adds to 
the complexity of your game, and is essential for your company's 
continued growth. Since a factory can supply sales offices in more than 
one territory if it is producing enough cars, you probably want to start 
your expansion by adding sales offices in territories close to your 
starting territory. The farther away from the factory your sales offices 
are, the higher the hidden incidental costs such as transportation fees 
will be for getting the cars to the showrooms. Because of this, it might 
not be a good idea to try to supply all your worldwide sales offices from 
a single factory. 

To open a new sales office, go to the Main Factory Screen and click on 
the Sales/Factories building. The Territory Map will appear. Click on 
the Territory you want to expand into. The Sales and Factory panels for 
that territory will appear. In the Sales Offices section, click on Open. 
The cost of opening the new office will be immediately deducted from 
your company's funds. If you want to shut down a sales office, click on 
Close. Closing a sales office is not free -- it costs one-half of what it 
cost to establish the office in the first place, and as with Open, the 
money is deducted immediately. Therefore, the game will ask you to 
confirm any office openings or closings. Since the deduction from your 
company funds takes place right away and can't be undone, decisions to 
open and close offices should be made with some care. You can open 
up to ten sales offices in any one territory. New icons will appear on the 
territory map each time you establish a sales office or factory in a new 
territory. 

Opening a new factory is very similar to opening up a new sales office. 
Click on Raise to establish a Level One factory in that territory. 
Clicking on Raise again will improve the level of your factory by one. 
A higher-level factory is more efficient, but expansion gets 
progressively more expensive as the factory level increases. Clicking on 
Lower will downsize your factory, at a cost of one-third the price of 
expansion. As with sales offices, costs for improving or downsizing 
your factories are immediately deducted from your company funds. 

PRICING AND SUPPLY ON A GLOBAL SCALE
Once you have more than one model of car to sell, more than one 
factory producing your cars, and more than one territory to sell them in, 
pricing and supply become more complicated.  The possible strategies 
for arranging your supply lines and setting your price strategies multiply 
enormously. 

To set up new supply lines for a territory, or change existing ones, go to 
the Main Factory Screen and click on the Sales/Factories building. The 
Territory Map will appear. Click on the territory where you want to 
adjust your supply lines or prices. The Sales Office/Factory panel will 
appear. Each territory has its own panel, so make sure you're in the right 
territory before you start making changes. If you wind up in the wrong 
territory, clicking on Prev and Next will allow you to cycle through 
territories until you find the right one. Clicking on List from any 
territory panel will give you a summary of the number of sales offices 
and the level of the factory, if any, in each territory. 

In the Sales Offices section of the panel, click on Detail, then on Supply 
Line to get the three-slot lettered list of supply lines for that office. If 
there is no factory in your new sales area, you will have to arrange to 
have the cars shipped in from elsewhere. Click on one of the three lines 
to highlight it, then click on the plus and minus buttons to cycle through 
the available territories until you find the one you want. Naturally, you 
have to have a factory established in a territory before you can use it as 
a supply line. To stop shipping cars, cycle through the territories until 
you find the "None" option. You may remove the automatic in-territory 
supply line from a factory in the same area, if you wish. 

When your supply lines are set, click on Price. You will have to set the 
initial price for each separate model of car you want to sell from that 
office using Single mode as described early. The other three buttons can 
be used to make more sweeping changes in the prices of your cars. 

Clicking on Model allows you to raise or lower the cost of a particular 
model of car in every territory. It doesn't matter which territory panel 
you are currently using -- the change will be applied everywhere that 
model is being sold. Use the plus and minus keys or direct keyboard 
input to change the price on that model by percentage of the current 
cost, not by dollar amount. To lower the price, click on the minus key 
until you get negative numbers. 

Clicking on Territory changes the price for every model of car being 
sold in the current territory. Again, the change is in percentage of the 
current prices, not dollar amount. Similarly, clicking on Global allows 
you to adjust the prices on every model in every territory. 

Note that if you are selling a particular model of car in a certain 
territory, there must be a supply line going to that territory from a 
factory which is making that particular model of car. It's pointless to tell 
your salespeople to sell "Megabux Electras" if none of the factories that 
are supplying them with cars are producing Electras. 

Once you've supplied your new sales area with cars, and set the pricing 
strategy, be sure to remember to head over to marketing and spend 
some advertising money in that new territory, if you want your cars to 
sell. 

