DETROIT
=======
Owner's Manual

Impressions Software Inc.
Software Copyright c 1993 Impressions
Manual Copyright c 1993 Impressions

All rights reserved worldwide. No portion of this manual may be 
copied, reproduced, translated, or reduced to any electronic medium or 
machine-readable form without the prior written consent of Impressions 
Software Inc. 

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IMPRESSIONS SOFTWARE INC. TO CUSTOMERS FOR THEIR 
NON-EXCLUSIVE USE ON A SINGLE COMPUTER SYSTEM PER 
THE TERMS SET FORTH BELOW. 

LICENSE

You have the non-exclusive right to use the enclosed program on a 
single computer. You may not electronically transfer the program from 
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of the program or documentation to others. You may make one (1) copy 
of the program solely for backup purposes. You may transfer the 
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only when all copies of the original software on the original computer 
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sub-license, rent, lease, convey, translate or transfer the program or 
documentation, or any copy except as expressly provided in this 
agreement. You may not convert this software to any programming 
language or format, decompile or disassemble the software or any copy, 
modification or merged portion, in whole or in part.

LIMITED WARRANTY

This program is provided "as is" without warranty of any kind either 
expressed or implied, including but not limited to the implied 
warranties of merchantability and fitness for a particular purpose. The 
entire risk as to the results and performance of the program is assumed 
by you. Impressions Software Inc. does not warrant that the functions 
contained in the program will meet your requirements or that the 
operation of the program will be uninterrupted or error free. The sole 
and exclusive remedy available to the purchaser or user of this software 
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be free of defects in materials and faulty workmanship under normal 
use for a period of ninety days form the date of purchase. If during this 
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The media warranty period is automatically extended upon receipt of 
the registration card. 


DETROIT
========

Thank you for buying this product. It is the result of a great deal of hard 
work and careful thought, and we hope that it will give you many hours 
of enjoyment. 

We are proud of our games, but we know that they can never be perfect. 
If you have any ideas about how we can improve, we would be 
delighted to hear from you. Please take the time to fill out the enclosed 
registration card. We can then add you to our mailing list, and keep you 
informed of new products and special offers as they come out. 

Please read the Tutorial & Technical Supplement file and the file on 
your game disk entitled README.TXT for information on changes 
made and additional features added to DETROIT after this manuscript 
went to press. 

CREDITS
-------------
DESIGN
David Lester 

PRODUCTION
Chris Bamford

PROGRAMMING
Dale Campbell

ADDITIONAL PROGRAMMING
Scott Woodrick
Chris Gurski
Mike Bellantoni			

GRAPHICS
Scot Forbes
Andrea Muzeroll
Julie Airoldi
Chin-Mei Yu
Erik Casey
Chris Beatrice
Heidi Mann
Li'l Gangster

SOUND & MUSIC
Chris Denman
Jason P. Rinaldi

DOCUMENTATION
Jennifer Hawthorne

RESEARCH
Steve Serafino
Chris Foster
Mark Saunders
Laurel Duff

TESTING
Edward Pugsley
Jennifer Hawthorne
Steve Serafino
Chris Foster
Glenn Oliver
Arlon  Harris
William Barnard
Hosea Battles
Louis Ely
David Hamilton
Matthew Karl
Rob Land
Jennifer Schlickbernd
Robert Snowden
Larry Mangum
Mark Spiro
Blake Phillip
James Pugsley
Charles Pugsley


WELCOME TO  DETROIT!
-------------------------------------

OBJECTIVES

DETROIT begins in the year 1908. The streets of the world are filled 
with horse-drawn carriages and wagons, and no one has even heard of 
gas stations -- or auto mechanics' bills. 

You're going to change all that. 

You are a bright young entrepreneur with a dream: to use the new 
technology of the assembly line to bring the automobile to the average 
man, and thereby to build a company that will last a hundred years and 
reach every corner of the globe. You start with a single factory, one 
sales office, $60,000 in capital funds, and the design for a prototype 
car. From that foundation, you will guide your company's expansion, 
while constantly working to stay ahead of your competitors by creating 
better and better cars for your factories to produce. You'll make 
marketing decisions, hire and fire your employees, build and modernize 
your factories, invest in research to stay on the cutting edge of 
automobile technology, and incorporate that technology into successful 
designs for new cars. Your goal is to see to it that your company 
survives to the year 2008, and, in the process, becomes the most 
successful automobile manufacturer in the world. 

