
 [NOTE that this is a text version of the original manual that came with the
AMIGA version of Detroit. Most of the gameplay/strategy instructions that
follow are the same for both the Amiga and DOS versions of the Detroit.
See the 'QUICK START TUTORIAL' section for a quick hands-on learning session
if you are eager to get started and become familiar with the game.
-Deb]


                 DETROIT - OWNERS MANUAL (Amiga version)

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 file on your game disk entitled README.TXT for information
on changes made and additional features added to DETROIT after this this
manuscript went to press.


                           TABLE OF CONTENTS

WELCOME TO DETROIT
 -Objectives
 -Installation / Running the game
 -The Game Interface

THE BASICS
 -Starting Off in DETROIT
 -The Main Factory Screen
 -Essential Concepts
 -Setting The Game options

GETTING THINGS ROLLING
 -Summary Of Game Play
 -The Roads Must Roll: Producing Your First Car
 -The One To Buy: Creating The Demand and Supplying It

SHIFTING INTO HIGH GEAR
 -The Car of the Future: Designing New Automobiles
 -Your Own Personal Growth Industry: Expansion and Innovation

CHARTING YOUR PROGRESS
 -Feedback: Gauging Your Progress with Reports
 -Analysis: Finding Trends Over Time With Graphs

KEYBOARD COMMANDS
 -For those who prefer using the keyboard

EXTRA GAME FEATURES -- Important!
[Addendums to the original manual and new options
that were added after the initial game shipment.]
 An Apology: Modem Play
 Difficulty Options
 Sound Effects
 Strike Resolution Menu
 World War I, The Great Depression, World War II, Oil Crisis
 Automation & Wages
 Public Domain Technology
 Updating Models
 Model's overall Rating and Material Cost
 Body Button
 Buy Button
 Body Technology Levels
 Checking & Savings
 Loans
 Mega-Menu
 Stop Button
 Closing Sales Office & Factories
 SubSystem Report Graph
 Printing Reports
 Number Pad

QUICK START TUTORIAL

STRATEGY HINTS




                          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
modernise 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!


-Installation / Running the game
If using the download archive from Home of the Underdogs at 
http://www.the-underdogs.org/ create a directory on your hard drive
and unzip the archive into it. It is best to keep the directory name length
to 8 characters long or less.
Close up your unzipping program.

Then change to the directory you unzipped the game into and run SETUP.EXE
to configure your sound card and printer port.
If you wish to reconfigure later, simply run SETUP.EXE again.

Note that the default settings for the game have the music and sound effects
turned off, so you will need to turn them on once the game has begun. To do
this press F5 to go to your office. Then click on the file cabinets on the
right side of the screen to access the Game Options. Click on configure and
click the buttons next to Music and Sounds to turn them "on."]


Running the game:
Change to the directory you unzipped the game into and run DETROIT.EXE to
start the game.

To Save, Load, Restart, Quit or turn the music/sounds on and off, access the
Game Options menu quickly by pressing F5. This will take you to your office.
Click on the file cabinets on the right side of the screen and the Game
Options menu will pop up.


-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 in the 'KEYBOARD COMMANDS' section,
below.


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 labelled 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 customise 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 customise 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 apologise.) 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, North-eastern USA, South-western USA, South-eastern USA,
North-western 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 baptised 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 edit DETROIT by pressing Alt-X and
confirming that you wish to edit 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 centre section of the Info bar shows you three things. At the top centre,
your company's current funds are displayed, followed by your company's name.
At the bottom centre 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.

Floppy Disk ....Saves your Game
Bar Graph ......Takes you to the Administration Office Screen
World Map ......Takes you to the Sales/Factory Screen
Tools ..........Takes you to the Research Screen
Newspaper ......Takes you to the Marketing Office Screen
Automobile .....Takes you to the Design Screen


Saving Your Game
There 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 the 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
endeavoured 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
anytime by pressing Alt-X [hold down the <Alt> key and press the "X" key at
the same time].


-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 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 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 more economical advertising medium.

Magazines, Radio, and Television are slightly different. Clicking on these
options will get you a list of various speciality 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 in 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
factories level. At the start, you will see one of each icon in your
starting territory (Refer to Territory Screen to see how the territory map
would look with a sales office and factory in each 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 to 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.



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

The Car of the future: Designing New Automobiles
Your prototype, great car though it is, won't stay in style forever. Your
company is going to have to come up with something new to offer consumers if
you want it to last more than a few years. Here's where your investment in
Research pays off.


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


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

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

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

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

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

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

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

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

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

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


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

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

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

The testing results are read as follows --

Acceleration:
shows you how long in seconds it takes the car to go from zero to sixty
miles per hour.

Braking:
tells you the distance required in feet for the car to go from seventy miles
per hour to a full stop.

Road Handling:
gives you the number of gees at which the car stops holding the road.

Capacity:
"Seating" tells you the number of people the car can carry, and "Cargo" is
the holding space the vehicle has in cubic feet.

Fuel Economy:
shows the miles per gallon of gasoline the car get in the city and on the
highway.