USING THE BANK
The bank is the place to go if you are expecting a cash crunch, are 
looking to finance a costly new expansion, or want to put some of your 
money away to accrue interest for a while. To get to the bank, go to the 
Main Factory Screen and click on Administration. When the 
Administration Office appears, click on the phone. The banking panel 
will pop up. 

The top section of the panel shows your current funds (in Checking), 
your funds in savings, and the current yearly interest rate accrued on 
your savings. (Your checking account does not earn interest.) To 
transfer money from checking to savings, click on Check. A keyboard 
input box will appear for you to enter the amount of money you want to 
transfer. Likewise, to shift money from savings to checking, click on 
Save and enter the amount. 

The bottom section of the panel shows your current loans, and the 
yearly interest rate the bank will charge you for the use of its money. To 
take out a loan, click on Loan and enter the amount in the keyboard 
input box. If the bank agrees to the loan, the money will be added to 
your checking account. If the loan is denied, the box will clear when 
you press enter, and you'll have to try again. Click on Term to set the 
length of time you want the loan to cover. This will determine the size 
of your monthly payments. 

The minimum payment on your loan will be deducted from your 
checking account automatically at the end of each month. If you want to 
pay more than the minimum in a given month, click on Repay and enter 
in the amount. It will be deducted from your checking account and the 
amount remaining on your loan will be reduced. 


CHARTING YOUR PROGRESS
-----------------------------------------
So by now you've hired people, put them to work in the factories and in 
your research department, advertised your product, set the price tag, 
and got the cars shipped to the showroom. Maybe you've even 
expanded your operations already. Your cars are selling, but you need 
to plan for the future. Or perhaps your cars aren't selling, and you need 
to figure out where the problem lies. Your trusty staff of researchers 
and accountants stands ready to assist your business decisions with a 
wide variety of reports and graphs to show you just how well your 
company is -- or isn't -- doing. (Note: Some additional reports and 
graphs may have been added to DETROIT since this document went to 
press. Please see the Technical Supplement and Tutorial booklet for 
details.)

FEEDBACK: GAUGING YOUR PROGRESS WITH REPORTS
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Reports give you a picture of how well your company is doing in the 
short term. Each report shows the figures for the month just past, and 
only for that one month. To get reports, enter the Administration Office 
screen and click on the pile of papers in the center of your desk. (If you 
do this in the first month, you will see that there are no reports 
available, since you have not started production yet.) A menu of 
available reports and graphs will appear, reports in the first two 
columns and graphs in the third one. Click on one of the report buttons 
to bring up that report. All reports are free with the exception of the 
Demand report, which must be commissioned from an outside research 
agency and paid for when ordered. Click on the stack of papers under 
the red arrow pictured at the right end of the info bar to close a 
particular report or graph. 

Many of the reports and graphs have word-toggles you can click on to 
obtain more information or change the way the information is presented 
for viewing. All text that appears in red is associated with a toggle and 
may be clicked on to change the display. When you are finished reading 
reports, click on Done to return to the Administration Office. 

PROFIT/LOSS
The Profit/Loss Report is the most basic indicator of your company's 
health. In addition to being available through the Report menu, these 
figures are automatically presented to you at the start of each new 
month. The first column shows you your company's itemized expenses, 
while the second shows your income by territory. Click on Income to 
toggle your view of your profits between model and territory.

TERRITORY
This report gives you detailed information on how well you are doing in 
each territory in which you have an installation. Click on the territory 
name to cycle through your territories (only those areas in which you 
have sales offices or factories will appear.) There are five columns of 
information on this screen, each of which can be toggled between two 
different sets of information. To toggle the column, click on the column 
header. 

Toggles:
First column: model name/model type.
Second column: the number of assembly lines making each car/the price 
of the car in that territory. 
Third column: the number of cars built in that territory in the previous 
month/the labor costs for making each car. 
Fourth column: the number of cars sold in that territory in the previous 
month/the materials costs for making each car. 
Fifth column: the number of cars in stock in that territory/the profit 
made on each car at the current price. 

MODEL
This report tells you how well each of your models is doing in each 
territory. Click on the model name to cycle through your current 
models. There are four columns of information on this sheet, each of 
which can be toggled between two sets of information. To toggle the 
column, click on the column header. (The column titled "Territory" 
does not toggle.) 

Toggles:
Second column: the number of assembly lines making each car/the price 
of the car in that territory. 
Third column: the number of cars built in that territory in the previous 
month/the labor costs for making each car. 
Fourth column: the number of cars sold in that territory in the previous 
month/the materials costs for making each car. 
Fifth column: the number of cars in stock in that territory/the profit 
made on each car at the current price. 