Happy Motoring!

THE GAME INTERFACE
----------------------------------
DETROIT is designed to be played equally well with a keyboard and 
mouse, or with a standard keyboard alone. Since most players prefer to 
play with the mouse , this manual assumes that you have one. If you 
don't, you can find a complete list of keyboard commands on the 
included icon cards. 

THE MOUSE AND THE POINTER
In general, clicking the left mouse button executes a command, and 
clicking the right mouse button causes the game to exit the current 
screen without executing any of the commands you may have entered. 
When you are told to click on something, assume that you should use 
the left mouse button unless the instructions specifically say otherwise. 

On every screen that appears in the game, you will see a number of 
command buttons, which appear as small rectangular boxes with 
keywords for various commands on them. Clicking on a command 
button is the easiest way to give instructions to DETROIT. In many 
cases, when you click on a command button, additional screens or 
"panels" will pop up on your monitor with more command buttons or 
more information, or both. Most of the time the buttons are obvious, but 
on some of the game screens they have been incorporated into the 
scenery. When the pointer is over a hidden button, the pointer symbol 
changes from a red "X" to a green arrow, and a message appears in the 
message box (which will be described a little further on) telling you 
what that button does. Most panels will have a button labeled Done or 
Exit , which you should click when you want the game to save your 
changes or execute your commands and then close the panel. Some 
panels will offer you a lettered list of choices, and expect you to 
highlight the one you want. You can do this by clicking directly on your 
choice, or by clicking and holding down the mouse button while 
dragging the pointer through the list until the one you want is reached, 
then releasing the mouse button. 

THE KEYBOARD INPUT BOX
Sometimes, when you select a command button, a small rectangular 
window called a keyboard input box will pop up. This happens when 
DETROIT wants you to type in some information. If DETROIT is 
asking you to name something, such as your company, your save file, or 
the new car model you just designed, you should type in the name from 
the keyboard and press Enter. The first letter of any such entry must be 
a character, not a space -- if you type a space accidentally, press Escape 
and start over. If you want to edit the text already in the box, use the 
left-arrow key to back up without erasing the entry. The mouse 
commands will not work when the keyboard input box is in use. 

Sometimes, when DETROIT is asking you for a number instead of a 
name, the use of the keyboard is given as an option instead of a 
requirement. There will usually be two mouse command buttons 
nearby, one with a plus sign and one with a minus sign, which you can 
use to enter in the requested number. Clicking on these buttons raises or 
lowers the value in the box until you have the number you want. If you 
click on one of these buttons and hold the button down, the numbers 
will scroll rapidly in the indicated direction. If the number you want is 
very large, however, you can simply type the value in from the 
keyboard. Press Enter when you finish to return to mouse command 
mode (the mouse will not work while you are in keyboard input mode.) 
To exit keyboard input mode without executing your changes, press the 
Escape key.

THE MENU MOVER
DETROIT has a special feature to allow you to customize the 
appearance of your game to a certain extent. Each of the pop-up panels 
that appears on the screen will have a small yellow box in the upper 
left-hand corner. By clicking on this box, and then clicking elsewhere 
on the screen, you can relocate the panel to any position you like. Once 
changed, the panel will show up in that position whenever it appears for 
the rest of the game, even after saving and restoring. When you begin a 
completely new game, however, your settings will be lost. 

In a multiplayer game, each player can customize the location of his 
own panels separately -- the game will remember which arrangement 
goes with which player and will bring up the right one at the right time. 
If you click on the Menu Mover box and then decide you don't wish to 
relocate the panel after all, just right click and the panel will return to 
its original position. 


THE BASICS
------------------

STARTING OFF IN DETROIT
Each time you start up DETROIT, you will be given the option to start 
a new game, load a previously saved game to continue playing it, or 
quit back to DOS. 

If you have already played and saved a game, you can select the Load 
button at this point. You will be given a list of up to twenty saved 
games to choose from, each preceded by a letter. Highlight the game 
you want to load , then click on Use, and your game will be loaded and 
ready to play. 

