eco-ct - an rbe game proposal

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    Eco-CT

    A Game-Design Proposal - version 1.0

    A Real-Time Strategy Game, for single-player and multiplayer

    Based on the Resource-Based Economy concept, by Jacque Fresco Inspired by the Project-Earth thought experiment, by Peter Joseph

    Set on a distant planet in a futuristic cybernated world

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    Contents

    1. Preface 1.1. About This Proposal 1.2. Intended Audiences 1.3. Disclaimer

    2. Goals 2.1. Narrative 2.2. Agenda

    3. Game Design 3.1. Maximum Sustainability 3.2. Minimum Sustainability 3.3. Automating Operations

    4. Game Modes 4.1. Campaign Mode 4.2. Tournament Mode 4.3. Sprint Mode4.4. Marathon Mode

    5. Game Concepts 5.1. Ecoregion 5.2. Eco-CT 5.3. Lifetime Rating5.4. Intermediate Ratings

    6. Game Aspects 6.1. Resources 6.2. Energy 6.3. Landmass6.4. Population6.5. Production 6.6. Education 6.7. Transportation6.8. Emergency Services6.9. Healthcare

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    1. Preface

    1.1. About This Proposal

    This document is a proposal for a general game design. It is not intended to be a finalblueprint or template for an actual specific implementation of this design.Currently, there is no known plan for it to become an actual product, but it is the hope

    of the original author of this document, that it may one day become an inspirationaldocument, for an actual game to be made based upon its tenets.

    1.2. Intended Audience

    There are 2 kinds of target-audiences, one for this proposal itself, and one for the game(if and when it emerges) as defined by the game-design being offered.

    Target-audiences for this proposal, may include:

    RBE enthusiasts Game enthusiasts (RTS) Game developers Game artists CG artists Project-managers

    Target-audiences for an actual game may be completely different.

    The age group is PEGI 13. The game should target the broadest audience within thatage- group, as its intended purpose is to spread the ideas, values and thought-processes offered in the RBE concept, as much as possible. In order to achieve that, noprior knowledge about an RBE model should be required to play this game. It istherefore specifically geared towards newcomers to this concept.

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    Because of that, most players would not be able to even begin to grasp any discussionor presentation regarding transitioning the actual global society into this model, beforethey even know what it is all about, and have a deep and wide understanding of it.

    Also, many newcomers to the concept may have many psychological barriers in tryingto map the RBE model into everyday life, when they first hear about it. The reason forit, is the current values dominating most western cultures today.

    It is the belief of the original author of this document, that an imaginary futurescenario, is better suited for circumventing such issues, while better coinciding withexisting game-designs he may already be familiar with.In addition, as most gamers are used to the idea of winning and losing a game, a moretraditional game-design model is better, if the intention is to spread the idea to thebroadest audience possible. The value of competition is thus supported within thegames overall design, initially, even th ough it is departed from within the game itself asit progressed. This design-decision is knowingly chosen, in order to support for moregamers to start playing the game, and for showing them, gradually, the necessity of moving competitive-mentality into a collaborative- mentality, in order to win the game(paradoxically), and this is achieved by how the systems of the game operate, and thegoals being set by the game for winning it (more on this in following sections in thisdocument). As the game progresses, the player would find out by himself, through trialand error in relation to the games logic, that he MUST have shared use of energy andresources, in order to win. He may have to learn the value of collaboration and sharingthe hard way. This kind of transitional psychological approach, should alleviate thecontradiction between the current dominant value system that is required to beimplemented in the game initially (in order to draw as many gamers as possible), andthe new value-system orientation that the game seeks to instill in the players.

    As to monetary values and trade, there is no such thing anywhere in the game to begin

    with. This should not pose a value-clash problem in most gamers, as there are manygames that dont use money per -se, even RTS games. As the main focus of the game isto instill the value of physical-resources and energy needs, and free exchange of them,as opposed to direct/indirect conditional-exchange, the player experiences (throughplaying the game) that all societal needs can be met equally well (if not better) withoutthese concepts.

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    The ultimate goal of the game is to bring the player into an understanding that if thiscan work in a virtual world, while simulating all relevant variables, then there is nological re ason why this cant be implemented in the real world. This understandingwould bring him to ask question about what is stopping this from happening in real life.

    1.2. Disclaimer

    The original author takes no responsibility for what games might end up being madefrom it, nor does he have any current plan to lead a project to produce such a game.

