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EA TOOLS & MATERIALS END USER LICENSE
Electronic Arts Inc, and its subsidiaries, affiliates and licensors (collectively, “EA”) grants you a non- transferable non-exclusive license to download and/or install and use one copy of the software tool (“Tool”) and/or materials (“Materials”) (collectively the “Tools & Materials”) solely for your personal noncommercial use in connection with EA’s products, in accordance with the terms below. EA owns all of the rights, title and interest in the Tools & Materials. You may not alter any of EA’s trademarks or logos, or alter or remove any of EA’s trademark or copyright notices included in or with the Tools & Materials or EA’s products. Your right to use Tools & Materials is limited to the license grant above, and you may not otherwise copy, display, distribute, perform, publish, modify, create works from, or use any of the Tools & Materials. Without limiting the preceding sentence, you may not modify, reverse engineer, disassemble, license, transfer, distribute, create works from, or sell the Tool, or use the Tools & Materials to further any commercial purpose. Without limiting the foregoing, you may not use the Tools & Materials to promote another product or business, or on any site that operates or promotes a server emulator. You may include materials created with the Tools & Materials on your personal noncommercial website for the noncommercial benefit of the fan community for EA’s products and provided that if you do so, you must also post the following notice on your site on the same web page(s) where those materials are located: “This site is not endorsed by or affiliated with Electronic Arts, or its licensors. Trademarks are the property of their respective owners. Game content and materials copyright Electronic Arts Inc. and its licensors. All Rights Reserved.” You will not represent that your site is endorsed or approved by or affiliated with EA or our licensors or that any other content on your site is endorsed or approved by or affiliated with EA or our licensors. THESE TOOLS & MATERIALS ARE PROVIDED “AS IS” WITHOUT ANY WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED. EA SPECIFICALLY DISCLAIMS ANY WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY AND NONINFRINGEMENT. ANY USE YOU CHOOSE TO MAKE OF THESE TOOLS & MATERIALS IS UNDERTAKEN BY YOU ENTIRELY AT YOUR OWN RISK. EA DOES NOT WARRANT THAT THESE TOOLS & MATERIALS WILL NOT CAUSE DAMAGE TO YOUR COMPUTER SYSTEM, NETWORK, SOFTWARE OR OTHER TECHNOLOGY. EA WILL NOT PROVIDE SUPPORT FOR THESE TOOLS & MATERIALS. PLEASE DO NOT CALL OR SEND EMAIL TO EA CUSTOMER SUPPORT REGARDING THESE TOOLS & MATERIALS, AS EA WILL NOT BE ABLE TO ANSWER THESE INQUIRIES. IN NO EVENT SHALL EA BE LIABLE FOR ANY DIRECT, CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE OR OTHER DAMAGES WHATSOEVER, ARISING OUT OF OR RELATED TO THIS LICENSE EVEN IF EA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. EA RESERVES THE RIGHT TO DISCONTINUE THE AVAILABILITY OF THESE TOOLS & MATERIALS, OR MODIFY THEM, AT ANY TIME, WITHOUT OBLIGATION TO ANYONE. At EA’s request, you agree to defend, indemnify and hold harmless EA from all liabilities, claims and expenses, including attorneys’ fees, arising from any breach of this License by you and/or your use or misuse of the Tools & Materials. EA may make the Tools & Materials available at its site(s) located in the United States and/or Canada and/or the European Union. You are solely responsible for knowing and complying with all federal, state, and local laws that may apply to your use of Tools & Materials in your own locale. By downloading any Tools & Materials, you warrant that you are not located in any country, or exporting the Tools & Materials to any person or place, to which the United States and/or Canada and/or European Union or its member countries has embargoed goods. EA may revoke or terminate this license at any time, for any reason or no reason, in its sole discretion. Upon termination, you must destroy or return to EA all Tools & Materials. This License is governed by United States Copyright and California law (without regard to conflicts of law), and is the entire agreement between EA and you regarding the Tools & Materials.

CONTENTS
InstallIng the tool ................................................................................... 2 startIng the tool ...................................................................................... 2 Key Commands ............................................................................................ 3
WIndoWs hotKeys ....................................................................................... 3 tools hotKeys ............................................................................................. 3 toolbars....................................................................................................... 4

Worlds at your FIngertIps! ..................................................................... 5 Create neW Worlds .................................................................................... 5 terraIn edItIng ........................................................................................... 6 sCulpt terraIn ............................................................................................. 6 paInt terraIn ............................................................................................... 6 routIng ......................................................................................................... 8 sea level ........................................................................................................ 9

roads and sIdeWalKs ............................................................................. 10 lots ............................................................................................................. 12 addIng neW lots....................................................................................... 12 edIt In game ............................................................................................... 13

objeCts, eFFeCts, and spaWners............................................................ 14 plaCIng and manIpulatIng objeCts ..................................................... 14 eFFeCts.......................................................................................................... 15 spaWners .................................................................................................... 15

sharIng ...................................................................................................... 15 usIng your World In-game ................................................................... 15 hInts and tIps ........................................................................................... 16 general ....................................................................................................... 16 lot loCatIon and routIng..................................................................... 16 perFormanCe ............................................................................................. 16 gameplay and aesthetICs ........................................................................17 teChnICal .....................................................................................................17

glossary .................................................................................................... 18 spaWners and objeCts lIsts .................................................................. 19
FIsh ............................................................................................................... 19 InseCts ......................................................................................................... 20 roCKs, gems, and metal .......................................................................... 21 seeds and plant CommonalItIes........................................................... 23

reCommended objeCts per lot type ..................................................... 25 resIdentIal lots ........................................................................................ 25 venue/CommunIty lots ............................................................................ 25 base game hIdden lot types ................................................................... 26 the sIms 3 World adventures lots ....................................................... 27

1

INSTALLING THE TOOL
To install The Sims 3 Create a World Tool—Beta: 1. Go to The Sims 3 Community site at www.thesims3.com. 2. From the Games pull-down menu at the top of the page, choose The Sims 3 Create a World. Your browser brings up The Sims 3 Create a World Tool—Beta page. 3. Click the DOWNLOAD NOW button and follow the on-screen instructions. note: You must have registered a copy of The Sims 3, The Sims 3 Collector’s Edition, or The Sims 3 World Adventures to download the tool.