 If you are starting a new game, click on Start. The computer will 
present you with a number of panels that will appear only when you 
first begin a game, and not thereafter. 

SET THE NUMBER OF PLAYERS
First, you will be asked to set the number of players for the game. Each 
game can have up to four players. If there are fewer than four players, 
the remaining slots will be played by the computer. The first slot is 
automatically set to human and can't be changed. (We have assumed 
that the first player will be human; if this is incorrect, we apologize.) 
Each of the other three slots can be toggled between computer and 
human by clicking. 

CHOOSE A STARTING TERRITORY
Next, you will be presented with the Territory Map screen. DETROIT 
divides the world into sixteen territories: Northern Europe, Southern 
Europe, Eastern Europe, Northeastern USA, Southwestern USA, 
Southeastern USA, Northwestern USA, Canada, South America, 
Southeast Asia, Australia, Africa, China, Japan, India, and the Mid 
East. Choose one of these territories to be your starting area by clicking 
on it. Since DETROIT strives for historical accuracy, not all starting 
territories are equal. For your first game, we recommend starting in 
North America or Northern Europe. Later, for more of a challenge, you 
can choose other territories as your home base. In general, when lists of 
territories are displayed, your starting region will have a check mark 
beside it. 

NAME YOUR COMPANY AND YOUR CAR
Once you have selected your starting territory, a keyboard input box 
will appear. Type in the name of your company ("Megabux Autos", for 
example), and press Enter. Your company name may have up to fifteen 
characters in it, which may be letters, numbers, or spaces. Then do the 
same thing to name your prototype automobile. Once you have baptized 
your company and your car, you will be presented with the Main 
Factory Screen, and can begin playing. 

TO EXIT DETROIT
At any point in the game, you may exit DETROIT by pressing Alt-X 
and confirming that you wish to exit to DOS. Your current game will 
not be automatically saved, however. If you want to keep your current 
game, use the disk icon or the file cabinet in Administration to save it 
before exiting.


THE MAIN FACTORY SCREEN
-------------------------------------------
This screen shows a picture of your company's headquarters. At the 
bottom of the screen is a wood-grain bar with a variety of information 
on it, called, simply enough, the Info Bar. Keep an eye on the Info bar, 
because there are several useful things on it. 

THE INFO BAR
At the left hand edge of the Info Bar is a square box. When you start a 
game, this box will say "Jan 1908." As time progresses, this box will 
update to show you the current month and year of your game. 

At the right hand edge of the Info Bar is another square box. When you 
are on the main factory screen, this box shows a calendar-like grid 
called the Month End icon. Clicking on this box ends your turn. When 
you are on most other screens, this box displays a silhouette of a 
factory. Clicking on this icon returns you to the Main Factory Screen. 
When you call up a report or a graph to see your company's progress, 
this box holds an icon of a stack of papers under a red arrow. Click on 
this icon to close the report.

The center section of the Info bar shows you three things. At the top 
center, your company's current funds are displayed, followed by your 
company's name. At the bottom center is the message box. Whenever 
your pointer is over a command button, obvious or hidden, a message 
will appear in the message box telling you what that button does. 
Sometimes this may be your only source of information, so pay 
attention. Also, if you try to do something that the game doesn't permit, 
the message box will say "Message Present" to let you know that 
somewhere else on the screen, a panel has popped up explaining what 
you did that caused the problem. 

THE GAME TOOLS
Between the message box and the End Turn/Return to Factory icon are 
six smaller icons. The first icon, the floppy disk, allows you to quickly 
and easily save your game at any point. The other five "gateway" icons 
will, when clicked on, take you instantly to one of the five main game 
areas as shown below. 

Bar Graph: Takes you to the Administration Office screen	
World Map: Takes you to the Sales/Factories screen.
Tools: Takes you to the Research screen.
Newspaper: Takes you to the Marketing Office screen.
Automobile: Takes you to the Design screens. 

SAVING YOUR GAME
Their are two ways to save your game for later play. The easiest way is 
to click once on the disk icon which appears on the info bar. You will 
be shown a lettered list of available game slots. Click on the slot you 
want to use, and enter the name of the saved game into the keyboard 
input box that appears. If you click on an already-occupied slot (one 
with a name other than "Empty"), you will overwrite the old game 
stored there, so be certain that's what you want to do before you do it. 

