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- UTOPIA - INSTRUCTION BOOKLET
-
- Original & Docs by Scout
-
- If you like this game, please consider buying the original
-
-
- CHAPTER ONE - THE SCENARIO
-
- `Movement in sector Y6 commander.'
- `What is it?'
- `Unknown. I estimate it to be a number of vehicles travelling at 200 kmh.
- It's in the region of Kamzi City, and they're moving in this direction.
- ETA fifteen minutes.'
- `Assemble the Battle Council in room C6. Get me ground and air reconnaissance
- reports now!'
-
- Stepping into his office, Pacharelli closed his door and leaned against it,
- taking a deep breath. `It could be an error in the monitoring equipment',
- he thought. He knew it wasn't. He also knew it wasn't interference, it wasn't
- some of his own craft, and it wasn't a mistake. The attack the colony had
- been expecting for several weeks now seemed to be under way.
-
- Taking another deep breath, he left his office, and hurried to the lift.
- Coming out of the lift, he cleared his throat, knowing that any wavering in
- his voice might be interpreted as uncertainty.
- He reached Council Room 6, to be met by his assembled council, and numerous
- computer operators.
-
- `Air reconnaissance: report'
- `As yet nothing has been sighted. However, spy reports suggest that...'
- `Yes, I've read the reports. Ground reconnaissance: report.'
- `Vehicles now indentified as Kamzi assault craft, all heavily armed.
- New ETA: Ten minutes.'
- `Defence, what's the status?'
- `We're on full shield, full radar and all defence turrets are operational.
- We are as prepared as we'll ever be.'
- 'Then, council, give me some defence stratagems.'
-
- Jordans' deep Lurethan brogue filled the room. `I suggest we despatch a
- squadron of bombers to intercept them immediately. That way we can dispose of
- them and avoid unduly worrying the people.'
- `I disagree', interjected Delfi, her aggressive tone seeming somewhat
- misplaced. `If we intercept them with bombers, then we leave the city
- vulnerable to an air attack. Intercepting with tanks at ground level, whilst
- preparing for an aerial battle would strike me as a more intelligent ap-
- proach.'
- `Engineering, how soon will the spaceships be ready for launch?'
- `Five, maybe ten minutes.'
- `Then it's academic. Red Alert status. Prepare all defences for immediate
- deployment, and also make sure that all evacuation craft are ready for
- immediate use. Council, prepare for battle.'
-
- `Enemy craft should be in combat range within two minutes. I am projecting
- visual onto main screen now.'
-
- The screen cleared of the radar map and showed the view from one of the
- reconnaissance cameras mounted outside the city. Five assault craft were
- seen speeding across the ground, the rough terrain causing them no problems.
- `Lieutenant Delfi, magnify one of the craft....... okay. Engineering, any
- information on those roof mounted missiles?'
- `Nothing as yet, but we will have soon; scanners are showing massive amounts
- of energy being converted of each of the craft, and I suspect that the
- missiles are being prepared for launch at any moment.....'
-
- The five craft all launched their missiles before grinding to a halt,
- throwing up clouds of dust and gravel. Having stopped, they spun on the
- spot and headed back across the desert.
- The screen changed, showing the large plan view of the city again, now with
- five blips heading towards it. In an instant, five more blips appeared, this
- time moving from within the city, to intercept the incoming missiles.
- As they met, four of the blips disappeared, leaving the remaining six to
- pass each other.
-
- `They must have some sophisticated cloaking device on the missiles to enable
- them to get through. Divert power to all perimeter defences for maximum
- defensive efficiency.'
- `Missile impact any second now.... Full screen on predicted perimeter
- defence...'
- The screen changed again to show the three missiles hurtling towards the
- cities defences. Base turrets were showering the missiles with fire, most
- missing as they spun and arced their erratic way onwards. One was hit, and
- exploded into vast plumes of green smoke that, heavier than the atmosphere
- of the planet, slowly fell to the surface to form an eerie green fog.
- `What the....'
- `Sensors are indicating a bacteria Commander, and if reaches any of the
- processors it's going to be in the system in minutes.'
- `Close all processors and go to emergency air supplies. How long do we have?'
- `Fourteen days of air, then we're in trouble.'
- `Commander, the other missile.....'
-
- Pacharelli turned to face the screen to see one of the missiles hit the
- rerserve command centre, which then imploded leaving a mass of scaffolding
- and wreckage.
- `What the hell happend to defence? How did that missile get through.
- And where's the other?'
- `We've hit the first one, Commander. The seond got through because according
- to our monitors and defence, it didn't exist.'
- `Commander, you're not going to like this; there are four more groups of five
- vehicles heading towards us. ETA on the first group is just five minutes.