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


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

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

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

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


-Your Own Personal Growth Industry: Expansion and Innovation

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

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

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


Pricing and Supply on a Global Scale
Once you have more than one model of car to sell, more than one factory
producing your cars, and more than one territory to sell them in, pricing
and supply become more complicated. The possible strategies for arranging
your supply lines and setting your price strategies multiply enormously.

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

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

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

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

Clicking on Territory changes the price for every model of car being sold in
the current territory. Similarly clicking on Global allows you to adjust
the prices on every model in every territory.

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

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


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

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

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

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



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

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

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

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

TERRITORY
This report gives you detailed information on how well you are doing in each
territory in which you have an installation. Click on the territory name to
cycle through your territories (only those areas in which you have sales
offices or factories will appear). There are five columns of information on
this screen, each of which can be toggled between two different sets of
information. To toggle the column, click on the column header.
Toggles:
First column:  model name/
               model type
Second column: the number of assembly lines making each car/
               the price of the car in that territory
Third column:  number of cars built in that territory in the previous month/
               the labour costs for making each car
Fourth column: number of cars sold in that territory in the previous month/
               the material costs for making each car
Fifth column:  the number of cars in stock in that territory/
               the profit made on each car at the current price


MODEL
This report tells you how well each of your models is doing in each
territory. Click on the model name to cycle through your current models.
There are four columns of information on this sheet, each of which can be
toggled between two sets of information. To toggle the column, click on the
column header. (The column titled "Territory" does not toggle)
Toggles:
Second column: the number of assembly lines making each car/
               the price of the car in that territory
Third column:  number of cars built in that territory in the previous month/
               the labour costs for making each car
Fourth column: number of cars sold in that territory in the previous month/
               the materials costs for making each car
Fifth column:  the number of cars in stock in that territory/
               the profit made on each car at the current price


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

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

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

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

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

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


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


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

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

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


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

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


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

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


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

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



KEYBOARD COMMANDS

-For those who prefer using the keyboard
The keyboard commands for DETROIT have been set up to be as straightforward
as possible for players who can't (or don't wish to) use a mouse, or for
players who find some aspects of the game easier to work with through the
keyboard. Most of the game can be played from the keyboard by following a
few simple rules. A few screens, however require special information.

Command Buttons:
Nearly all commands which are represented through mouse command buttons can
be executed from the keyboard by pressing the letter key highlighted on the
button itself. For plus and minus buttons, use the plus and minus keys
except (or those on the second design screen (see accompanying diagram).

Lettered Lists:
Press the letter of the item you want to select it from a lettered list. In
some cases the item can be deselected by pressing the letter a second time.

Exiting Screens:
Press Escape to exit the current screen. Each time the key is pressed, you
will go back one level, so it may be necessary to press it more than once to
get all the way out. In many places, pressing D (for "Done") will also allow
you to exit.

Archives:
To access the archives, go to the Main Factory screen and press C.

Model Testing:
To test your new car designs, press the first letter of each test desired.
(Acceleration = A, Braking = B, and so on) Press T to select all the tests,
and R to run.


Reports and Graphs
Profit/Loss:
To toggle from income by territory to income by model, press T.

Territory:
To toggle each column of information, press the number of that column (i.e.
to toggle the third column, press 3). To cycle through the territories,
press N.

Model:
To toggle each column of information (ignoring the first which does not
toggle), press the number of that column. To cycle through the territories,
press N.

Market T:
Press T to see marketing totals. Press N to cycle through the territories.

Market M:
Press T to see marketing totals. Press N to cycle through the media types.

Distribution:
Press N to cycle through the territories. Press 1 to toggle between supply
lines and transportation expenses.


GAME TOOLS
F4    Save Game
F5    Jump To Administration
F6    Jump To Sales/ Factories
F7    Jump To Research
F8    Jump To Marketing
F9    Jump To Design
F10   Jump To Factory
Esc   Close Report

ADMINISTRATION
P     Personnel
F     Files
R     Reports/Graphs
B     Bank

MARKETING
T     Television
L     Marketing List
B     Billboards
S     Sporting Events
M     Magazines and Newspapers
R     Radio

RESEARCH
B     Brakes Detail
C     Cooling Detail
S     Suspension Detail
A     Safety Detail
E     Engine Detail
R     Research Menu
L     Luxury Detail

DESIGN PAGE TWO
1     Previous Engine
2     Next Engine
3     Previous Brake
4     Next Brake
5     Previous Suspension
6     Next Suspension
7     Previous Cooling
8     Next Cooling

TERRITORY MAP
A     Northern Europe
B     Southern Europe
C     East Europe
D     North East USA
E     South West USA
F     South East USA
G     North West USA
H     Canada
I     South America
J     Indonesia
K     Australia
L     Africa
M     China
N     Japan
O     India
P     Middle East


NEWS!
EXTRA GAME FEATURES -- Important!