KEy COMMANDS
Windows Hotkeys
General
New world Open world Save world Undo/redo action Ctrl-N Ctrl-O Ctrl-S Ctrl-Z/Ctrl-Y
Move

Camera Controls—Mouse

STARTING THE TOOL
To start the Tool: Games on Windows Vista™ are located in the Start > Games menu and on earlier versions of Windows™ in the Start > Programs (or All Programs) menu.

Rotate (push)/Zoom (scroll)

Camera Controls—Keyboard
Move forward/backward/ left/right Move up/down Zoom in/out Up/Down/Left/Right arrows Q/F Num +/Num - or W/S

note: You can change the direction of the camera, if you like. Under the View menu, choose

CAMERA SETTINGS > CAMERA CONTROL. You can invert both the horizontal and vertical rotation.

Tools Hotkeys
General
Exit current tool Delete selected object Esc Del Shift Shift Ctrl Shift Shift Shift Alt Shift

Object Tool
Clone selected lot Snap rotation (if object in rotation mode)

Edit Road Tool
Toggle road object selection Disconnect connected objects

Rotate Road Tool
Snap rotation to the nearest 15 degrees

Move Lot Tool
Snap rotation

Paint Terrain Tool
Navigation mode Paint in straight lines only you’re navigating around the render panel.

note: Navigation mode is a great way to keep from accidentally painting or sculpting while

Terrain Brush Tool
Navigation mode Increase/Decrease brush size Alt Ctrl-PgUp/Ctrl-PgDwn

2

3

Toolbars

WORLDS AT yOUR FINGERTIPS!
If you thought you were godlike playing The Sims 3, wait until you try out this tool! The Sims 3 Create a World Tool—Beta is a powerful tool that lets you create and customize your very own towns and it’s the same tool (with a few modifications) that our World Building Team uses to create the towns that you get with the base game or in the expansion pack. The windows in The Sims 3 Create a World Tool—Beta are modular, so you can customize the layout of the tool while you work. However, the windows revert to their defaults when you restart the tool. This tool is also expandable! You will get more items to work with, every time we release an expansion pack, provided you own and install the expansion pack.

Select

Move

Rotate World Object

Undo

Redo

Snap to Edit in Game Grid mode (p. 13)

CREATE NEW WORLDS
To create a new world: 1. From the File menu, choose NEW WORLD. The New World Options pop up appears. 2. Click the browse button to choose a terrain image file. ♦ The terrain image file is a height map that determines the basic size and shape of the terrain. 3. Then choose a desert or lush climate (which determines the default available terrain paints in your world), and set the maximum map height (Each file in the Height Maps directory has a number in the filename. Set your maximum height map to this number). Click OK.

Cluster Trees

Uncluster Road Placement Grading Trees and Editing tools Road tool (p. 10) (p. 11)

poWer user tIp: You can import and export different height maps to create/edit your

terrains with external programs such as Adobe Photoshop or World Machine, etc. The height map files must be a 16 bit grayscale .PNG image and be one of the following sizes: 256x256, 512x512, 1024x1024, or 2048x2048.

Add a New Lot (p. 12)

Clone (p. 13)

Flatten (p. 13)

Conform (p. 13)

Paint (and sculpt) Terrain (p. 6)

Adjust Sea Level (p. 9)

Export Height Map

Import Height Map (p. 5)

4

5

TERRAIN EDITING
Whether you want to add mountains or valleys, grass or asphalt, the terrain tools let you shape—and color—your world.

Sculpt Terrain
Raise mountains, carve out valleys, chisel cliffs, and more. To sculpt terrain: 1. Click the TERRAIN tab and then choose the Terrain Editing Tools option. 2. On the right side of the screen, click the SCULPT button. 3. Choose a brush type that corresponds to the shaping that you want to do. 4. Adjust the parameters of the brush, as needed. 5. Move the cursor over the spot that you want to sculpt and click and hold the mouse button while moving the brush over the terrain.

Sculpting Brush Parameters
Size Strength Falloff

Determine the amount of area affected by your action. Adjust how the selected action affects the area. The greater the strength, the more magnified the action. The greater the falloff, the more the effect/action tapers toward the edges of the brush.

In addition to changing the size and falloff of your brush parameters when painting terrain, you can also adjust: Auto Paint Select terrain paints to automatically paint different heights. The terrain Auto Paint feature uses the base color (the default terrain layer) and the next one (Default 2 terrain layer) to automatically paint the terrain according to height. The taller height gets painted with the Default 2 terrain texture. Individual Layer Mode Paint according to the hierarchy of the paints in your window. Paints that are farther down the list are added over the top of paints closer to the top. Under this mode, you can also set the color level. If set to 0, you’re erasing the selected color. At 255, it uses the full strength of that color. When set to any of the numbers in between 0-255, it blends the terrain paint with whatever the paint is underneath it and the selected paint color. You get different results depending on the alpha channel of the terrain paint. Visualize Layer Shows where the currently selected terrain paint layer exists in the render panel, but not the color itself. When selected, you can use it to delete the terrain paint on the current layer using the terrain brush when this box is checked. The default terrain layer always appears over the entire map. Shape Choose a square or circular brush shape. Opacity The higher this is set, the less you can see through the paint. Routing Opacity Shows or hides the areas where Sims and/or the camera cannot route. That arrow under Brush Parameters saves your current brush settings to the window above it that says Brushes and you can save a bunch of them to use later.

Show Unroutable Terrain

poWer user tIp: If you later decide that you don’t really like how one of your terrain

This options shows you the steep areas of terrain that should be painted with Sims Non-Routable paint (see Routing on p. 8). Note that while it also recommends that you paint water unroutable; you do not need to do so.

paints looks, you can choose a new file to replace the current file (which changes all instances of the old texture in your world). You can also right-click it in the Terrain Painting Tools Layer window and choose DELETE. All instances of that paint are also deleted in your world.

poWer user tIp: You can import and export terrain paint layers. This is useful for

Paint Terrain
Add dirt, sand, flagstone, grass, concrete, and more! You should only add up to eight different terrain paints per chunk (section) of world to keep your world running smoothly. To see the sections of the world, go to View > Show Chunk Boundaries. You can change the distance of how many sections you see rendered in high level of detail (LOD) by going to View > Camera Settings and changing the LOD Transition Distance. To paint your terrain: 1. The paint section of the Terrain Editing tool window contains a few defaults based on the type of terrain you chose when you started your world. If you want to add another paint, click ADD to open the pop-up window and choose a specific terrain texture by clicking the browse button and selecting the desired terrain texture (i.e., sand, dirt, concrete, etc.). 2. Next set the Terrain Type from the pull-down menu. This setting determines what kind of sound effects are produced when Sims walk on the selected terrain.

painting a grayscale image in a graphics illustration program and then importing it back into your world. To import/export a terrain paint layer, right-click the terrain paint in the Terrain Paint Layers window and choose either IMPORT or EXPORT. To visualize what your export of a particular layer will look like, click the Visualize Layer checkbox.

poWer user tIp: You can also create your own terrain paints! Just create a .tga or .dds

file where the image size is a power of two, with a maximum size of 1024 x 1024 pixels with a resolution of 72 pixels per inch. Be sure not to reuse the same name for multiple textures as The Sims 3 Create a World Tool—Beta will only recognize one of them.

