Where Curiosity Meets Success
References
Goal
Create a New Earth in your group's ideology, complete with the following components:
• Art/Music
• Cities/Architecture
• Economic Systems
• Government
• Military
• Religion/Value Systems
• Social Structure
• Specialization
• Totalitarian Agriculture
• Writing
How to win
Create the most impressive civilization in a digital VR space that best expresses the 10 characteristics of and advanced civilization. New Earth runs independently of the curriculum with regards to grading; however, to do well at the game it is imperative to put in the effort to interact with the curriculum.
Table of Contents
Achievements
Achievements are special recognition given to students for excelling at a specific task or completing Sides Quests and can take the form of Badges, Items, Power-Ups, and Research Points.
The Achievement Table is a list that students can roll on when they have earned two Badges or a Medal, or have completed a Side Quest. Achievements that can be earned from the table include Items, Power-Ups, and Research Points.
Achievement Table
Building a Civilization
In order to win New Earth, your group must construct a civilization based on the 10 characteristics of an advanced civilization. Your group will start with information to build representations of four of the ten characteristics of an advanced civilization. Your group cannot add anything to their civilization that they have not covered in class or researched through a Side Quest. As the class continues with the curriculum, you will have more information to build with, but it must be confined to the topics assigned to your groups unless opened through a Side Quest. Research, however, will not be enough. You will also need Research Points (earned through Side Quests, Badges, and Medals) to invest in the aspect you wish to build. The more advanced the aspect, the more Research Points it will take to build. Each civilization will be built within a CoSpace VR-space.
CoSpaces is the VR/AR application that students will be using to build their civilization. Students can import 2D and 3D images/objects into the world to make it as rich as possible given their research and number of Research Points. Students can modify an existing building, but new additions must be approved by the teacher. Any content found in violation of ASP decency policies will result in immediate discipline both in the game and with the ASP administration.
CoSpaces
Badges
Badges are achievements that signify that a student has excelled in a particular academic area that is not necessarily connected to their grade - participation, succinct presentation skills, etc. Badges garner Research Points for both the student and their team. Earning two badges allows students to roll on the Achievement Table.
The opposite of Badges and Medals, Civil Disorder is imposed on students' civilizations when the students do not adhere to the expectations of the class - submitting late work, coming to class late, etc. - and takes the form of protesters within the civilization space on CoSpaces. When civilization experience Civil Disorder students will be unable to develop their civilization and Side Quests will need to be completed to quell the disorder and remove protesters.
Civil Disorder
Items are achievements that are earned by completing Side Quests or earning Badges or Medals that give a boost to the student's experience. They can give an advantage within the game or a small reward outside of the game. Items can be used the number of times stated on the item.
Items
Once per unit, the class will participate in a Game Day in which students can build/modify their CoSpace and/or complete with other civilizations. Game Days are the times in which students can engage in building, trading of technology, espionage, or war. These activities are not allowed outside of Game Days without the appropriate achievement.
Game Days
Institutions
Institutions are the cornerstone of the game and of building your civilization. Institutions are creations that correlate to the 10 characteristics of an advanced civilization. Examples include the following:
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Art piece or music from the time period
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Buildings in cultural style
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Market or other representation
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Palace or government building
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Barracks (Lvl 1) / Veteran Barracks (Lvl 2) / National Guard (Lvl 3) / Military Bases (Lvl 4)
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Temple/Mosque/Church/Cathedral
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Wealthy Neighborhood (Lvl 1) / University (Lvl 2) / Factory (Lvl 3) / Tech Company (Lvl 4)
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Workers
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Farming area
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People walking and talking about ideas from cultural writings
Institutions not only make up the aesthetics of your civilization, but also provide groups a bonus to their Research Points, in quelling civil unrest, or boosting military strength
The leaderboard keeps track of a team's total, banked, and hoarded Research Points, and can be found on the Leaderboard menu
Leaderboard
New Earth has four levels of play connected to the units we are studying
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Level 1: Units 1 & 2
Level 2: Units 3 & 4
Level 3: Units 5 & 6
Level 4: Unit 7
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RP earned and costs of institutions are multiplied by the level of the game
Levels
Research Points are the currency that students spend in the game to build Institutions and Wonders. The cost of an Institution is 100 RP x the level of the game. Wonders cost 500 RP x the level of the game. Research Points are earned by completing Side Quests or earning Badges and Medals.
Research Points
Medals are achievements that signify that a student has excelled in a particular academic area that is not necessarily connected to their grade - presentation skills, leadership skills, etc. Items garner Research Points for the team.
Medals
Power-Ups are achievements that are earned by completing Side Quests or earning Badges or Medals that give a boost to the student's experience. They can give an advantage within the game or a small reward outside of the game. Power-Ups can be used only once.
Power-Ups
Side Quests are extra assignments that serve to improve and deepen your knowledge of the content. They are the primary way of earning Research Points in the game, and are not connected to your grade in the class. You have a wide array of choices to complete a Side Quest that can be found on the Side Quest menu.
Side Quests
Items/Power-Ups/Knowledge can be traded amongst players on Game Days (unless an item permits); however
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If a civilization has an authoritarian style of government, the leader/teacher must approve the trade
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If a civilization has a democratic style of government, the group must approve the trade with a tie vote being broken by the president/teacher
Trading
War represents one of the few ways beyond Side Quests to acquire information on new Institutions. War can only be engaged in on Game Days, and a group must notify the teacher before the class that they would like to go to war against another group, which group they specifically would like to, and what institution they would like to target with their attack.
If the attacker wins the roll, they will destroy the institution that was targeted. RP will not be refunded to the loser. If the attacker wins the roll by 5 or more, on top of destroying the institution, they also gain the knowledge of how to build the institution they destroyed, though they must still spend the RP to build it.
War, however, is a risky endeavor. If the attacker loses, the group will lose 100 RP x the game level and will see an increase in protestors in their civilization equal to the number they lost by. Losing a war is very unpopular in a society.
In order to declare war, a group must have at least the minimum number of RP needed should they lose the war. If the group doesn’t have enough RP to pay the penalty of losing the war, they lack the resources to declare war in the first place.
Wonders of the World cannot (currently) be targeted by war.
War
Advanced civilizations can attempt to show their "greatness" by building a Wonder - an Institution that displays the glory and might of their people. Wonders cost 500 RP x the game level. The benefit of your investment is that Wonders not only make your civilization greater but also offer in-game bonuses that are hard to match!