Several features were added to the game after it shipped, and a couple were
modified. Here are the details, plus some clarifications of existing,
unchanged rules. We also have an apology to make. In order to print this
file:
1) Turn on your printer
2) Change into the directory that you installed DETROIT to. So, if you
installed DETROIT into the default directory, type CD\DETROIT
3) Type PRINT README.TXT


An Apology: Modem Play
Just before the launch of the game, problems were discovered in the modem
play module. Rather than delay the launch, we decided to ship the game with
the modem option removed, and make a fixed version available free to all
users as soon as it is ready. We apologise deeply for this, and hope you
understand that everyone WILL be able to get this option soon, and for free.
The fastest way to get hold of this update is to download it. It will be
available on our own BBS and on CompuServe & Genie. We will make
announcements on these boards as soon as the update is ready. Again, we
really are sorry.


Difficulty Options
After you select the START option, you will see the DIFFICULTY MENU.
This gives you several levels of difficulty at which you can play the game.
When following the TUTORIAL, select the MEDIUM difficulty button.


Sound Effects
On slower machines, playing sound effects may slow the game further, so you
may wish to turn sound effects off. Also, AdLib samples play the quickest,
so owners of AdLib compatible cards (e.g. SoundBlasters), may wish to use
the SETUP program, and choose AdLib as their sound card.


Strike Resolution Menu
If your workers go on strike due to low wages, you will be presented with
the Strike Resolution Menu. This presents you with the workers' wage demands
and a box for you to make a counter offer. If the workers accept the offer,
you have avoided a strike. If not they strike, and will produce nothing that
month. The Strike Resolution Menu will return every month until the strike
is resolved.


World War I, The Great Depression, World War II, Oil Crisis
During the World Wars, the Depression and the 1970's oil crisis, the Demand
for your automobiles will fall drastically, so don't be surprised by sudden
cuts in profit.


Automation & Wages
The amount which you pay each assembler reflects not only their actual
salary, but also all of the equipment which you have in your factory for
them to use, so they may seem high. Also, over time, each factory you own
will become more and more efficient. This reflects the effect of modernised
equipment and automation. However, this modern hardware will cost you: the
amount you pay per assembler will rise steadily, over and above inflation.


Public Domain Technology
Technology becomes publicly available if 3 companies have developed it not 2.


Updating Models
When you Update an existing model, any existing stock will be converted into
stock of the new model. For this, you will be charged a fee equal to twice
the difference in the Material Costs between the old and new model.


Model's overall Rating and Material Cost
On the top left hand side of the Car Design screen, you will now see the
Model's Overall Rating and Material Cost.


Body Button
The BODY Button, to the right of the TYPE Button, represents the FOUR basic
body styles available for your car designs.


Buy Button
If you wish, you may now buy a car design from a design team outside of your
company. This will cost a substantial amount. To do this, use the BUY button,
at the top left corner of the Car Design screen.


Body Technology Levels
As you research new Body Technology Levels you will be able to design new
types of cars, such as Compacts.


Checking & Savings
In the Banking Menu, the CHECK button moves money from your Savings to your
Checking account. The SAVE button does the opposite. These were reversed in
the manual. [Edit: I have corrected this mistake in the manual above. It now
reads as it should. -Deb]


Loans
In order to change the TERM of your loan, you must FIRST change the Term to
the length you wish, and then request the loan. Once a loan has been taken,
there can be no negotiating a new Term.


Mega-Menu
A new Menu has been added to the game. It combines all the menus in the
Sales & Factory screen into one. Once you become comfortable with the Menus
in the Sales & Factory screen, you may find this one to be quicker. Because
of the number of buttons on this screen, it was impossible to include any
keyboard hot keys, so you will need a mouse to use it.


Stop Button
On the left side of the Factory Menu is the STOP button. This will free all
workers on a line, and clear the Model being produced by that line. To use
the button, highlight the line you wish to affect, and hit the STOP button.


Closing Sales Office & Factories
Closing a Sales Office or Factory earns you money. A Sales office that is
Closed will generate $2,500, while a Factory that is Lowered will generate
1/3 of what it would cost you to buy that factory.


SubSystem Report Graph
The Subsystem Graph represents Technology currently being INCLUDED in a production
vehicle and not those Technologies that have been developed but not incorporated in a
production vehicle.


Printing Reports
You may only print reports that have a printer icon below the exit report
button. This includes all written reports, but not the Graph reports.


Number Pad
In order to use the Number Pad on your keyboard, you must have the NUMLOCK
key activated.



                        DETROIT - TUTORIAL

QUICK START TUTORIAL
This tutorial is meant for the player who wants to get started playing
DETROIT right away.
If you follow it step by step, it will take you through the first month of a
typical game and show you how to control all of the major elements you'll
need to get your business going. Once you're familiar with the basics,
you'll probably want to consult the manual to get all the details and learn
about those features not covered here.

Precise numbers to use for various aspects of the game (worker wages, car
prices, and so on) have been deliberately left out of this tutorial. Many
players prefer to discover the best numbers to use through trial and error.
If you would like to have some numbers to ensure that you will make a profit
in the early stages of the game, please see the card included elsewhere in
the game package.