    This document may be shared, copied and modified at will, and it does not contain anycopyrighted material. There is, however, a general intent, for this document to spawn afollowing of enthusiasts, eager to see this design manifested into an actual playablegame, in one form or other.

    There is no current preference for any specific production/distribution model for such aproject. It may become a proprietary/commercial game product.It is nevertheless, the hope of the original author of this document, that some kind of an open-source indie-game project will be spawned from it.

    Open-sourced / free software may be used to produce this game. so more people mayparticipate. Offers for such software may include:

    Blender - for 3D work Unity - for the game-engine Tactic - for distributed project-management

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    2. GoalsThe game is intended to be an RTS (Real-Time-Strategy), but a turn-based model mayalso work. It is prefered to be a 3D-game, and hoped to be of a triple-A title standard.It should support as many platforms as possible in its 3D form, but it may have 2Dvariants, for phones and mobile, as well as web-based apps for facebook and others.

    2.1. Narrative

    The story of the game, is less important in this document than the mechanics of it. But

    for the moment, I will assume that it is of a futuristic world, in which man has gone intospace, and found a new habitable planet, and is settling in there, building resource-based economies.

    2.2. Agenda

    The main purpose of this game, is to instill a mentality of maximising long-termsustainability instead of short-term gain, and a recognition of earth's finite nature interms of resources and nonrenewable energy sources.

    It's goal is to eventually bring the player into an understanding that such a mentalitywould inevitably require a global system.

    The agenda is accomplished by well-defined game-mechanics, that reinforce thecomponents of the mentality in the agenda. The player is not lectured about an RBE inany way shape or form. Instead, he is presented with a game that has all relevant logicalready built-in, and learns it implicitly by playing the game itself.

    The Game-Logic is designed to subliminally reinforce sustainability concepts, by defining

    rational and sane parameters for success. The player is incentivized along the game, inways that reinforce life-supporting and sustainable values.

    Contrary to practically all currently known RTS games, the resources and non-renewable energy in Eco-CT are NOT infinite (!) Also, contrary to many games, there isno armed forces, weapons, or anything like that. It's closer to Sims, Sim-City, andCivilization games, in that respect, but different by not having any money at all.

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    The player learns the value of renewable energy sources, recycling, sharing andecological preservation, by having the goal of the game defined to be long-termsustainability and population well-being, rather than short-term gain, and competition.

    He also learns the value of automation and technological advancement, as a means forfreeing people from employment, and as a requirement for maximum efficiency, that isa prerequisite for maximum sustainability, and for creating and preserving a state of natural abundance in dynamic equilibrium.

    This is achieved by the following concepts:

    Self-operating robots and structures Lifetime and well-being ratings Ecosystems with limited resources and negative-retro-actions of manufacturing Inter-system load-balancing (occurs when 2 or more system interconnect, and

    inter-change their resources and energy surpluses)

    Structures and robots he uses, get 'upgrades' over time, which help him to win thegame. Some upgrades have long-term negative-retro-action with short-term gains, andsome have the opposite effect. But upgrades only become available, by crossing time-frame marks in the life-time scale. This means, that it is only by reaching a certain levelof long-term sustainability, that new upgrades become available. This incentivemechanism is intentionally structured into the game-logic, in a way that positivelyreinforces the player by achieving sustainability-value-oriented goals and subgoals.

    In time, the player would end up finding out by himself, that not recycling waste, andusing non-renewable energy, are unsustainable practices. He also find out that sharing

    products among his regions population, is more energy and resource efficient. Lastly, when dealing with shortages and overruns, he will find out that connecting withother systems for load-balancing, can help him sustain his economy better, and thusreach maximum sustainability/well-being and win the game.

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    3. Game DesignThe goal of a player is to arrive to the most sustainable system that can last the longestand supply the best well-being for it's people.

    3.1. Maximum Sustainability

    Each player controls an Ecoregion within a given territory, and his goal is to reach

    maximum sustainability. Every Ecoregion has a continually calculated "lifetime" rating,measured in months, years or even hundreds/million of years.

    Maximum sustainability is reached when a system can sustain itself, for a longer timethan the planet itself can sustain human life.

    3.2. Minimum Sustainability

    During the game, the player might arrive to a point-of-no-return. For example, he mightrun out of non-renewable energy sources, before converting enough (or any) of hisenergy generators to renewable energy sources.Whatever the cause, the result will be an ever declining population-well-being.Beyond a point of minimum sustainability, the game ends and the player loses.