- Suggest we order the..'
- `Evacuation of all civilian personnel. Agreed. Immediately.'
-
- The third wave of missiles was now striking, and the other two were lining
- up to take advantage of the hole that the second wave had so effectively
- made in the colony defences.
- `Commander, we've no change. There's no way we'll be able to neutralise
- the third wave. They've left us wide open. Unless we evacuate all staff now,
- we'll be dead within the hour.'
- `No. We'll stay and fight. There has to be a way to defeat them.'
- Delfi was annoyed now. `Commander', she exclaimed, `With all due respect,
- I don't see why we should all stay here and die just because you've got some
- insane idea of going down with your ship. All civilians are evacuated, and
- if the remaining staff are evacuated now, the odds are we'll save at least
- ninety percent of the colony population.'
-
- Pacharelli tried to rationalise such an easy and effective assault on his
- city and he couldn't believe that his defences had been breached so fast.
- He hesitated a moment, then cleared his throat again.
- `You're right. Signal the evacuation now. Set colony auto-destruct for
- ten minutes.'
-
- He was, of course, the last to step into the passage leading to the
- evacuation craft. Behind him he could hear the sound of his colony being
- thoroughly destroyed and razed. He stepped into the airlock, awaited the
- signal, and opened the door leading to the evacuation craft.
- A second later, stepping out of the airlock, he was greeted by Livono, his
- friend over many years of work for the Colony Project. Behind Livono, people
- bustled by, carrying out their usual duties. It was as loud as any other
- busy office corridor.
-
- `Well done Pachie, not a bad display', said Livono, handing Pacharelli
- a coffee.
- `No change... I was lousy. One destroyed colony, nine percent casualties.
- No change. I'll never get the post.'
- `You don't know that yet.'
- `Come off it. I've no change. What did you manage?'
- `Saved the colony with twelve percent causalties. But it's irrelevant.
- Yours was an entirely different simulation. It was, if I'm not mistaken,
- pretty much the exact circumstances and events leading up to the Evanreisna
- Sector Four catastrophe twenty six years ago.'
- `Nope, can't remember. You'll have to enlighten me.'
- `Okay. The colony was lost there too, but with some differences.
- The Commander decided to stay on and fight, but couldn't figure out why
- they had hit the reserve command centre instead of the active one.
- As it turned out, the reason was so that the command centre, and the council
- staff, could be captured. They used them to access the Colony Program
- computers and provide other information.' Livono paused.
- `And?'
- `As an immediate consequence of the information they managed to extract, we
- lost seventeen neighbouring planets and all the various research projects
- being carred out on them. As an ongoing consequence we've lost the whole
- Sector Four, at a conservative estimate six thousand colonists, and so far
- twenty nine planets and still counting. You got away with one lost colony
- and four hundred casualties. Slight difference.'
- `All the same, perhaps there is a way of saving the colony and going on
- to destroy the... what are they called...Kamzis, that's it.'
- Livono thought for a second. `I doubt it. Classic text book mess up first
- time round, that's for sure. C'mon, let's have a proper drink.'
-
- Pacharelli took a deep brath and cleared his throat. He knocked on the door,
- and heard a muffled sound from beyond it. Taking it for assent to enter, he
- pushed the door open to be greeted by a long table, a chair on one side,
- and five on the other, occupied by various high ranking officers and
- division heads.
-
- `Welcome Commander', said the tall man seated in the middle. Standing, he
- offered an outstretched hand to Pacharelli.
- `Allow me to introduce myself. I'm Senior Colony Project Commander Bossuet,
- this is Senior Colony Social Administrator Torrapan, this is Senior Colony
- Preservation Commander Spiranza....'
- He nodded to each in turn.
- `Senior Colony Psychiatrist Delfi you have already met of course, and finally
- Senior Colony Project Director Coleman.'
- Each nodded in turn as they were introduced, with only Delfi offering a
- `Hello'. Beyond the cursory nods. Bossuet was the first to spreak.
- `We were all impressed with your performance yesterday. As you will probably
- know by now, your simulation was based on the facts that we know about the
- Evanreisna disaster.'
- `Yes, I realise that now, but what I'm not certain of to any degree is why
- that particular scenario. I mean, all the others were given colony crises
- scenarios that were self contained.... like collapses of vital systems,
- or... or things like that. It's just that mine was so different from anything
- that anyone else had to do.' Pacharelli paused for a second, and was about
- to continue his questions when Delfi interrupted.
- `Your colony adminstration skills are beyond question. The work you've been
- doing on the Gata-Epsilon Space Station, and latterly on the associated
- colonies, have left us in no doubt about that. What we didn't know about
- was your battle logic. How you would react to a basic no win situation.