This tutorial assumes that you are playing DETROIT with a mouse. If not, see
the ['KEYBOARD COMMANDS' section, above] for the keyboard equivalents of the
Mouse commands. When the tutorial says to click on a command use the left
mouse button unless the instructions specifically say otherwise. Clicking on
the right mouse button will usually allow you to exit the current screen or
panel; use this if you accidentally wind up somewhere you don't want to be
while you are following this tutorial.

DETROIT is a turn-based game, so you don't have to rush while working
through this tutorial. Take your time.

Getting Started
Start DETROIT by following the instructions in the [READ_1ST.TXT file.]
You can click any mouse button to move through the title screens quickly, if
you wish. You will see the Start Options panel superimposed on the Main
Factory Screen (which will be described in a moment). Click on the Start
button.

The Player Setup panel will appear. It should show Player 1 as human (that's
you, we hope) and Players 2 through 4 as the computer. You don't want to
change this now, so just click on Done.

Next, you will see the Territory Map with the sixteen game territories shown
in different colours. (You may see some animation on this screen, and on 
most of the other screens in the game. Don't worry about it - nothing is
happening to your game. It's just there for your amusement so relax and
enjoy it.) Put the mouse pointer on the North-eastern section of the USA
(which is brown) and click.

A keyboard input box will appear for you to enter the name of your company.
You can press Enter to accept the default name ("Company 1") if you want but
that's pretty dull, so we suggest you choose something more interesting. The
name can be up to fifteen characters and contain letters or numbers. When
you start typing, the default name will automatically vanish and your new
name will appear. Press Enter when you've finished.

A similar panel will appear asking you to name your first car model. Again
press Enter to accept the default or just start typing to give it a
different name. Press Enter when you're done, and the Main Factory Screen
will appear.

At the start of the game, you have $60,000 in funds and one fully designed
and tested model of car to sell. You begin with one factory in your starting
territory which has one assembly line running, producing your first car
model, and one sales office in your starting territory, which is selling it.
You have enough assembly workers hired to man your single assembly line, and
a small number of research technicians on your payroll waiting to be
assigned to development projects. You will start out with some initial
numbers automatically assigned for workers, wages, prices, and so forth, but
these numbers, while they may be reasonable values to use, are not optimal.
You'll have to experiment (or refer to the enclosed card) to determine which
numbers are actually best.

Take a Look at Your Factory
The Main Factory Screen is where you will access the various departments
that make up your company. Most of the screen shows the factory itself with
its six buildings. Clockwise from the top right, they are: Design (light
blue), Research (pink), Sales/Factories (blue roof and skylight),
Administration (grey), Archives (red brick), and Marketing (brown with
billboard) in the centre.

At the bottom of the screen is the wooden Info Bar. From the left, the Info
Bar shows:
    The current month and year of your game (it should say "Jan 1908") 
    Your company's current funds ($60,000) 
    The rectangular Message Box, which will often tell you useful things 
    Your company name 
    The six toolbar icons (see below) 
    The Month End button (with the calendar grid pictured on it)

On this screen, and on most of the other main screens in the game, there are
mouse command buttons worked into the scenery itself. The manual will give
you a complete list of all the buttons on each screen and what they do, but
for this tutorial we'll only be telling you about the ones you need to use
right now. You can tell when you've found a hidden button on the screen
because the mouse pointer will change shape from a red "X" to a green
arrowhead, and a description of that button will appear in the Message Box
on the Info Bar.

Design a New Car
Although in a real game you won't want to start off by building new cars
right away, for the purposes of teaching you the game, that's where this
tutorial is going to start.

Move the mouse pointer over the Design building, checking in the Message Box
to make sure you have the right building, and click. The first page of the
Design Worksheet will appear. Your first car will be showing in the display
box in the top centre. You can have up to sixteen current designs at one
time. The black numbers in the upper right corner of the display window tell
you which design you're currently looking at (right now it should say "1/16"
since you are looking at your first (and only) stored design out of the
sixteen maximum you can save as current.)

The other areas on this screen tell you some of the specifics of the car you
are currently looking at. It has a four-cylinder 747 cc engine, a hand brake,
and not much else. It's of the "family sedan" type.

To start a new car, click on the button marked New, located at the top of
the column to the left of the display window. The display window will go
blank, and the top right corner of the display window will change to read
"New". The first thing to do is to set a body type for your car. There are
four basic body types: two-door, four-door, van, and truck. Your new car
will be a two-door so click on the button marked Body until you see "Body
Style: 1" appear just below the display window.

Next, click on Type to select the functional type of car you're trying to
build. The type indicator is just below the button marked "Next." Keep
clicking on Type to cycle through types of cars you can build until you come
to Family Sedan, and stop. Your new product will be a two-door family sedan
to go with your four-door family sedan.

Now, you need to design the body of your new car. Under the display window,
find the three-letter list. The first slot should be highlighted. This slot
controls the design of the front section of your car. Click on the mouse
button marked with a Plus sign, and watch the car change. (Use the Minus key
to back up) Stop on the choice called Front 2. Now click on the second slot
to highlight it, and use the Plus and Minus keys to look at the options for
the centre of your car. Select Middle 2. In the same way, highlight the
third slot and set the back of the car to Rear 3.