    3.3. Automating Operations

    Players send out probes for gathering and transmitting environmental and economical

    feedbacks, and then assign management-roles to robots and programs.This would then free the player to do other things. This would gradually bring theplayer into an understanding that the role of socio-economic management can andshould be automated.

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    4. Game Modes There are 4 game play modes, not all are playable in multiplayer.

    4.1 Campaign Mode

    Campaign mode is a purely single-player mode of the game.It has a tutorials, a storyline, levels of increasing difficulty, etc.Each level has it's own specific goal.

    4.2. Tournament Mode

    In tournament-mode, the goal is achieving maximum rate of population's well-beingwithin a strict time-frame. When the timer stops, whoever has the best rate of well-being, projected to the longest life-time of his Ecoregion, wins the round.

    The winning factor is quality.

    4.3. Sprint Mode

    In sprint-mode, the goal is to reach maximum sustainability the fastest.Whoever crosses the planet-sustainability time-barrier first, wins the game.This is a fast-pace mode for experienced players only.

    The winning factor is speed.

    4.4. Marathon Mode

    In marathon mode, the challenge is to hold on as much as possible, within anexponentially increasing level of difficulty. Natural occurrences (such as earthquakes,hurricanes, volcanic-eruptions, etc.) happen more and more frequently, and greater andgreater intensity. Whoever can sustain his Ecoregion the longest, wins the game.

    The winning factor is durability and resilience.

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    5. Game Concepts

    5.1. Ecoregions

    The planets ecosystem is segregated into areas called Ecoregions, which are centerednear and around natural resources and energy sources. An Ecoregion would include anetwork of closely situated cities, which are in constant communicates with each other.Each player in the game is assigned an Ecoregion, and has to manage each city whilegetting real-time feedback regarding his performance.

    5.2. Eco-CTs

    The planets population lives in ecological and economical fully -automated cities calledEco-CTs. These are self-sustaining units of life-preserving environments. These citiesare alive, in the sense that they sense their environment and react to it automatically,and can reproduce building other Eco-CTs. They can communicate with the player witha human voice. They are are intrinsically connected to each other as a hive-mind - theyhave a single artificial consciousness for all of them within a given Ecoregion, and asingle interface to communicate with them.

    Each Eco- CT takes care of its human populat ion, providing for most human-needs,from basic-necessities, energy and resource management, to production anddistribution of goods and services.

    These may include:

    Air and Water pollution monitoring and purification Organic food production and waste handling and recycling Housing fabrication and clothing manufacturing Resource mining and Energy generation/collection Health care and Emergency services Educational facilities and Recreation centers Intra/Inter-City Transportation systems

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    All Eco-CTs operations should be done in the cleanest most efficient way possible, withas little waste as possible, and with minimal human intervention (maximal automation)Ecologically, it monitors air and water pollution and animal/plant life health measures.Economically, it monitors energy and resources, rates of depletion and renewal, supplyand demand of the human population and general human well being.For its interface and automation purposes, each Eco -CT hosts a central mainframe.It is essentially the Eco- CTs operating -system, which has the following features:

    It monitors and tracks all ecological and economical systems in the entire Eco-CT It is a central hub of information regarding the Eco- CTs ratings It supplies an interface for manually operating constructions within the Eco-CT. It provides a means for automating certain manual operations

    Eco-CTs continuously track various aspects of the city, which are essential for sustaininghuman life.

    5.3. Lifetime Rating

    Each Eco-CT constantly communicates its Lifetime rating, which is a projectedsustainability measurement, representing how long the Eco-CT can sustain itself, andstill support human life with an above-minimal level of human well-being. It is anautomatically calculated measurement, that is an aggregated accumulations of all itsinternal component- attributes ratings, in respect to life -supporting capabilities.It takes into account ratios between rates of depletion and rates of renewal of energyand resources throughout the cities and Ecoregion, as well as the quality of life andgeneral well- being of its human population, based on how much of their needs arebeing met, and to what degree. Projections are also made for how long a given rate of well-being in the population can be maintained. A minimal standard is set by the game,

    below which an Eco-CT is deemed unsustainable, as population unrest would inevitablydeteriorate social cohesion beyond a point in which this form of resource and energydistribution model can be maintained, which would then require a more primitive formof a socioeconomic system. This point is therefore deemed to be the end of theworking-operation of the Eco-CT, as older forms of social governance would then beinstigated by the population. The Eco-CT mainframes would essentially be shut down,as scarcity would drive the population to form groups, competing for resources and