- Your... I hesitate to use the word pig-headed....'
- `I would prefer headstrong.'
- `Quite. Your....headstrong nature is well documented, and commonly regarded
- as one of your more predominant traits. What we needed to do was to put you
- in a sitatuion where it was obvious that you would wish to fight to the last
- to defend the colony, but whether you would be able to recognise such a no
- win situation or not, and get out with as many people alive and as little
- physical loss as possible.'
- Spiranza spoke next.
- `In the event, you exceeded our expectations, actually saving the second
- highest number of people on that virtual reality simulation ever.'
- `Who saved more?'
- `Me, but that's not the point. You performed more than admirably, and as
- a consequence we are offering you the role of Colony Leader in the proposed
- colonisation of the Omicron-Kappa planets orbiting the Rhebus sun.
- `Now this is going to be a diffcult task, which involves the colonisation
- of ten planets. Unfortunately, Rhebus is on the edge of the Open Systems,
- and as such, the chances of the Vacullo Federation having outbases there
- are pretty good. This means as well as establishing the colonies, you are
- likely to meet with resistance on some, or even all of the planets as you
- progress. If you decide to decline this opportunity it won't be held against
- you if you apply for another posting later.'
- `Here', said Torrapan, `is a file containing all the information we have on
- the systems which you might find useful in making your decision.'
- He handed a file to Pacharelli as he stood up.
- Pacharelli followed suit, and stood.
- `That is all Commander Pacharelli. You must now decide. Good Luck.'
- He shook each of the five outstretched hands in turn, and walked to
- the door. Closing it behind him, he leaned against the wall and allowed
- his head to fall slowly back against the wall.
- `Yes!'
-
- CHAPTER TWO - INTRODUCTION
-
- This manual is a more in depth guide to playing Utopia, covering all the
- functions available, and indicating how everything can be manipulated to
- suit your game.
-
- QUALITY OF LIFE
-
- Whilst Utopia is an open ended game, the achievement of a high Quality
- of Life rating can be regarded as your goal. The Quality of Life figure
- on the main screen gives an indication of how the colony is managed, and
- how affluent the colonists perceive themselves to be. Earth will
- reward medals for the maintenance of a high quality of life, once 80%
- has been sustained for a length of time. Similarly, a medal wil be awarded
- at 90%. You can regard the achievement of 80% Quality of Life as an indicator
- of sufficient skill to move onto the next scenario.
- There are numerous factors that will influence the Quality of Life standing.
- It will reflect more readily long term trends, so do not expect it to start
- plummeting if tax has been increased a little. Similarly, do not think that
- as there has been no immediate change, your people are satisfied with the
- new level of tax.
-
- Morale can be seen as an indicator of your Quality of Life, but only
- short term. Morale is a reflection of the type of things that will affect
- your colonists, but it is a very transient thing:
- Morale might decline one day, but might rise in a month if a brilliant
- military victory is scored, whereas your Quality of Life might not change
- perceptibly throughout. A rating of current morale is available by selecting
- the Psychiatric Adviser.
-
- CHAPTER THREE - MAIN WORLD VIEW
-
- This is where all the action takes place. This window contains your view of
- the planet surface.
-
- Below is a brief description of each of the functions that will be found on
- the main screen. The more important, or those which lead to sub-sections will
- generally be covered in their own chapter.
-
- POINTER
-
- Practically every action in the game is carried out by moving the pointer over
- an object and clicking on it. It will normally appear as a standard arrow
- pointer on screen, but will differ in one important instance:
- Moving the pointer over the display will change it to a flashing yellow
- square. This square indicates where any action instigated will be carried out.
- If, for example, you are in `Build' Mode, and wish to place a building on the
- surface, the square indicates where on the planet surface it would be placed.
- Similarly, should you be in Information Mode, the building which is on the
- flashing square will be the one that information can be obtained on.
-
- 1 DIRECTION ARROWS
-
- These direction arrows allow you to view the different areas of the planet
- surface. Click on the direction arrows with the left mouse button to move
- the display one square in the chosen direction. Click on the arrows with the
- right button to move by six squares. Holding the left button down over one
- of the direction arrows will give continuous scrolling until it is released.
-
- 2 QUALITY OF LIFE
-
- This is the current Quality of Life indicated as a percentage.
-
- 3 WARNING INDICATORS
-
- These will warn of certain dangerous situations which might arise. They
- will, however, only appear on the screen when needed. The indicators are:
-
- LIGHT BULB
-
- Your colony has insufficient power and some buildings or functions might
- not work adequately.
