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. THE ENCLOSED SOFTWARE PROGRAM IS LICENSED BY 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 one computer to another over a network. You may not distribute copies of the program or documentation to others. You may make one (1) copy of the program solely for backup purposes. You may transfer the software from one computer to another on a permanent basis only, and only when all copies of the original software on the original computer are removed on a permanent basis. You may not use, copy, modify, 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 and accompanying documentation is a refund or replacement of the product, at the option of Impressions Software Inc. To the original purchaser only, Impressions warrants the magnetic diskette on which this software product is distributed. It is warranted to 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 ninety-day period the diskette should become defective, it may be returned to Impressions Software Inc. for a replacement without charge. 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.