Up to twenty games may be saved at one time. Your game file will be 
saved in whatever directory DETROIT is being played from. The game 
in the A slot will be saved as DETROITA.SAV, the one in the B slot as 
DETROITB.SAV, and so on. 

THE FACTORY
---------------------
Embedded in the picture of the factory are six hidden buttons, each 
corresponding to one of the buildings in the picture. These buildings are 
the places where you will manage the various aspects of your company. 

As you move your mouse pointer around on the screen, you will know 
when you encounter a button because the pointer will change to a green 
arrow and a message will appear in the message box telling you what 
building you are pointing to. Clicking on the button takes you inside the 
building, where you can get to work running your business. The use of 
each department will be covered later in this manual.

ESSENTIAL CONCEPTS
The two most important concepts in DETROIT are the ones most 
important to real businesses everywhere: Time and Money. 

TIME: BEGINNING AND ENDING A TURN
DETROIT is an entirely turn-based game and has no real-time 
component. Game time runs in months and years. Most operating costs 
are figured monthly, although a few aspects of game are figured yearly, 
such as the inflation rate. You alone determine when the month is over 
by clicking on the Month End icon on the Info Bar. The number of 
game actions which may be performed during that month is limited only 
by your strategy and patience. 

After the Month End button has been selected, you will be presented 
with a Month End Summary Screen, showing all the possible game 
actions with a check mark displayed next to those you have taken. A 
confirmation box is also displayed. If you discover that there are further 
actions you'd like to take before declaring the month over, click on 
"No" and you will be returned to the Main Factory Screen. If you are 
certain you have done everything you wish to, click on "Yes". If you are 
playing the game in single-player mode, your company's Profit/Loss 
report (which will be explained later) will appear. When you are done 
reading it, click on the Close Report icon to begin your next turn. If the 
game is being played by more than one human player, a warning flag 
will appear to give the players the opportunity to change seats so that 
the next person's turn can begin. 

MONEY
As should be obvious, money is very important in DETROIT. Every 
player starts with the same $60,000 in capital funds. The speed with 
which that amount increases (or decreases) is the only measure of how 
well your company is doing. Most operating costs are deducted 
monthly, but some expenses are subtracted from your company's funds 
instantly, such as the cost for opening new sales offices and upgrading 
factories . Money from car sales accrues monthly. There are both 
obvious and easily controlled costs such as employee wages, and less 
controllable expenses such as transportation charges. You should 
always have more cash on hand than you think you will need. If your 
company funds ever drop to zero, you may take out up to three loans to 
save your company -- but after the third strike, your company will go 
bankrupt and the game ends. 

Inflation will increase your operating costs as time passes, and wages 
will have to rise as well if you expect to keep and increase your work 
force. This will necessitate raising the prices on your cars -- but raise 
them too fast, and you could wind up with a stockroom full of unsold 
autos, and a bankrupt company! If you get into a cash crunch through 
poor planning, you can turn to the bank for a loan, but the bank can be 
stingy and will expect a high rate of interest on the money it lends. 

DETROIT AND REALITY
DETROIT is, above all else, an entertaining strategy game. We have 
endeavored, however, to make it as historically accurate as possible 
without losing playability. The game takes into account issues such as 
the change in demand for different types of cars over the years, 
historical rates of inflation and wage increase, and differences in 
demand from one territory to another. For the easiest starting 
conditions, you may want to begin your business in North America or 
Northern Europe. For a more difficult game, you might pick China or 
Africa as your starting location. 

FILE MANAGEMENT
You can, at any time, save your current game of DETROIT by clicking 
on the disk icon. You may also access the save file command, as well as 
other file management commands and the game options commands, 
from the file cabinet in the Administration office. From the Main 
Factory Screen, click on Administration, and then click on the picture 
of the file cabinet at the right edge of the screen.

Save: Allows you to save your current game. As with saving from the 
disk icon, click on the slot to which you want to save the game and 
enter the name into the keyboard input box. 

Load: Allows you to load a previously-saved game to continue playing 
it. This option is also available at game start. Your current game will 
not be automatically saved. When you restore a saved game, your 
original save file remains. If you wish, you can assign the game a new 
name the next time you save it, so that you can go back and replay the 
game from the earlier save point if you want. 