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7

Routing
Sims

Masks

Routing is a way to limit where Sims can go (walking, jogging, etc.) and where the camera can pan. It works just like the Terrain Painting Tools. You can determine where Sims can go and where they can’t within your world. You may want to consider preventing Sims from routing to any place that they might get stuck (such as very densely forested areas), or areas where it would look strange for Sims to route (such as steep hills or mountains).

Add masks to your world to prevent painting and sculpting within the masked area. It works just like the terrain painting tool, just paint the area that you want to mask.

Camera
You may want to keep the camera from routing to places where you don’t want certain things to show (such as the edge of your world). Be careful not to create any places where the camera can get stuck when playing the game.
The area shown is red is masked and cannot be modified.

The blue area shows where Sims cannot route.

The yellow area shows where the camera cannot route.

Sea Level

Is your sea too far inland and covering way too much land or is your world far too dry? This tool lets you set how high—or low— the sea level is. To adjust the sea level, click the SEA LEVEL button and then click a spot on your map that you want to sea to stop at. Any areas below that level in your world will then be underwater.

This screen depicts a good use of camera non-routing.

This screen illustrates a bad example of camera non-routing paint.

note: You cannot set routing within lots.
♦ You can change shape and size of the routing brush for both Sims and the camera.

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9

ROADS AND SIDEWALKS
Roads and sidewalks connect your world and its Sims. Without roads, your Sims cannot use cars, bicycles, or scooters. You can create roads and sidewalks of any imaginable shape or grade. To add a road or sidewalk: 1. Click ROADS and the Road Tool window opens on your map. 2. Click PLACE ROAD (or PLACE SIDEWALK) and then position your mouse and click where you want to start drawing your road. This anchors your starting point. 3. Drag your mouse out to the next point in your road and then click. You can extend again from that point too. The more extensions you have, the more you can manipulate.

Grading your Roads

poWer user tIp: If you hold down the left-mouse button while dragging out the road, you can alter the curve of the road while you’re placing it. Release the mouse button to create an anchor point, drag out the road to the next point, then click to set the road. To move a road (or sidewalk), click the Move World Object tool then click or drag the dark blue box to reposition and stretch the road. You can also click and drag the light blue boxes to change the curve of the road.

If your roads traverse rough countryside (including mountains), you may want to grade them. You can smooth them, limit the road grade, or flatten the road, each of which are explained a bit more below. Smooth Make the road smoother over rough terrain. Limit Road Grade Limit the steepness of your road by setting the degrees in the Grade Limit box. Flatten Flattens the road to the height where you click. Speed/Quality Slider Render your changes quickly, but not as precisely, or more slowly but with more precise results. Application Make changes to a single piece of road or to all the connected roads. Applying changes to all connected roads generally ensures that your roads are more uniform. Road Edge Parameter Determine how your road interacts with adjacent terrain. Width is how far out from the road the changes are applied. You can also choose whether it smoothes adjacent terrain or not. To apply these settings, change the desired parameters and then click the part of the road that you want to change.

poWer user tIp: You can edit the texture of the roads /sidewalks to match your world by creating road textures in an external program.

Click and hold a light blue box to change the curvature. Click and hold the dark blue box to extend the road.

To add an intersection: 1. Click ROADS and the Road Tool window opens on your map. 2. Click PLACE ROAD INTERSECTION (or PLACE SIDEWALK INTERSECTION). 3. Use the Move World Object tool to position the intersection close to the end of the road (or sidewalk) that you want it to connect to. You know it has connected when it “snaps” into place. This creates crosswalk lines on your road.

note: You can only connect roads with other roads or road intersections and you can only

connect single sidewalks to other single sidewalks and sidewalk intersections. You cannot connect a road to a single sidewalk or sidewalk intersection.

note: You should place your intersections while placing your roads. You cannot add an

intersection in the middle of an already existing road. The easiest way to do this is to leave a gap in the road where you want to place an intersection, finish placing the road(s), and then go back and place intersections in the gaps. You can also delete a section of road and place an intersection in the empty spot and then reconnect the roads.

note: Beware, if any of your roads are unconnected, Sims will get out of their vehicle and walk to the next road, then get back in their vehicle.

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11

LOTS
You’ll need to place lots for your world to be playable. You can place commercial and residential lots.

Adding New Lots

The following tools are useful for making adjustments to a lot. Clone Make a copy of this lot. You can only clone empty, unmodified lots. Flatten Level a graded, hilly or mountainous lot to the elevation on which you click. Conform Edges This allows you to ensure that your edges are compatible with the elevations surrounding them. This action fixes “holes” in your terrain that are created when you move lots around.