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    energy. This enables an Eco-CT to use ratings of consumption and renewal ratios of resource and energy, in conjunction with supply and demand equations, to forecasthow long an Eco- CT can be sustained, ergo, its Lifetime rating. The player should aspire to maintain dynamic-equilibrium throughout each Eco-CT insuch a way, as to maximize this rating. Any drop in resource or energy ratings, due tooverconsumption or any other factor, will decrease the sustainability (and hencelongevity) of the Eco-CT, which will immediately decrease this rating. This would forcethe player to either increase energy or resource yield (either by increasing efficiency, orharnessing more energy/resources by building more mines or generators), or lower thequality of life of the Eco- CTs population (which may or may not decrease their well -being).

    5.4. Intermediate Ratings

    The player usually looks for his actions effect on his Eco -CTs lifetime rating, trying tomake it grow. But sometimes, due to his actions, he would actually see this ratingshrinking. In that case, he would need some way of figuring out which componentattribute contributes to this shrinking of the lifetime rating, and for that an Eco-CTsupplies intermediate measurements of each component attribute.

    There are generally 3 different measurements:

    Capacity - The sum-total amount that can ever be used theoretically. Availability - The amount that is currently available and ready for use. Utilization - The percentage of whats available that is actually being used.

    *These measurements can apply to any attribute, such as resources, energy, landmass,population, etc.

    Capacity will usually remain constant. It can be increased by expansion of sources, andcan shrink as a result of depletion of non-renewable sources.

    Availability is determined by the amount that is harnessed from the capacity, and isavailable for usage. It can increase by adding more harnessing mechanisms, and it candecrease by increased rates of usage.

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    The following, is a brief rundown of all city-life related aspects of each Eco-CT.

    6.1 Resources

    No city can be built or maintained without resources. They are the building-block abstractions of all materials used in and around the Eco-CT. Given that matter is finite,and resources are representations of matter, they are also finite in nature.

    Therefore, with a goal of maximum sustainability, nothing should ever go to waste in anideal Ecoregion. Each Eco- CT has a Resources attribute, that enables the tracking,management and distribution of material substances. This includes renewal and anddecompositions of organic material, and mining and recycling of inorganic materials.

    Resources for Eco-CTs are obtained using resource-mines. These are the structures andautomated machines that gathers resources for the Eco-CTs. As resources areultimately finite, each mine has a lifetime of its own. To calculate its lifetime, a mine is accompanied with probes that go into the soil, and constantly measure and track theamount of available resources in each moment. This information is streamedconsistently to the surrounding Eco-CTs within that Ecoregion.

    All mines resource -output is shared among all cities within a given Ecoregion.

    Resources can also be obtained by recycling. Non-renewable resources can getdepleted, thus shrinking the resource capacity within the Ecoregion. The only way toget the capacity rising again, is by recycling used materials and generating moreavailable resources from them.

    So, while mines take resources from the total resource capacity, and transfers them tothe resources availability rating, recyclers can turn it around by increasing the capacity

    back to what it was before.

    The player may quickly realize that without recycling, achieving maximum sustainability(lifetime) rating, is essentially impossible.

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    6.2 Energy

    Energy is the cornerstone of any civilization. No movement or change of any kind canbe done without it. As an Eco-CT is more than the sum of biological functions within agiven area, it requires and utilizes energy constantly. Therefore, an Eco- CTssusta inability is highly dependant upon its energy efficiency rating.

    Some operations in the Eco-CT generate energy and some depletes it. There arerenewable energy sources, as well as non-renewable. The sum total of an energyrating, is an accumulation of the energy-ROI (return on investment) of each Eco- CTscomponents. Meaning, its energy output, minus its energy input. As with any of anEco-CTs component -attributes, energy-rating is constantly being measures, calculatesand projected, in a manner that produces an energy-oriented sustainability rating.

    There may be different forms of energy-generators in an Eco-CT, and they usually haveto have a positive ROI. Meaning, for a structure to be considered an energy generatorat all, the amount of energy it produces, must be greater than the amount of energy ituses within a given time-frame.