To move to the second page of the design worksheet, click on the Part button
(second from the top in the column at the left side of the display window).
On this screen, you can see pictures of the internal components of your car.
At the moment, you only have one model of engine and one type of brake
available and none of the other four systems that might be included
(Suspension, Cooling, Safety Options, and Luxury Options.) Later, if you
invest in Research, you will have more to choose from, but for now your new
family sedan is going to have to have the same internal systems as your
original family sedan. Go to the box marked "Engine", and click once on the
Plus button. This will bring up a picture of your engine, a 747 cc four-
cylinder, and install it into your new design. Go to the box marked "Brakes"
and click once on the Plus button to add a hand brake to the car. Then click
on Body in the upper right-hand corner of the screen to return to the first
page of the design worksheet.

Your new family sedan is now ready to be tested. Click on Make to instruct
your technicians to build a prototype car. A keyboard input box will appear.
Type in the name of your new model of car and press Enter. When you are
asked to confirm the building of the car, click on Yes. The Testing Screen
will appear.

Note
If you want to make an alteration to a design that already exists (don't do
this now!) you can do so by bringing up the old design, making the changes,
and then clicking on Make. When the keyboard input box with the name of the
original design appears, simply press Enter. You will be asked to confirm
that you want to replace the old design with the modified design. If you
click on Yes, your old design will be removed and replaced with the modified
car.

Test Your New Car
Before putting your new car on the market, you'll want to have it tested to
see how well it's made. For simplicities sake you're going to order the full
range of possible tests. At the bottom of the column of readouts on the left
side of the screen, click on the button marked Test All. Notice on the
printout at the bottom right that the testing costs have been added to the
total. Just above the printout click on the red button marked Run.

The materials and testing costs will be immediately subtracted from your
company funds, and the view screen at the top right will show you what
happens as your new car is put through its paces. The Overall rating that
appears near the bottom of the left column of readouts is a number on a
scale of zero to one hundred. The closer the number is to one hundred, the
better the car performed. When the tests are completed, click on the Return
to Factory box (the square at the far right end of the Info Bar that has a
silhouette of the factory pictured on it.)

Hire Some Workers
From the Factory Screen, click on the Administration building (grey, at
lower left). The Administration Office appears. Move the pointer to the door
on the far wall, check that the Message Box reads Personnel Office, and
click. The Personnel Menu will appear. There are two boxes on this panel,
one for Assembly Workers and one for Technicians. You will notice that you
already have some of each type of worker on the payroll. Your technicians
are listed as idle because you haven't assigned them to projects yet (you'll
do that in a moment.)

In the Assembly Workers box, click on Hire. A new kind of panel, called a
keyboard input box, will appear. this panel will have a text entry window
and various mouse command buttons which will be different on different
keyboard input boxes. Click on the Plus sign to add assembly workers to your
payroll. (You can hold down the button to scroll the number more quickly.)
Click on Done, and you will see the totals change. Your new assembly workers
are on the payroll, but are still idle.

In the same box, click on Wages. Set the assembly workers' wages in the same
way that you set the number of workers. Then click on Hire in the
Technicians box and hire some technicians, and click on Wages to set their
pay. Click on the Done button in the upper right-hand corner to exit the
Personnel Menu and then click on the Return to Factory box.

Note
In addition to Factories and Research Labs, you also have Sales Offices as
part of your company (as you'll see in a moment.) However, your Sales
Offices are automatically staffed - you do not need to assign workers to
your Sales Offices.

Start a New Assembly Line
From the Main Factory Screen, click on the Sales/Factories building (blue
roof with skylight, on the lower right.) The Territory Map will appear. You
will see a light blue Sales Office building and a black Factory building
near the North eastern USA, your starting territory. Click on the North-
eastern USA territory to bring up the Sales and Factories Menu for that area.

Your next step is to get your factory producing your new family sedan. First,
you want to upgrade your factory's equipment so that it can produce cars
more efficiently. In the Factory box, click on Raise. This increases the
level of technology in use in your factory, at a cost which increases at the
level of your factory increase. This cost will be immediately deducted from
your funds when the factory is improved, so you will be asked to confirm
your expansion order. Click on Yes, and your factory will go to technology
level two.

Next, in the Factory box, click on Detail. A panel will appear showing you
the five assembly lines that could run in that factory. Line 1 should
already show that you have a number of workers putting together your first
model of car. Click on Line 2 to highlight it, then click on Model. A
lettered list will appear of all your sixteen current models of car (only
the first two slots will have models in them at this point, of course,
because you've only created two models.) Click on your new family sedan to
highlight it, then click on Use. Your new family sedan will be started on
that line. Click on Assign to put workers on that line. Use the Plus button
to put the idle workers you hired in Personnel to work building your new
family sedan. Click Done when you finish. Your car will now be produced.