You can create lots of any size (up to 64 x 64) anywhere in the world. You must use the Edit in Game feature to build on the lots (see p. 13).

note: If you modify the terrain under an empty lot, select the Move Tool and hold ALT while moving the lot slightly. This conforms the lot terrain to the world terrain.

note: Consider turning on Snap to Grid mode when you’re placing lots. It helps to align your roads and also to align neighborhoods so that they seem more cohesive and planned. To add a new lot: 1. Before you can add lots to your world, you must create a new layer. Right-click WORLD in the World Layers window and then choose ADD LAYER.

note: To find a lot or object that you’ve placed on the world terrain in your layers panel, select

the object and click the spacebar. This takes you to the object name in the Layers window. You can also right-click an object name in the Layers window and select FIND IN RENDER PANEL and it selects that object for you and moves the camera there.

note: Layers are great for organizing your world—if you have a lot of objects in your world, it’s

much easier to find specific objects if they’re in different layers. For example, if you want to select all of the trees (or lots or roads) to delete them and they are all on one layer, you can simply delete the layer. It also helps with tree clustering. Trees cluster per type and per layer. If you have two of the same type of trees on two different layers, they will be clustered in two separate clusters, which isn’t as good for performance as having them all on one layer, clustered together. 2. Click the Add a New Lot button. 3. Click a spot in the world to begin drawing the first side of your lot and then click again when the side is the length that you want it. 4. Drag the mouse out to establish the total size of the lot and then click again. You can see the size of the lot as your draw it at the bottom right of the screen. The Lot Information pop-up appears. ♦ If the lines turn red, your lot cannot be drawn in that location. Try making it smaller or starting it somewhere else. Press ESC and click the Add a New Lot Button to start drawing your lot again. 5. At the pop-up, set the type of lot, and choose the Lot Sub-Type, for example a Fishing Spot, Beach, or Graveyard. Later you’ll place certain objects when you edit the lot in-game (see p. 13) so that your Sims can engage in the appropriate activities.

Edit In Game

Build and Buy modes are nearly the same as in The Sims 3, with a couple of differences. The camera controls are the controls from The Sims 3 Create a World Tool—Beta, you cannot enter Live Mode, and you can move from lot to lot. You must save your game before you exit Edit in Game in order for your changes to show up in The Sims 3 Create a World Tool—Beta. To edit a lot in-game: 1. After your lot is created, click the Edit in Game icon. 2. Once the game window appears, click the Options icon and then choose EDIT TOWN. The screen refreshes. Choose one of the lot icons to edit that lot.

note: For information on which objects certain lots types require, see p. 14.
6. Set the Additional Property Value (this is added to the cost of the lot, so you might add value if it’s in a great location or subtract value if it isn’t) and the Beautiful Vista Buff (this increases the likelihood that Sims will get a Beautiful Vista moodlet when on the lot). 7. Name your lot (you must have all of your lots named to save your world).

note: You can alter most of the info that you enter for lots in the Property Browser window.

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13

OBjECTS, EFFECTS, AND SPAWNERS
Once you’ve got your world sculpted and painted, you can start placing trees, other plants, and special effects.

Effects

Clouds, birds, insects, and more—place a variety of effects to bring your world to life! Place them in the same way that you place objects.

Placing and Manipulating Objects

note: You cannot always see the, er, effects of your effects until you view your created world in The Sims 3. But some effects, after you have seen them in-game will show up in The Sims 3 Create a World Tool—Beta.

To place an object: 1. Click the desired menu option in the Metadeta window (Spawners, Environment, Trees, or Effects). 2. From the list, double-click the object that you want to place. 3. Move your cursor to the spot that you want to place your object and click. Click and hold to rotate the object before it’s locked into place. You can keep clicking and placing as many of these objects as you like. 4. When you’re done placing that type of object, press ESC to clear your cursor. To move an object you’re already placed: 1. Click the Move World Object icon and then select the object that you want to adjust (make sure to release the mouse button after you select it). 2. Click the object itself to move it freeform, along the ground. Click the red, blue, or green line to move it only along that axis. When you select a specific axis, it turns yellow.

When or whether an effect appears depends on the effect. Some effects, like the rainbow, only have a percentage chance of occurring on sunny days during daylight hours. Others, like the spawners, are tuned differently by the designers, some, like birds are totally random, and some, like the hot air balloon and the boats, are persistent.

Spawners

Spawners will sporadically create instances of collectible items in your game, like fish, gems, rocks, and more. Place them in the same way that you place objects and effects.

note: For information on what each spawner places, see p. 19.

poWer user tIp: To snap an object to the surface, CTRL-click the green line
(the manipulator handle) while you are in the Move Tool.

SHARING
Share your worlds on The Sims 3 Community Exchange so other players can play them in their games! To share a world: 1. First add a world description and an icon by right-clicking the topmost layer of your world and choosing ADD/EDIT DESCRIPTION. Your icon image must be a .png file that is 256x256. 2. Save your world. 3. Under the File menu, choose SELECT WORLD FOR EXPORT and then browse to the world file that you want to export and choose OPEN. 4. Finally, upload it to the Exchange (via The Sims 3 Launcher) as you would a lot or family.

note: You can move the object vertically as well, making it possible to sink things into the ground or float them in the sky! Browser window.

note: You can also change the location of an object by changing its number in the Property note: You can also move an object by clicking a central point on the object and holding the mouse button down while moving the mouse around.

Click the green line to move the selected object up/down. Click the blue line to move the selected object left/right.

USING yOUR WORLD IN-GAME
Now that you’ve created a masterpiece, it’s time to let your Sims reap its rewards in-game. To play the world you’ve created: 1. Follow steps 1-3 above. 2. Double–click the .Sims3Pack file.

Click the red line to move the object backwards/ forwards.

To rotate an object you’ve already placed: 1. Click the Rotate World Object icon and then select the object that you want to adjust (make sure to release the mouse button after you select it). 2. Click the object itself or the green manipulator handle around it to rotate. To delete an object you’ve already placed, click the Select World Object icon, select the object and press Del.

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15

HINTS AND TIPS
General
♦ Use the Rotatable Grid! It makes it easier to line up things, and aligning things to the grid makes routing more realistic in-game. ♦ Use different layers to help organize the world objects/lots/etc. ♦ View your world in wireframe to place objects more precisely. ♦ Bodies of water are by default stocked with ocean fish. If you create a river, populate it with fresh water fish by using spawners.