Restart: After confirmation, this option will end the current game 
(without saving it) and return you to the start of the game. 

Quit: This option allows you to exit to DOS after confirmation. Your 
current game will not automatically be saved before exiting. You can 
also exit to DOS at any time by pressing Alt-X.

Setting the Game Options
Select the Configure option in the file management menu to set the 
game options for DETROIT. 

Sound: Toggles the game's sound effect on and off.

Music: Toggles the game's music on and off. 

Dissolve: Toggling this option changes the screen-exit effect from a 
gradual dissolve (when ON) to a slow fade (when OFF), which may 
speed up the transition on some computers. 

Delay: Use this option to set the length of time that message panels will 
remain on your screen before disappearing. Hold down the left mouse 
button to scroll rapidly through the settings. 


GETTING THINGS ROLLING
---------------------------------------

SUMMARY OF GAME PLAY
There are several independent facets to DETROIT, all of which work 
together to determine your company's success. When the game begins, 
you have a car design, some money, and minimal facilities (one sales 
office and one factory in your chosen starting territory.) Your first order 
of business is to get your prototype built and marketed so that your 
company has income to rely on for expansion. The next step is to invest 
in research, for without research, you will never have new parts to use 
in your cars and they'll quickly become obsolete. Once your technicians 
have made some advances, you will need to design new cars, put your 
factories to work making them, and get your sales offices selling them. 

When your company is securely grounded, you'll want to think about 
expanding into new territories: first by opening sales offices supplied by 
factories that already exist, and later by setting up new factories to 
supply sales offices in distant parts of the world. You will also need to 
make decisions along the way about what types of cars to sell where, 
when to upgrade your factory facilities, and when to stop production on 
car models that are no longer selling well. If you make wise decisions, 
your company will grow and prosper -- but if you are foolish, 
bankruptcy lies around every corner.

THE ROADS MUST ROLL: PRODUCING YOUR FIRST CAR
At game start, you have the following assets: one factory and one sales 
office in your starting territory; the design for your first car; and 
$60,000 in your checking account. What you don't have is cars to sell, 
so your first task will be to build some.

HIRING, FIRING, AND PAYING YOUR EMPLOYEES
In order to get your autos built, you need people to work for you. 
Employee relations are handled through Administration. Clicking on the 
Administration building on the main factory screen brings up the 
Administration Office with its four hidden buttons.

The use of the File Management option has already been covered, and 
the use of Reports and the Bank will be covered later. 

Click on the Personnel door to bring up the Personnel Menu. There are 
four buttons at the top of the screen (Benefits, Assm, Tech, and Done), 
a column showing the total monthly wages paid to all your employees, 
and two smaller inset panels where you will do your hiring and set 
wages. 

You can hire two types of employees: Assembly workers (shown as 
"Assm Workers") to put your cars together, and Technicians, to work in 
your Research department. (You don't need to hire people for your sales 
offices -- they are automatically staffed.) In each panel, a column of 
information appears. Avail tells you how many workers are available 
for you to hire. This number will change from month to month 
depending on the wages you set. Idle tells you how many workers you 
have hired but not assigned to job sites. Emp tells you how many 
workers you have who are assigned, and Wages is the monthly pay rate 
you have set for them. The subtotal will tell you how much money you 
are spending on your employees for that month. 

To put more people to work, click on Hire for the type of worker you 
want. A keyboard input box will appear. Enter the number of employees 
you want to hire, either with the mouse buttons or the keyboard, then 
click on Wage to set their monthly pay rate. If you want to lay off some 
employees, click on Fire and handle it the same way. 

Once you have hired some workers, click on Benefits to set aside a 
percentage of the total wages you are paying to be used for benefits for 
your workers. You don't have to give your workers benefits -- but it 
might be a good idea. 

PUTTING YOUR EMPLOYEES TO WORK
Once you have people hired, you have to give them work to do. 
Assembly workers need to be assigned to Factories, and Technicians 
need to be assigned to Research.