Sell Your New Car
In the Sales Offices box on the Sales and Factories Menu, click on Detail. A
lettered list will appear, showing you what cars are on sale at that office
and for what price. A check mark by the name of the model indicates that it
is being offered for sale. You will see that your original model is already
on sale for a certain price, and that your new family sedan is on the list
but not being sold (since the box is not checked.) To start selling your new
design, click on the list to highlight the new family sedan, then click on
Price. A keyboard input box will appear.

While you can use the Plus and Minus buttons to set prices for your cars (as
with other keyboard input boxes), you will probably find that it's tedious
to wait for the numbers to scroll up to the right price. Instead, simply
type in the number and press Enter. This alternate method of entering
numbers will work on all keyboard input boxes. Set prices for both of your
models, and click on Done when you finish. Your new family sedan is now on
sale in the North-eastern USA, alongside your original model.

Click on Supply to set the supply lines so your dealers will have cars
delivered to their showrooms. A panel with a three-slot list will appear,
showing where the cars on sale at that location are being shipped from. You
have a factory in the North-eastern USA, so the first supply line for each
model is automatically set so that cars come in from that area. Since the
supply line is already set you don't need to change anything here, so click
on Done to get out of Supply and then click on Exit to get out of the Sales
Office Detail box.

Open a New Sales Office
Now you're going to expand your operations a little by opening a new sales
office in a different territory, one where you don't have a factory. On the
Sales and Factories Menu, click twice on Next. This button, and the Prev
button, allow you to cycle through the sixteen territories in the game (each
territory has a different menu.) You should now be at the menu for the South-
eastern USA territory.

In the Sales Offices box, click on open. Opening a new office costs money so
you will be asked to confirm your decision. Click on Yes, and the cost will
be automatically deducted from your company's funds. Click on Detail. You
will see that neither of your cars is being sold in the Southeast yet.
Highlight your family sedan, and set the price the same way you did above.
Click on Supply and notice that you don't have any supply lines set up to
bring your cars from the factory to the showroom. The first slot on the
supply list should already be highlighted. Click on the Plus button.
"NE USA" should appear on the list. Your family sedans will now be shipped
from your factory in the North-eastern USA to your sales office in the
Southeast. Click on Done to return to the Sales Detail Box. Highlight your
new family sedan, set the price, and start a supply line running from your
factory in the North-eastern USA just as you did for your family sedan. Then
click on Exit to get out of the Sales Office Detail Box.

Just to see a summary of your company's facilities, click on List. A panel
will appear showing you where you have sales offices and factories. You
should see one sales office and a level two factory in the North-eastern USA
and a sales office in the South-eastern USA. Click on Done to close the
panel, and then on Done to close the main Sales and factories Menu. Click on
the Return to Factory box to get back to the main screen.

Invest in Research
In order to get new technology for your cars, you need to invest in research
and development. You have hired Technicians, but you need to assign them to
projects. Move the mouse pointer to the Research building (pink, lower right)
and click. The Research Screen will appear.

Put the mouse pointer over the technician at the bottom centre of the screen
and click to bring up the Research Menu. You will see a list of the seven
automobile parts that go into making up your cars. Click on Engines to
highlight that component, then click on Assign. Click on the Plus sign to
assign five technicians to do research on automobile engines, then click on
Done. In the same way, highlight Brakes and assign five technicians, then do
the same thing with Suspension. When you've finished, click on Done to exit
the Research Menu and then on the Return to Factory box to return to the
main screen.

Fire Some Workers
In order to fire some workers, you first have to take them off of their
current assignments so that they become idle. Click on Sales/Factories, and
then click on North-eastern USA to bring up the Sales and factories Menu for
that territory. In the factories box, click on Detail. Click on Line to
highlight it, then click on Free. A keyboard input box will appear. Use the
Plus button to enter the number five and press Enter. You will see that the
number of workers on the line decreases, and the number next to "Idle
Workers" goes to five. Click on Done to get out of the Factory Detail box,
then Done again to exit the Sales and Factories panel, then click on the
Return to Factory box.

From the Main Factory Screen, click on the Administration building. In the
Administration Office, click on the Personnel door to bring up the Personnel
Menu. In the Assembly Workers box on the Personnel Menu, click on the button
marked Fire. A keyboard input box will appear. Use the Plus key to enter the
number five in the box and press Enter. You will see that those five idle
workers have been taken off the payroll and added to the Available Workers
group. Click on Done to exit the Personnel Menu and then on the Return to
Factory box to return to the main screen.

Advertise Your Wares
If you want people to buy your cars, you have to advertise them. From the
Main Factory Screen, click on Marketing (the brown building in the centre.)
The Marketing Office screen will appear. You will need to spend money on
marketing separately for each territory in which you have a sales office.
Money spent on advertising is subtracted from your company funds at the end
of each month.

Move the mouse pointer over the billboard with the car on it (outside the
window) and click. You can now use the keyboard input box to spend money on
billboard advertisements. Click on Prev or Next to cycle through the
territories until NE USA is showing. Click on the Plus sign to spend money
on billboards (the cost will go up by preset amounts for each type of
advertising) Click on Next until you find the panel for SE USA, and again
click on the Plus sign, then click on Done. You are now advertising your
cars on billboards across the entire Eastern United States.