Gameplay and Aesthetics
♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦

Lot Location and Routing

♦ You cannot put a larger lot onto a smaller lot. Stick with a few standard lot sizes to make sharing and moving more convenient. Keep this in mind for community lots as well as residential lots. ♦ Lots should have one side flush against the road to enable smoother smoother routing when Sims go from their house to the road. ♦ The footprints of all interactive objects should be completely on the lot. ♦ Non-routable areas in the world should look non-routable. Routable areas should look clearly routable. If you have a tall mountain that has foothills that you don’t want your Sims to route over, add a fence or a strand of trees along the edge of your non-routable paint so it looks like Sims wouldn’t be able to go there. ♦ All porches should have at least double-wide stairs leading up to them, so that multiple Sims can use them at once. ♦ Porches should have enough space for at least two Sims to socialize. If possible, allow enough space for more than two Sims to accommodate party guests and welcome wagons (usually three Sims). Two socializing Sims require a 1x2 tile area that is not blocked by stair or door routing footprints, or wall-mounted lamps. ♦ Roads and sidewalks should always be terminated with an intersection piece. If they are not, Sims cannot make U-turns in their cars to turn around on dead end roads. ♦ Use bridges (made of foundations) sparingly as Sims prefer to walk around them rather than over them (because they exist in a different “room”) and they do not look good with walls down or walls cutaway if the rest of your lot is not also on a foundation. ♦ Game objects placed on the world layer should never hang over the edge a lot. Sims won’t know that they’re there and may walk right through them. Keep world-placed game objects at least one tile away from the outside of the lot. ♦ Fences, especially thick ones, that sit at the edge of the lot are likely to be clipped through by Sims. Consider putting fences at least one tile inside the perimeter of the lot. ♦ Many objects and rabbitholes are large. Make sure that the lots that you create are large enough for the objects/buildings that you want to place on them.

♦ ♦ ♦

Place spawners near interesting features in your world to enhance your overall story. Organize your town into unique little neighborhoods to add realism and depth to your world. Keep neighborhood clusters aligned to the same grid to make them look more cohesive. Change the time of day to get a look at where the sun rises and sets. It is best to do this before you start editing your terrain. If your water looks strange after you’ve changed the sea level, lightly tap the terrain with one of the sculpting tools to re-render the water. Keep camera-angle issues in mind when building to avoid cameras bouncing up steep terrain walls (among other issues). Keep travel times in mind when placing lots and designing roads. If you have a lot of houses on one end of your world and all of the rabbitholes on the other, it will take Sims a long time to get to their jobs. Put down invisible picnic baskets (which can be found in the BuyDebug menu if you have The Sims 3 World Adventures expansion pack) if you want to see Sims autonomously picnicking there. Make sure to include some low cost lots so that newly created Sims can afford to live somewhere. For easier sharing of lots, try to make most of them square shaped, since they can be rotated any direction. In cases where this is not possible or desired, try to be consistent about the direction of the shorter side of the lot vs. the road and front door. Players can only really rotate a rectangular lot in two directions so consistency multiples the number of places that they can move lots to. Place lots mostly on flat ground to make sharing lots and moving them around in your world easier. Front doors should have at least a little outdoor lighting, so be sure to check how your houses look at night. Outdoor trashcans and mailboxes that are closer to the house make taking out garbage and paying bills more convenient.

Technical

Performance

Following these tips help ensures that the worlds you make run smoothly on most machines. ♦ Clustering trees improves performance, especially if you have a lot of trees in your world. ♦ Limit plants to only four species and a total of 30 plants per lot. ♦ Use up to four terrain paints per lot. ♦ Use no more than eight terrain paints in the world per 256 x 256 chunk. ♦ Be conservative with double-walls and making pillars with the wall tool. They create small rooms that the routing system has to calculate. ♦ To make lots look better on lower end computers, space lots further apart so that only one high detail lot is visible at a time.

♦ Keep in mind that rabbitholes and venues that are on the same lot have a single thumbnail, address, and map tag. The only benefits to sharing a single lot is that it saves on overall lot count and it allows more visible area to be at high LOD when the camera is nearby (remember that we render a limited number of high LOD lots at any given time). ♦ Give as much space around a lot as possible when changing grid and changing elevation. ♦ Mailbox orientation = thumbnail orientation. The location and direction that the mailbox is placed on a lot is where the camera takes the automatic picture of that lot to use as the lot thumbnail. ♦ The door closest to the mailbox is considered the front door. The front door is the door that is most used by Sims going to and from the house. ♦ Avoid building lots that are on really steep terrain. There is a higher chance of strange seams along the edges. ♦ Don’t place world objects on lots because players will not be able to remove them and Sims route through them. ♦ Don’t use sidewalks to “paint” patio-type areas (by placing multiple sidewalks next to each other). This confuses the routing system.

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GLOSSARy
Alpha Channel
Where the degree of transparency of all or part of a texture is set.

SPAWNERS AND OBjECTS LISTS
The items in bold face are most likely to spawn.

Fish
Spawner Name Ocean, Common1 Ocean, Common2 Ocean, Uncommon1 Ocean, Uncommon2 Ocean, Rare Lake, Common1 Lake, Common2 Lake, Uncommon1 Lake, Uncommon2 Lake, Rare RobotFish DeathFish/Graveyard Freshwater Designator Saltwater Designator Egypt, Oasis, Common The Sims 3 World Adventures Egypt, Oasis, Rare Egypt, River, Common Egypt, River, Rare Egypt, MummyFish China, Common China, Uncommon Objects Likely to Spawn Treasure Chest, Anchovy, Jellyfish, Red Herring, Blowfish, Salmon, Swordfish Treasure Chest, Anchovy, Jellyfish, Red Herring, Tuna, Tragic Clownfish, Shark, Lobster Treasure Chest, Alley Catfish, Red Herring, Tragic Clownfish, Tuna, Siamese Catfish, Shark, Lobster Treasure Chest, Jellyfish, Red Herring, Blowfish, Angelfish, Swordfish Treasure Chest, Red Herring, TragicClownfish, Blowfish, Shark, Angelfish Treasure Chest, Minnow, Goldfish, Rainbow Trout, Red Herring, Siamese Catfish, Black Goldfish Treasure Chest, Minnow, Goldfish, Red Herring, Salmon, Angelfish, Lobster Treasure Chest, Goldfish, Rainbow Trout, Red Herring, Piranha, Shark, Lobster Treasure Chest, Alley Catfish, Rainbow Trout, Red Herring, Salmon, Angelfish Treasure Chest, Red Herring, Piranha, Black Goldfish, Shark, Angelfish, Vampirefish, Lobster Treasure Chest, Red Herring, Black Goldfish, VampireFish, RobotFish Treasure Chest, Red Herring, VampireFish Treasure Chest, Minnow, Goldfish, Rainbow Trout, Red Herring, Salmon Treasure Chest, Anchovy, Jellyfish, Red Herring, Tuna, Salmon, Swordfish,Tragic Clownfish Treasure Chest, Frogs, Alley Catfish, Red Herring, Siamese Catfish, Crocodile Treasure Chest, Frogs, Alley Catfish, Red Herring, Siamese Catfish, Crocodile Treasure Chest, Alley Catfish, Red Herring, Siamese Catfish, Salmon, Crocodile Treasure Chest, Alley Catfish, Red Herring, Siamese Catfish, Salmon, Crocodile, Lobster Treasure Chest, MummyFish Treasure Chest, Doitsu Koi, Goldfish, Red Herring, Kawarimono Koi, Angelfish Treasure Chest, Red Herring, KawarimonoKoi, Ochiba Koi, Black Goldfish, Angelfish

Chunk or Terrain Chunk Height Map

A 256 x 256 area of the terrain. The terrain map is divided into chunks to provide better performance. The chunks closest to the camera render in high LOD and the chunks further away render in low LOD.