    Some energy generators are more efficient than others (have a better ROI), and somea good for short-term and some for long term. Most energy generators are residual, inthe sense that they require a lot of energy to begin with (meaning, they have anegative ROI at the beginning), but then start generating energy for a long time (theystart having a positive ROI).

    Usually, generators which have a low negative-ROI in their construction phase, will alsohave a low positive-ROI afterwards, and so they are good for short-term usage whenstarting to build an Eco-CT with little energy to be used to build generators from.

    Likewise, generators with high-energy output (high positive- ROI once theyre built), willcost a lot of energy to produce, which makes them more or a long-term investment.

    On top of that, theres a sustainability rating related to energy -generators themselves,which is affected by the degree to which they are based on renewable energy sources,as opposed to non-renewable.

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    In general, non-renewable energy sources might have extremely high energy ROI forthe duration in which they can be sustained. But they have a much shorter lifetime on alonger-term sustaina bility measure, by which the players performance is measured.

    Also, they usually have high maintenance cost, as they have a constant demand forresources. They require matter to extract energy from, which is what makes theirsustainability rating extremely low, as these energy-producing resources are finite.

    On top of all that, non-renewable energy resources usually have long-termaccumulating negative retroactions, which affect the projected populations well -beingrating, which in-turn also influences the overall Lifetime sustainability rating of theentire Ecoregion.

    Energy generators can have many forms and sizes, and they can be spread across theEco-CT itself, for local energy production. As energy transmission is a process that itself requires energy, proximity between energy generators and energy-consumers, is keyfor maximum efficiency, and hence maximum sustainability. In order to prevent energyoverloads, energy capacitors are used as buffers (as in batteries) to store excess energyfor later us e. In order to prevent shortages, the entire Ecoregions energy consumersand energy generators, are all networked together in a single energy-grid, forautomatic load-balancing which maintains dynamic equilibrium.

    As with resource mines, energy generators constantly stream information to thesurrounding Eco-CTs, regarding rates of renewal and rates of depletion of energy in agiven Ecoregion. Non-local generators are also shared among all Eco-CTs within theirrespective Ecoregion.

    6.3 Landmass

    Any structure being built, takes off land space. Each Ecoregion plots an imaginary linearound a certain area, which occupies a certain amount of space.Not all space can be used for human habitat. Some is filled with water or swamps,some has forests and jungles, some has spiky mountains. So every Ecoregion, has acertain percentage of its territory that is usable for human habitat. This amount of usable space within an Ecoregion, is defined as its Landmass .Its the total initial capacity of usable space within that Ecoregion.

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    6.4 Population

    People have needs in order to survive, and that includes a constant flow of certainsubstances. They also require shelter to live in. This means, that in a given Ecoregion orEco-CT, there can only be so many people living in harmony at a given time.If there isnt enough of anything to sustain life for the population within a given area,competition and violence will emerge, and at some point population may even start todecrease due to manmade killings. This means, that any Ecoregion, has a finite amountof people that it can sustain, by providing them with abundant life-supporting needs.This population capacity, can be defined as the Carrying Capacity of that Ecoregion.

    As people procreate, population may increase, which will increase the requirements inthat particular Eco-CT and its Ecoregion. Education is thus needed for people to payheed to their Eco- CTs population capacity rating, as to not exceed its carrying capacityby pro-creating too much. If the carrying capacity of a certain Eco-CT decreases, somepeople should either choose to make less children, or be advised to move to a differentEco-CT that can more easily sustain them.

    One of the basic human needs is shelter, and within Eco-CTs that need is answered byhousing. As houses require landmass, maximum population capacity is therefore equallydependant upon available land, as of available energy and resources.

    Population has an additional sub-measure, representing their general wellbeing.This is an accumulated measurement, of the degree to which their needs are being metby their environment. Obviously, as population increases, so will all other componentattributes of that Ecoregion need to be increased. To the degree that there would NOTbe an equivalent increase in energy and resources availability, population wellbeingwould be hindered (if not immediately, then in long-term projected ratings).

    As there is a minimal level of subsistence that needs to be maintained for a minimallevel of wellbeing that can be endured by the population, its size has an effect oncalculated measures of long term sustainability levels Eco-CTs (their Lifetime rating).Below a given level of wellbeing, that can be projected into the future, an Eco-CT wouldthen be deem ed uninhabitable, and hence put a border on the timescale of its lifetime.