Move the mouse pointer over the papers on the desk and click. From this
panel you can spend money to advertise in newspapers and magazines. Again
there is a separate panel for each territory. Use the Next and Prev buttons
to locate the North-eastern USA panel. The slot for Newspapers should
already be highlighted. Click on the Plus button to spend some money on
newspaper ads. Click on Business to highlight that line, then click on the
Plus button again to spend some money advertising in business magazines.
Change to the panel for the South-eastern USA, spend money on newspapers and
business magazines in that territory the same way you did in the Northeast,
then click on Done. Click on the Return to factory box to get back to the
main screen.

End Your Turn
Now you are ready to end the month and see how well your business strategies
have done for your company. Click on the Month End box (the square at the
right end of the Info Bar with the calendar grid on it.) The Month End
summary panel will appear. Each of the actions you have taken within the
past month will have a red check mark by it. Actions you have not taken will
not be marked. Since you have done everything you need to this month, click
on Yes to confirm that you want to end the month. (If you click on No you
will be returned to the Main Factory Screen to take more actions.)

The screen will dim briefly to show time passing. Depending on how well you
did in the first month, you may see a Newsflash - a panel showing a
newspaper and giving you some additional information. To continue after
you've read the Newsflash, click any mouse button. If you do not receive a
Newsflash, you will go directly to your Profit/Loss statement (see below.)

Check Your Progress
At the start of every new month, you will be presented with your company's
Profit/Loss statement - the most basic indicator of your company's health.
The first column details your expenses for the current month, while the
second details your income. The total profit or loss for the month appears
at the bottom of the left column.

Initially, the right column shows you your Income by Territory. Move the
mouse pointer over the column heading that says Income and click. The column
will then display your Income by Model instead. Click again on the column
heading to return to income by territory.

When you are done examining your balance sheet, click on the Close Report
box (the square now appearing at the right end of the Info Bar, showing a
stack of papers with a left-pointing red arrow superimposed.) You will
return to the Main Factory Screen to start your second turn.

Keep an Eye on the Competition
A useful thing to do at the start of each new turn is to check on how your
competitors are doing. Find the Administration building again and click on
it. When the Administration Office appears, move the mouse pointer over the
papers spread out on the desk in the lower centre of the screen, and click.
The Reports and Graphs Menu will appear. The fourth selection in the first
column says Compare. Click on this button to bring up a report on your
competitors profits and losses for the month. Your company appears at the
top with your three rivals below. If you have done better than all or most
of the competition you are off to a good start. If not, you may need to
restructure your company.

When you are done reading the Competition Report, click on the Close Report
box to return you to the Reports and Graphs Menu. Click on Done to close the
menu and return you to the Administration Office screen.

Save Your Game
While still in the Administration Office, move the mouse pointer over the
file cabinet at the right side of the screen and click. The File Management
and Game Options Menu will appear. Click on the second button from the top,
marked Save to bring up the Saved Game List. You can store up to twenty
saved games. At this point, all the slots should read Empty, and the slot
marked A should be highlighted. Click on this slot. A keyboard input box
will appear. Type in a name for your game and press Enter. You will see a
message that the game is being saved, followed by a message saying "Game
Saved OK!" Right click to exit back to the Administration Office.
You can now continue this game, or start over and begin a new game. (To do
this easily, return to the file cabinet in the Administration Office and
click on Restart.)


Shortcuts for Quicker Navigation:

The Toolbar Icons
Once you are familiar with the basic purpose of each department you may find
it faster and easier to navigate between them using the Toolbar Icons, the
six small picture boxes that appear on the Info Bar just to the right of the
Message Box. In order from left to right, they are:

Disk Icon:
Click here to go straight the Saved Game List and save your game.

Bar Graph Icon:
Click here to go to the Administration Office.

World Map Icon:
Click here to go to the territory map for Sales and Factories.

Drawing Tools Icon:
Click here to go to Research.

Newspaper Icon:
Click here to go to the Marketing office.

Auto Icon:
Click here to go to the Design worksheet.

In addition, you may prefer to handle some aspects of the game with the
keyboard instead. The keyboard commands can be found [in the 'KEYBOARD
COMMANDS' section, above.]

This ends the Detroit Tutorial. For more details and additional game options,
please refer to the Detroit Owner's Manual [above].

MANUAL NOTES AND NEW FEATURES

Notes

Firing Workers
In order to fire workers, you need to first make them Idle. Do this by using 
the Free buttons on the Research Menu and Factory Detail screens to remove
workers from their current research projects or assembly lines. Then go to
the Personnel Menu and use the Fire button to lay them off.

Car Colour
On the first page of the Design worksheet in the upper right-hand corner, is
a colour grid. Use the greater-than and less-than arrows under the grid to
cycle through the colours until you find one you like for your car. The
colour of the car has no effect on how well it sells.

Design Worksheet
The layout of the buttons and displays on the first page of the Design
worksheet have been altered from that described in the manual. No buttons
have been removed or added.