COMPARE
This report is your main source of information on how well your 
competition is doing. From this report you can see the expenses, 
income, and profit or loss margin for each of your three competitors. 
(There are no toggles on this screen.)

MARKET T
This report shows your marketing expenses arranged by territory. Click 
on the territory name to cycle through the territories. Click on the word 
"Territory" to toggle the display between the sums for each territory to 
the total sums for all territories.

MARKET M
This report is very similar to Market T, except that your marketing 
expenses are arranged by media type. Click on the media type to cycle 
through the available media. Click on the word "Media" to toggle the 
display between the sums for each media type to the total sums for all 
media. 

DEMAND
This report is the only report that costs you money to acquire. To obtain 
a demand report, select a car model to get a report on by clicking on it, 
then click Use. You may get a demand report on only one model per 
month. Select the territories you wish a report on by clicking on them. 
You may select as many territories as you like, at a cost of $100 per 
territory. 

Click on Use to order the report. The game will ask you to confirm the 
order. When you do so, the cost will be immediately deducted from 
your company's funds and the demand report will appear on the screen 
showing you how many cars could have been sold in that territory in the 
past month. The demand in a particular territory may change from one 
month to the next based on your competitor's actions, your own 
advertising, or other factors. Once ordered, the demand report cannot 
be changed until the next month -- you may not change the model type 
or add to or subtract from the territories list. 

The second and subsequent times you order a demand report, you will 
first be given the option of ordering a New report or viewing the last 
demand report you purchased (click on Old). Only the last report is 
available. 

DISTRIBUTION
This report shows you the supply lines for each of your sales offices. 
Click on the territory name to cycle through the territories. By clicking 
on any column heading you can change the display to show you the 
transportation costs involved in maintaining each supply line. 

ANALYSIS: FINDING TRENDS OVER TIME WITH GRAPHS
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Graphs allow you to gauge your company's progress over an extended 
period. The information available in the graphs is more concise and 
therefore less detailed than the information you can get from reports. 
Graphs can be accessed from the same place reports are accessed. Click 
on one of the buttons in the third column of the Reports/Graphs menu to 
bring up a graph. Click on the stack of papers icon at the right side of 
the info bar to return to the Reports/Graphs menu, and click Done to 
return to the Administration Office. 

PROFIT
The vertical axis on this graph shows you your profits for each month, 
compared to those of your competitors. By clicking on the scale 
indicator for the vertical axis, you can toggle the scale for a range of 
settings from tens of dollars to hundreds of millions of dollars. Only 
those scales which are appropriate for the profit levels shown will be 
available, however, so if the most any company made in any month 
shown was $2000, you will not be able to change the scale to anything 
greater than thousands of dollars. 

The horizontal axis displays seven months of profit records. A year's 
worth of records are kept stored at a time. To access months not 
currently visible on the screen, click on the first or last month displayed. 

PRODUCTION
The vertical axis on this graph shows you how many cars you and your 
competitors built each month. The vertical axis scale can be changed to 
range from tens to hundreds of millions of cars produced per month. 
Only those scales which are appropriate for the production levels shown 
will be available, however, so if no company produced more than sixty 
cars in any month shown, the scale will not go above tens of cars. 

As with profits, the horizontal axis displays seven months' worth of 
production records, and up to a year can be viewed by clicking on the 
first or last month displayed to scroll the printout. 

SALES
The vertical axis on this graph shows you what your income from car 
sales is for each month, compared to those of your competitors. The 
numbers shown are for total income over all models of cars being 
produced. The vertical axis scale can be changed to range from tens to 
hundreds of millions of dollars in sales per month. Only those scales 
which are appropriate for the sales levels shown will be available.

As with profits, the horizontal axis displays seven months' worth of 
sales records, and up to a year can be viewed by clicking on the first or 
last month displayed to scroll the printout. 

SUBSYS LEVEL
This graph shows you what level of advancement your automobile 
subsystems have achieved, relative to those of your competitors. The 
vertical axis shows the percentage of the level possible in the game that 
you have reached for each of the seven systems. There is a built-in limit 
to the rate at which you can acquire new technology through research, 
so you should not expect to reach 100% quickly, even if you put 
maximum investment into your research department. 

The horizontal bar shows each of the seven systems, abbreviated as 
follows: ENG=Engines, BRA=Brakes, SUS=Suspension, 
COO=Cooling, BOD=Bodies, SAF=Safety, and LUX=Luxury. 