A height map is a 2D image that is used to calculate a 3D surface.

Level of Detail (LOD)

Objects and textures have different visual complexities contained within them. High LOD objects take more processing power to render than low LOD objects. To improve performance, objects closer to the camera are rendered in high LOD, while objects further away are rendered in low LOD.

Manipulator Handle Opacity

The lines or circles that you can grab to move objects around when you select the Move World Object or Rotate World Object tools.

How solid (vs. see-through) a texture is. This usually refers to the overall texture.

Power of Two (in relation to image size) Rabbithole Spawner

The size of the image must be divisible by two and should be one of these numbers: 128, 256, 512, 1024, 2048, etc.

A building that Sims go into to do a variety of activities (such as taking classes, going to work, going to school, watching a sports game). They can be placed via Build Mode when on a Community Lot.

An object placed via The Sims 3 Create a World Tool—Beta or on a Lot (through BuyDebug) that creates objects that Sims can collect – such as butterflies, beetles, fish, gems or metal.

World Layer

In The Sims 3 Create a World Tool—Beta, this is the area that you paint, sculpt, and place objects, trees, spawners on. In The Sims 3, this is the area between lots.

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China, Rare China, Koi1 The Sims 3 World Adventures China, Koi2 China, DragonFish France, Common1 France, Common2 France, Uncommon France, Rare France, FrogPond

The Sims 3 World Adventures

Treasure Chest, Red Herring, Kawarimono Koi, OchibaKoi, Black Goldfish, Tancho Koi, DragonFish Treasure Chest, Goldfish, Kawarimono Koi, Tancho Koi Treasure Chest, Doitsu Koi, Ochiba Koi, TanchoKoi Treasure Chest, TanchoKoi, DragonFish Treasure Chest, Frogs, Rainbow Trout, Red Herring, Snails, Crawfish Treasure Chest, Frogs, Rainbow Trout, Red Herring, Snails, Crawfish Treasure Chest, Frogs, Rainbow Trout, Red Herring, Snails, Crawfish, Black Goldfish Treasure Chest, Frogs, Red Herring, Snails, Crawfish, Black Goldfish Treasure Chest, Frogs, Minnow

Beetles

Roaches Ladybugs Japanese Water LightningBugs Rhino Stag Spotted Trilobite Rainbow All (Egypt) - Scarab (China) - Assassin (France) - Cerambyx

Insects

Cockroach Lady Japanese Water Light Rhino Japanese, Stag Lady, Spotted Water, Trilobite Light, Rainbow Lady, Cockroach, Japanese, Water, Light, Rhino, Stag, Spotted, Trilobite, Rainbow Scarab, Lady Assassin, Water Cerambyx, Light

Butterflies
Moths Monarchs Butterflies - Low 1 Butterflies - Low 2 Butterflies - Med 1 Butterflies - Med 2 Butterflies - High 1 Butterflies - High 2 Butterflies - Epic Moth Monarch Monarch, Red, Blue Monarch, Gold, Green Gold, Red, Green, Purple Gold, Blue, Silver Red, Blue, Green, Purple, Silver, Zebra Gold, Red, Purple, Silver, Zebra, Kite Moth, Monarch, Gold, Red, Blue, Green, Purple, Silver, Zebra, Kite Silver Zebra Kite Bamboo Dart, Green Dart, Bamboo Crypt, Moth Cleopatra, Monarch Crypt, Cleopatra, Moth, Monarch Pasha, Gold Pasha, Glowy

Rocks, Gems, and Metal
Metal
Iron Silver Gold Iron-Silver-Gold Palladium Plutonium (Egypt) - Copper (Egypt) - Mummitomium (Egypt) - Mix Low (Egypt) - Mix High (China) - Platinum (China) - Mercury (China) - Mix Low (China) - Mix High (France) - Titanium (France) - Iridium (France) - Mix Low (France) - Mix High Compendium Supernovium Iron, Silver, Gold Iron, Silver, Gold Iron, Silver, Gold Iron, Silver, Gold Iron, Silver, Gold, Palladium Silver, Gold, Palladium, Plutonium Silver, Gold, Copper, Mummitomium Iron, Copper, Mummitomium Iron, Silver, Gold, Copper, Mummitomium Gold, Palladium, Copper, Mummitomium Copper, Silver, Platinum Silver, Plutonium, Mercury Copper, Silver, Gold, Palladium, Mercury, Platinum Gold, Plutonium, Mercury, Platinum Titanium Iridium Silver, Gold, Titanium, Iridium Gold, Palladium, Titanium, Iridium Compendium Supernovium

Butterflies - Silver Butterflies - Zebra Butterflies - Kite (China) - Bamboo (China) - Dart (China) - Mix (Egypt) - Crypt Moth (Egypt) - Cleopatra (Egypt) - Mix (France) - Pasha (France) - Glowy

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The Sims 3 World Adventures

The Sims 3 World Adventures

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Rocks

Small Meteorite Medium Meteorite Small-Medium Meteorites Huge Meteorites

Space Rock Small Space Rock Medium Space Rock Small, Space Rock Medium Space Rock Small, Space Rock Medium, Space Rock Large