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    Products may be created, that do not meet any need of a population in a sustainableway. For example, weapons may meet the need for safety for some, while decreasingthat need for others. Such zero- sum dynamic within the population will decrease itswellbeing over time. But non-lethal products may also hurt sustainability, if they aremade in excess luxury, far surpassing their utility. Such products (like a gold toiletseat), are a waste of scarce resources that should be used elsewhere.Production may have negative effects on the environment and on its ability to supporta high quality of life. It may induce toxic materials into the air, food, or water, directlyor indirectly. It may harm the ecosystem in other ways by upsetting the natural balanceof the surrounding natural environment. All such factors would impact levels of well-being in the population over time, which will shorten the lifetime of the Eco-CT orEcoregion.

    Production of non-essential goods, is done according to supply and demand. Peoplesdemand may vary and fluctuate based on social trends that may not always coincidewith available resources in a given Eco-CT. However, most of the products are used fora small percentage of the time of day. This means, that to increase efficiency, a shared-use model may help. As in a public-library, access centers may be built for shared useof products. This may dramatically reduce production-demand, while still meetingpopulations demand.

    Another kind of sharing, can also occur between Ecp-CTs. They may share each-otherssurpluses, in hope that they meet each others shortages. In more advanced stages of the game, entier Ecoregions may share energy, resources,and even whole products, to better alleviate and facilitate dynamic-load-balancing.

    6.6 Education

    As well-being is constantly being calculated based on current trends and projected to along-term future, this enables the player to react preemptively, and be conscious of long term negative reactions of his actions. Such long-term goal setting, develops amature mentality in the player, for ecological and environmental awareness and senseof responsibility.

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    Just as the player learns these values, so will the population within the Ecoregion, haveto develop this mentality. Otherwise, demand for products and population-control wouldgo off-balance, and/or social-unrest may appear, as people do not understand how Eco-CTs and Ecoregions function, and therefore will not respect their mechanisms.

    Education is therefore an integral component of Eco-CTs, and can-not be overlookedwithout destabilising the entire system. No infant is born with these understandings,and so schools and other educational processes need to be built and maintained.To the degree that this aspect is overlooked, social-unrest may emerge, reducingprojected well- being and thus the sustainability of the Ecoregion and its Eco -CTs..

    6.7 Transportation

    People have needs to travel from place to place to meet other needs. As energyefficiency is key to maximum sustainability, no transportation should be needed at allfor people to meet their basic necessities. All access centers for supplying with basichuman needs, should be at walking or biking distances from anywhere in the Eco-CT..

    However, transportation is still required to get to social centers, conferences,universities, parks and the like, as well as for traveling between Eco-CTs.

    As populations well being is contingent upon clean air, environmental preservation, andenergy conservation, transportation needs should be met at minimal energy cost, andbe as clean and efficient as possible. Electrically powered vehicle should be prefered inall cases, and monorails and maglev trains and trailers should be used wheneverpossible, as they require the least amount of energy and resources, and have the leastenvironmental impact. They can also be the fastest, especially for long-distance travels.

    Personal vehicles may also be produced, but they should be kept to a minimum, and

    have a shared-use model. Bicycles and bicycle lanes should be spread across the Eco-CT, for most general day-to-day use, preferably with a shared-use model also.Most powered free-roaming vehicle use, should be reserved for emergency services.

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    6.8 Emergency services

    No matter how well designed Eco-CTs may become, accidents and natural disasters willalways still occur. This should be anticipated also, and be provided with emergencycapabilities. Fires, floods, earthquakes, hurricanes, transportation-accidents and thelike, all require special immediate attention when they occur. Facilities to deal withthese occurrences, must be made within each Eco-CT, to increase its resilience tounexpected events. With insufficient preparations for such scenarios, than in the eventof emergency, an Eco-CT may get a sudden drop of population- well being and itssustainability would be endangered dramatically.

    Emergency vehicles should be as power-independant as possible, be fast and agile, andhave no terrain restrictions. They may include flying vehicles, and even environmentallyharmful powers, to some degree.

    6.9 Healthcare

    People are sensitive organisms, susceptible to all kinds of maltreatment, diseases andaccidents. Many emergency and non-emergency scenarios could arise that requiremedical care for the population. Hospitals and ambulances need to be built to meethealthcare needs of the population. Otherwise, social-unrest and disease spreading mayemerge, decreasing wellbeing and dropping sustainability ratings. Medical researchfacilities and universities need also be built, to meet emerging medical challenges.