There are two different paths you can take to assign your workers. 
Assembly workers are assigned through the Factories subpanel in the 
Sales/Factories section, and Technicians are assigned through the 
Research Menu panel on the Research screen. In addition, you can 
access either of these two screens directly from the personnel panel. 
Either way, you end up at the same set of screens. If you are assigning 
new employees, the personnel screen route is the most direct, but if you 
are shifting your employee assignments around, you may find it more 
convenient to go straight to the appropriate area from the Main Factory 
screen. 

 If you enter the Sales/Factories screen from the Main Factory, you will 
be shown the Territory Map. Click on the territory to which you want to 
assign factory workers. There will be a separate Sales/Factories panel 
for each of the sixteen world territories in DETROIT. If you enter the 
Sales/Factories screen from the Personnel screen, the panel for your 
starting territory will automatically show up. 

To assign workers to your factory, first be sure that you are in the 
correct territory screen. At the start, the panel for your starting territory 
should show one sales office in the Sales box and a level one factory in 
the Factory box. DETROIT allows you to have only one factory per 
territory -- the number indicates how modern your factory is, not how 
many of them you have in that area. 

Click on Detail in the Factories box. This panel allows you to start, 
stop, and modify your assembly lines. Click on one of the assembly 
lines to highlight it, then click Model. A panel will pop up showing a 
list of your current car models. Highlight the model you want on that 
line (your prototype is your only option at the start) and then click Use. 
That model will show up on the selected assembly line. Next, click 
Assign, and a keyboard input box will appear. Enter in the number of 
workers you want to start working on that line. (The maximum number 
you can assign to a single line is two hundred and fifty-five.) Repeat 
this process for each assembly line you want to get running. If you want 
to shift your workers around, highlight an assembly line and click on 
Free. Enter in the number of workers you want to free up by taking 
them off that line. Once the workers have been freed up, you can 
reassign them to another line with the Assign button. If you want to stop 
one of your assembly lines entirely, click on Stop. The use of the rest of 
the buttons on the Factory panel will be explained later.

When you have opened sales offices or set up a factory in more than 
one territory, you can use the Prev and Next buttons on the 
Sales/Factory panel to cycle through the sixteen territories until you 
find the one you want to adjust. Clicking on List will show you how 
many sales offices you have in each territory, and what level factory, if 
any, is there. 

Once you've staffed your factory with workers, you want do the same 
thing for your Research department by assigning your newly-hired 
Technicians to various projects. If you are already in the Personnel 
Menu, click on Tech to bring up the Research Menu. If you are at the 
Main Factory screen, click on the Research building to bring up the 
Research screen, then click on the picture of the lab technician to access 
the Research Menu . There are a total of seven hidden buttons on the 
Research screen.

When you access the Research Menu either through Personnel or 
through Research, a panel will pop up showing a list of the seven 
systems and parts that go into one of your cars: engines, brakes, 
suspension, cooling systems, body design, safety features, and luxury 
options. You can assign Technicians to do research on any or all of 
them. 

Highlight the part you want to be researched, then click on Assign. Set 
the number of Technicians for each research department with the 
keyboard input box in the same way you assigned Assembly Workers to 
your factory. (The maximum number you can assign is to one project is 
two hundred and fifty-five.) When you click on Done for each part, a 
check mark will automatically appear in the box by that part on the 
main Research panel. If, later on, you want to stop research on that part, 
you can manually toggle off the check box by clicking on it. Even if 
there are Technicians assigned to the part, no research will take place 
unless the check mark appears. If you want to shift your Technicians 
around, highlight one of the parts, and click on Free to free up workers 
by taking them off that project. They can then be reassigned to a 
different department with the Assign button. 

THE ONE TO BUY: CREATING THE DEMAND AND SUPPLYING 
IT
Now that your factories are rolling, you have to do something to let 
people know that you have cars for sale, and get them interested in 
buying. You also have to see to it that your dealers have cars to sell to 
them. In other words, you have to market your wares, and get them out 
to the lot so they can be bought. 

SELLING YOUR CARS 
From the Main Factory Screen, click on the Marketing building. The 
Marketing Office screen will appear, with the Info Bar at the bottom. 
You have several choices for what media to use to advertise your autos, 
but not all of them are available at the start. In order to advertise on 
Radio and Television, you'll have to wait until they've been invented. 

There are six hidden buttons on the Advertising Screen. Five are your 
marketing options, and the sixth brings up a quick reference Marketing 
List. 