Seeds and Plant Commonalities
Common1 Common2 Common3 Common4 High Common, Low Uncommon, No Rare High Common, Medium Uncommon, No Rare High Common, Low Uncommon, Low Rare High Common, Low Uncommon, Low Rare Medium Common, Medium Uncommon, No Rare Low Common, High Uncommon, No Rare No Common, High Uncommon, Low Rare Low Common, Medium Uncommon, Medium Rare No Common, Medium Uncommon, Medium Rare No Common, Low Uncommon, High Rare Low Common, Low Uncommon, Low Rare, Low Special No Common, Low Uncommon, Low Rare, Medium Special No Common, No Uncommon, Low Rare, Medium Special Low Common, High Uncommon, Med Rare No Common, Med Uncommon, Med Rare, Low Special Low Common, High Uncommon, Med Rare No Common, Med Uncommon, Med Rare, Low Special High Common, Low Uncommon Med Common, Med Uncommon Med Common, Med Uncommon, Low Special Low Common, Med Uncommon, Low Rare, Low Special High Spawn Frequency, Average Quality High Spawn Frequency, Average+ Quality Medium Spawn Frequency, Good Quality Low Spawn Frequency, Excellent Quality High Spawn Frequency, Average Quality Medium Spawn Frequency, Good Quality Low Spawn Frequency, Excellent Quality Medium Spawn Frequency, Good Quality Medium Spawn Frequency, Good Quality Low Spawn Frequency, Excellent Quality Medium Spawn Frequency, Good Quality Medium Spawn Frequency, Good Quality Low Spawn Frequency, Excellent Quality High Spawn, Good Quality High Spawn, Excellent Quality High Spawn, Good Quality High Spawn, Excellent Quality High Spawn, Good Quality High Spawn, Good Quality High Spawn, Excellent Quality High Spawn, Excellent Quality

Gems

Gems Aqua Gems Low 5x Gems Low 3x Gems Med 1 Gems Med 2 Gems High Gems Epic (Egypt) - Alabastar (Egypt) - Turquoise (Egypt) - Mix (China) - Lapis Lazuli (France) - Citrine (France) - Opal (France) - Mix Quartz Tiberium - Low Tiberium - High Soulpeace Geode Geode + Septarian Septarian

The Sims 3 World Adventures

Aqua Aqua, Emerald, Yellow, Diamond Smoky, Ruby, Yellow, Tanzanite Aqua, Smoky, Diamond, Rainbow Emerald, Ruby, Yellow, Tanzanite, Rainbow Yellow, Tanzanite, Diamond, Crazy Ruby, Tanzanite, Diamond, Pink Alabaster, Smoky Turquoise, Aqua, Tanzanite Alabaster, Turquoise, Quartz, Aqua, Smoky, Rainbow Lazuli, Emerald Amethyst, Citrine, Yellow, Pink Amethyst, Opal Amethyst, Citrine, Opal Quartz, Diamond, Rainbow Quartz, Tiberium, Aqua Quartz, Tiberium, Tanzanite, Crazy Soulpeace, Diamond, Rainbow Geode, Septarian Geode, Septarian Geode, Septarian

Uncommon1 Uncommon2 Uncommon3 Rare1 Rare2 Rare3 Special1 Special2 Special3 China 1 China 2 Egypt 1 Egypt 2 France 1 France 2 France 3 France 4

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The Sims 3 World Adventures

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Plant Commonness
Tomato Plant Apple Tree Grape Vine Lettuce Plant Onion Plant Potato Vine Watermelon Vine Lime Tree Bell Pepper Plant Garlic Plant Death Flower Bush Money Tree Life Plant Flame Plant Cherimola Grape Vine Renoit Grape Vine Avornalino Grape Vine Meloire Grape Vine Gralladina Grape Vine Cranerlet Nuala Grape Vine Pomegranate Tree Plum Tree Pomelo Tree Cherry Tree Common Common Common Common Uncommon Uncommon Uncommon Uncommon Rare Rare Special Special Special Special Common Common Uncommon Uncommon Rare Rare Uncommon Uncommon Rare Rare

RECOMMENDED OBjECTS PER LOT TyPE
Residential Lots
Lot Type Residential Undefined Residential Townie Only (The Sims 3 World Adventures) Residential Player Ownable (The Sims 3 World Adventures) Description Normal residential lot Residential lot that only the townies can live in Residential lot in a vacation destination that your Sim can purchase Objects Recommended Recommended for Optimal Functionality Objects Bed, Refrigerator, Stove, Countertop, Table, Chair, Toilet, Shower or tub, Sink, Smoke Detector, Lights, Wallpaper, Flooring, Roof Mirror, Bookshelf, Dresser, Fun Object (TV, Guitar, Computer, etc.,)

Venue/Community Lots
Lot Type Art Gallery Graveyard Description A place to view art Houses the tombstones and urns for deceased Sims. Objects Required for Optimal Functionality Paintings and Sculptures Mausoleum Rabbithole (allows Sims to be employed part-time as Burial Specialists), Urnstone Water Beach Object (Beach Umbrella) Bookshelve Athletic Object (Weight Bench, Treadmill) Pool Recommended Objects N/A N/A

The Sims 3 World Adventures

Fishing Spot Beach Library Gym Pool Small Park

A place to fish Where the Community Cook-off takes place A place to read books A place to work out A place where Sims can swim Where the Community Cook-off and the Chess Tournament take place. The Small Park draws fewer Sims to it than the Large Park. Where the Community Cook-off and the Chess Tournament take place. The Large Park draws more Sims to it than the Small Park. This community lot is openended. Sims use whatever objects you put there. This community lots is for aesthetic reasons – Sims are not drawn here.

Picnic Tables, Outdoor Grill Outdoor Grill Computer Stereo, Television, Swimming Pool N/A

Large Park

Park Bench, Picnic Table

Outdoor Grill, Swing set, Chess Board

Misc – Visitors

None

N/A

Misc – No Visitors

None

N/A

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Base Game Hidden Lot Types

When you enter Edit Town in the game or Edit in Game, you can change the Lot Type (Residential or Commercial) and the Lot Sub Type (Gym, Graveyard, etc). The lots below are not accessible when you change the Lot Sub Type, you can only set them in The Sims 3 Create a World Tool—Beta. Day Spa This location is for the Day Spa Day Spa Rabbithole N/A Rabbithole. The Sims will be able to join the Spa Specialist or the Receptionist part-time jobs Restaurant This location should contain the Bistro Rabbithole N/A Bistro which will allow Sims to join the Culinary Career Small Shop This is a general location for Any Rabbithole N/A any rabbithole Big Shop This location is to be used Multiple Rabbitholes N/A when you want to place multiple rabbitholes on the same lot Hospital This location is for the Hospital Hospital Rabbithole N/A and will allow Sims to join the Medical Career Theatre This location should contain the Theatre Rabbithole N/A Theatre. Sims will be able to join the Music career Stadium This community lot is for Stadium Rabbithole N/A placement of the Stadium. It will allow Sims to join the Professional Sports Career and hosts concerts and sports games City Hall This community lot is for City City Hall Rabbithole N/A Hall. It will allow Sims to join the Political career. Sims will also hold protests here