Model Price
The Model Price button in the Sales Office Detail keyboard input box no
longer changes the model price by a percentage. Instead, simply enter in the
price in dollars for that model and the price will be changed to that value
everywhere the car is being sold.

Close Reports Icon
The Close Reports Icon has been split into two buttons. The top half (stack
of papers and arrow) functions as described in the manual. The bottom half
which shows a printer, allows you to print out a hard copy of the report
currently showing on the screen (See below in the Additions section for more
on this option.)

Supply Lines and Marketing
When selecting territories to target for marketing or to use for supply
lines, you will only see the territories in which you've put facilities.

Model Report
In the Model report, the numbers you can see for the cost to build the car
are displayed even if the car is being built in another territory and
shipped in. This is so you can see what profit you are making on the car in
each territory, if you have it priced differently in different regions. So,
for example, if you are selling your first model car in the South-eastern
USA, but are building them in the North-eastern USA, you will still see
building costs listed for the South-eastern USA, even though you are not
actually building the cars there.

Car Types
Not all types of cars can be built at the start of the game. More modern
types of cars (compacts, hatchbacks, and so on) will appear as time
progresses.


New Features

Newsflashes
At times in the game, you will see a Newsflash at the end of the month.
Newsflashes will describe current events that might be of interest to your
company.

Updating Models
If you wish to update a model of car - for example, to put in a new brake
system without starting from scratch on the Design worksheet, simply bring
up the old model, make the change, and click on Make. When the name box
appears with the old model name in it, press Enter. When you are asked if
you want to replace the old design, click on Yes and the model will be
updated. (The original design will be lost.)

Public Domain Technology
After two car companies have discovered a new technology, it will
automatically become available to the other two car companies.

Printing Hard Copies of Reports
You can now get printouts of your company's reports if you have a printer
compatible with the program. To print out a report, click on the Printer
icon at the right end of the Info Bar, underneath the Close Reports icon. To
print reports using the keyboard, press F3.

Strikes
If you do not keep your workers happy, they may go on strike and halt
production. When this happens, a Strike Resolution panel will appear to give
you options for how to settle the strike.


New Reports
There are three new Reports for you to use to gauge your progress:

1)Model Comparison
Click on the Model Comp option to see reports on how your prices stack up
against those of your competitors. Click on the territory name to change to
other territories, on the model name to view other models of your cars, and
on the competitor company's name to view the other competitors.

2)Consultant Report
Click on Consultant to hire an outside expert to evaluate your company and
its product line. This report, like the Demand report, needs to be purchased.
Once the first report has been purchased, you can choose to view the most
recent report you bought or to order a new report.

3)Media Review Report
Click on Media Rev to see what the critics think of your current models.
Click on the company name to see what they think of your competitors'
products. Click on the page number to view the other pages of the report.


The Mega-Menu
A new option has been added to the Sales and Factories panel. Between the
Sales Offices box and the Factories box is a button labelled Mega-Menu.
Clicking on this button brings up a screen in which all the functions of the
Sales Office Detail and the Factory Detail panels have been combined into
one panel for easy reference and access. Once you are familiar with the game,
you may find this panel to be more convenient to use than the normal panels.


STRATEGY HINTS

Save your game frequently at first in case disaster strikes.

Invest in research. It's worth it.

Be sure to advertise.

If a particular type of car isn't selling, it's because there's no demand
for it. Some types of cars will not sell at all at the start of the game.

Since there are historical aspects to DETROIT, not all territories will have
a demand for cars at the start of the game. Demand will develop in more
areas as time passes. Look out for Newsflashes telling you when a territory
is ready to start buying.

Demand level varies by season. Plan accordingly.

Demand always drops drastically during wartime.

If sales are poor, consider opening more sales offices, spending more on
marketing, or improving your cars.

It's better to have several smaller factories than one large one. The more
lines you have running, the greater variety of cars you can produce. Build
the cars near the consumers to save money on transport fees.

There is an optimal number of workers for each assembly line and research
project. If you go above that number, you will get less benefit from each
new worker.

Improving the level of a factory allows you to make the same number of cars
with fewer workers. It also allows you to fit more workers on a line without
overcrowding them.

Don't hesitate to fire workers and stop assembly lines if you're building up
too large a stock supply. While having a small stock its a good thing in
case demand suddenly increases, too large a stock is a waste of resources.

Keep an eye on your labour cost for your assembly lines by checking the
Model Report to see what you're spending. If you're spending too much, cut
back on the number of workers.

Look after your workers. Pay them decent wages and give them benefits.
Striking workers don't make you any money. Workers that get benefits are
more productive.

Upgrade your cars whenever possible. Demand is higher for cars fitted with
the cutting edge of technology. An expensive car with the latest options
will sell better than a cheaper outmoded car. Obsolete cars won't sell.

Expand your company. Try to find territories where demands exists and where
your competition isn't producing, and sell your cars there. A captive
audience will pay more.

Keep your prices competitive, but be sure to make a decent profit. You're
here to make money, not friends.


Originally downloaded from
http://www.callieu.demon.co.uk/agm/manuals/detroit.htm.
Anally editted by Deb