The Marketing List will give you a summary of the advertising 
expenditures you've set for each territory. Clicking on Prev and Next 
will let you cycle through the territories. Marketing decisions must be 
made separately for each territory in which you are trying to sell cars. 

Clicking on Billboards or Sports will bring up a keyboard input box 
with Plus and Minus buttons. There is a minimum cost associated with 
each choice, and the price will increase over time as inflation takes its 
toll. Clicking on the plus button will cause the minimum amount to 
show up in the window. If you don't want to spend that much, either 
click on the minus button to change the amount back to zero, or right 
click to exit the panel, and go in search of a more economical 
advertising medium.

Magazines, Radio, and Television are slightly different. Clicking on 
these options will get you a list of various specialty markets in which 
you can advertise your cars. In Magazines, for example, you could 
choose to target Sports publications, or Women's magazines, or any of 
the others. For Radio and Television, you can decide what kinds of 
programs you want to air your commercials on. Highlight the 
publication or program area of your choice, and click on it. You will get 
a keyboard input box like the one for the other three options, which can 
be dealt with the same way. You can't target specific models to specific 
markets, however -- there is no way to advertise just your sports cars in 
sporting magazines, or just your family wagons on television sitcoms. 

Advertising costs, like most costs, are deducted from your funds at the 
end of each month. 

GETTING THE CARS TO THE BUYERS
Now that your clever advertising campaigns have stirred up public 
interest, you have to get those cars into the showrooms. 

From the Main Factory Screen, click on the Sales/Factories building. 
The Territory Map will appear, with icons indicating where you have 
opened sales offices or factories. Sales offices are represented by a light 
blue building icon, with a number showing how many offices are open, 
and factories are represented by a black building icon where the number 
represents the factory's level. At the start, you will see one of each icon 
in your starting territory. 

Click on the territory for which you want to adjust your sales offices or 
your factory. The Sales Offices and Factories panels will appear. (You 
saw these earlier when you were assigning your assembly workers and 
getting the assembly lines rolling. As explained before, you can also get 
to these panels through Administration: Personnel, if you choose.) The 
Next and Prev buttons on this panel allow you to cycle through the 
territories.

In the Office panel, click on Detail. A screen will pop up showing you a 
list of models and prices, with a number of command buttons. Your 
prototype will appear in the first slot, highlighted. There are two things 
you need to do to get your cars to the dealers: the first is to establish 
supply lines from your factories so the cars will be shipped, and the 
second is to set the price. Both of these things are done from the Office 
Detail panel.

A single factory in one territory can supply sales offices in a number of 
other territories, if it is making enough cars. When you begin the game 
you will have only one factory and one sales office, both in the same 
territory. Click on Supply Line. You will notice that you can have up to 
three supply lines for each territory, and that your starting territory is 
listed in the first slot. This shows that you already have one supply line 
automatically running from your factory in your starting territory to 
your sales office there. Any time you have a factory and a sales office in 
the same territory, that factory automatically becomes the first supply 
line for that office. Thus, you do not need to do anything to set up the 
supply line for your first sales office. When you have factories and sales 
offices in several territories, arranging supply lines becomes a more 
complicated matter. This will be covered later, in the section on 
expanding your company. 

Setting a good price for your cars is crucial to your company's success, 
so DETROIT gives you a number of options for pricing your 
automobiles. Pricing strategies must be set individually for each 
territory. Make sure you are on the right panel before you start, then 
click on Office Detail. Highlight one of your current production models 
from the lettered list, then click Price. A keyboard input box will 
appear, with a number of command buttons nearby. This panel 
automatically appears in the Single pricing mode, which allows you to 
set the price for a single model of car in a single area. The other three 
modes (Model, Territory, and Global) are useful only after you have 
multiple models of cars being sold in several territories, so they will be 
covered in the section on expanding your company. 

Use either the plus and minus mouse command keys or direct keyboard 
input to specify the price in dollars for the selected model. Click Done 
or press Enter when finished. On the displayed list of production 
models, the price will appear next to the model name and the box will 
turn into a check mark. As long as the check mark is toggled on, that 
model will be sold at that price in that location. If you decide not to sell 
that model from that showroom, click on the check mark to toggle it 
back into a box, and that car will no longer be offered for sale in that 
territory. 