The Sims 3 World Adventures Lots
These lots are only available if you have The Sims 3 World Adventures installed. Market Where Sims can purchase Any cash register location-specific items. The Large Market draws more Sims than the Small Market Market Small Where Sims can purchase Any cash register location-specific items. The Large Market draws more Sims to it than the Small Market Dojo A place for your Sims to Training Dummy or practice martial arts Board Breaker Nectary Where Sims can go to purchase Nectary Cash Register Nectar Chinese A lot your Sims can visit to do Meditative items Garden peaceful things. (Scholar’s Rocks, Telescopes, Bookshelves) Base Camp The home lot that your Sims Tents, cooking items, use when in a vacation restrooms, Job Board destination Landmark This designation should be Tomb objects (found in Tomb used for a tomb (that is not a BuyDebug) rabbithole or venue type) that you want other players to easily access in your world. It will have a Map Tag in the Map View mode of the game Hidden Tomb This designation should be Tomb Objects (Found in used for a tomb (that is not a BuyDebug) rabbithole or venue type) that you want to remain hidden for other players to find. It will not show a Map Tag in the Map View mode of the game N/A N/A

Workout Bench, Treadmill Nectar Maker Board Breaker

Beds, fun objects N/A

N/A

REQUIRES ACCEPTANCE OF END USER LICENSE AGREEMENT, INTERNET CONNECTION, EA ACCOUNT, GAME REGISTRATION WITH SERIAL CODE ENCLOSED WITH A THE SIMS 3 PC TITLE, THE SIMS 3 AND LATEST PATCH UPDATE. REGISTRATION IS LIMITED TO ONE EA ACCOUNT PER SERIAL CODE AND IS NON-TRANSFERABLE. EA ONLINE TERMS & CONDITIONS CAN BE FOUND AT www.ea.com. YOU MUST BE 13+ TO REGISTER FOR AN EA ACCOUNT. EA MAY PROVIDE CERTAIN INCREMENTAL CONTENT AND/OR UPDATES FOR NO ADDITIONAL CHARGE, IF AND WHEN AVAILABLE. EA MAY RETIRE ONLINE SERVICES AFTER 30 DAYS NOTICE POSTED ON www.ea.com. © 2009 Electronic Arts Inc. EA, the EA logo, The Sims, and The Sims 3 logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. RenderWare is a trademark or registered trademark of Criterion Software Ltd. Portions of this software are Copyright 1998-2009 Criterion Software Ltd. and its Licensors. All other trademarks are the property of their respective owners. Uses Granny Animation. Copyright © 1999-2009 by RAD Game Tools, Inc.

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...1. Monroe Doctrine- noted that the United States would neither interfere with existing European colonies nor meddle in the internal concerns of European countries. 2. Morse, Samuel F.B.- He contributed to the invention of a single-wire telegraph system based on European telegraphs, was a co-inventor of the Morse code, and also an accomplished painter. 3. New Jersey Plan- was a proposal for the structure of the United States Government presented by William Paterson at the Constitutional Convention on June 15, 1787.[1] The plan was created in response to the Virginia Plan, which called for two houses of Congress, both elected with apportionment according to population.[2] The less populous states were adamantly opposed to giving most of the control of the national government to the more populous states, and so proposed an alternative plan that would have kept the one-vote-per-state representation under one legislative body from the Articles of Confederation. The New Jersey Plan was opposed by James Madison and Edmund Randolph (the proponents of the Virginia Plan). 4. Northwest Ordinance of 1787- was an act of the Congress of the Confederation of the United States, passed July 13, 1787. The primary effect of the ordinance was the creation of the Northwest Territory, the first organized territory of the United States, from lands south of the Great Lakes, north and west of the Ohio River, and east of the Mississippi River. 5. Nullification- in United States constitutional...

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...>UCLA Newsroom>All Stories>News Releases Extinction of woolly mammoths may have been due to addition of a predator: humans By David Stauth and Stuart WolpertJuly 01, 2010Category: Research Illustration of sabertooth cat fighting with woolly mammoth. (Credit: Mauricio Anton, courtesy of Oregon State University) The extinction of woolly mammoths and other large mammals more than 10,000 years ago may be explained by the same type of cascade of ecosystem disruption that is being caused today by the global decline of predators such as wolves, cougars and sharks, life scientists report July 1 in the cover article of the journal Bioscience. Then, as now, the cascading events were originally begun by human disruption of ecosystems, a new study concludes, but around 15,000 years ago the problem was not the loss of a key predator, but the addition of one — human hunters with spears. This mass extinction was caused by newly arrived humans tipping the balance of power and competing with major predators such as sabertooth cats, the authors of the new analysis argue. An equilibrium that had survived for thousands of years was disrupted, perhaps explaining the loss of two-thirds of North America's large mammals during this period. "We suggest that the arrival of humans to North America triggered a trophic cascade in which competition for the largest prey was intensified, ultimately causing the large non-human carnivores to decimate the large herbivores," said Blaire Van Valkenburgh...

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...Managerial Perspective: 17-2 Philip O’Kane ACC/561 May 1, 2014 University of Phoenix Paula White Summary Case study 17-2 in Accounting: Tools for Business Decision Making asks the reader to analyze the Ideal Manufacturing Company as it decides to expand their services to outside agencies that want to use their tool in evaluating its costs using activity based costing, which is a two-step process to calculate overhead costs. The first step is to assign overhead costs to activity cost pools, instead of departments, as is the practice in traditional costing The second step is to use cost drivers to allocate overhead to the correlating activity. A cost driver is any factor which has a direct relationship with resources consumed. In this particular scenario, Ideal Manufacturing has been successful in its research and development department for manufacturing agricultural machinery. They recently recognized that their research and development costs were out of control. Activity based costing helps them to gain control of their costs and identify the basis of cost for charging external companies wishing to hire their research and development department. The table below illustrates how Ideal Manufacturing uses activity based costing to calculate costs (Kimmel, Weygandt, & Kieso, 2011). Table 1 To calculate costs for each activity pool, Annual costs are divided by the total estimated cost drivers. ACTIVITY | COST DRIVER | ANNUAL COSTS | TOTAL ESTIMATED DRIVERS...

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