-
- RUNNING MAN
-
- A special event has happened somewhere. Click on this to move the display
- to where it is. Click again to return to your previous position.
-
- KNIFE & FORK
-
- Your colonists have insufficient food.
-
- O2
-
- Your colonists have insufficient air/life support.
-
- 4 CURRENTLY AVAILABLE FUNDS
-
- This is the money currently available to you.
-
- 5 DATE
-
- The current colony date.
-
- 6 STATUS INDICATOR BOX
-
- This shows your current Mode. the Modes available are:
-
- RED "i" SYMBOL
-
- You are in INFORMATION Mode.
- In Build or Demolish Mode Information Mode can be entered by clicking anywhere
- on the screen with the right mouse button. In Information Mode the map can be
- interrogated by clicking on buildings with the left button. The building name
- will then appear in the Mes sage Panel. Some buildings have an Information
- Panel where more information is provoded, or where the various parametes can
- be altered. (see later)
-
- DEMOLISH TRUCK
-
- You are in DEMOLISH Mode.
-
- ANY BUILDING
-
- You are in BUILD Mode.
- This will allow buildings to be placed on the planet surface. How to build,
- and the type of building which can be constructed on the planet surface, are
- described in their own chapter later.
-
- 7 PAUSE BUTTON
-
- This pauses the game. Click on it again to continue. Whilst in pause mode
- all sprites stop and no colony simulation takes place. However, several
- information gathering tasks can be performed:
-
- Scrolling freely about the map.
- Accessing the Advisers.
- Accessing the Map Screen.
-
- 8 MAP BUTTON
-
- This will show the Map Screen. See the separate chapter later.
-
- 9 FINANCE BUTTON
-
- This will take you to the financial section of the game. See the separate
- chapter later.
-
- 10 ADVISERS BUTTON
-
- This takes you to the adviser section of the simulation. More on this in
- the Advisers chapter.
-
- 11 INDUSTRY BUTTON
-
- Will access the section from which the industrial aspects of your colony
- can be manipulated. Again, this section has it's own chapter later.
-
- 12 SPYING BUTTON
-
- The sub section which allows an exploration of the terrain around your
- colony in order to seek out other alien races. See separate chapter on
- spying later.
-
- 13 DISK BUTTON
-
- Scenarios can be loaded, and partially completed games can be loaded and
- saved in this section. See the extensive chapter later.
-
- 14 DEMOLISH BUTTON
- ____________________________________________________________________
- | |
- |A NOTE ON SECONDARY SCREENS. WHEN IN A SECONDARY SCREEN OR |
- |INFORMATION PANEL, THE GAME IS PAUSED, WHICH ENABLES A FREE |
- |AND LENGTHY EXAMINATION OF THE DATA ON THE SCREEN/INFORMATION PANEL.|
- |____________________________________________________________________|
-
- CHAPTER FOUR - BUILDINGS
-
- When the Build Button is clicked on, an Information Panel will be shown
- offering the chance of selecting a particular type of building that you
- wish to place on the map. Click on any of the building graphics to select
- that building and the name and cost will then appear.
- Clicking on the arrow button (to the right of Exit) will cycle you through
- the three screens of buildings. In this Information Panel, buildings will
- change as you succeed in inventing new ones.
-
- When you Exit, the status indicator box on the main screen shows the selected
- building. One can be built by clicking on a free square on the display with
- the left button. As many can be built as required, or as are affordable.
-
- CONSTRUCTING A BUILDING
-
- When a building is constructed, scaffolding appears on the map where you have
- clicked. Colonists now work to erect the building chosen, which can take from
- one week to four months with an average of one month. It also takes a
- different number of colonists (typically twenty) to finish. The scaffolding
- will change to your chosen building upon completion and will become
- immediately operational. The colonists that have worked on it will now be made
- available for other work. If too much construction is undertaken at any one
- time there will not be enough colonists available for employment in this area.
- An important factor is deciding the site of an building is the proximity of a
- Flux Pod is that it is for the delivery of power and communication to the
- construction. No building should be more than twelve squares from a Flux Pod
- and thus, if you try to construct a building too far from a Flux Pod, an
- error message will occur.
-
- THE BUILDINGS
-
- Following is a brief description of each type of building, its purpose, and
- the part that it will play in the development of your colony.
-
- ARMS LAB
-
- When manned by technicians, this building produces weapons.
-
- CHEMICAL PLANT
-
- This building extracts fuel from the ground when manned by technicians.
- Fuel automatically goes to the Fuel Tanks. The actual output from a Chemical
- Plant depends upon the yield of fuel underneath it. Use the Map Screen to
- locate fuel deposits and try to build on a square in close proximity to them.
-
- COMMAND CENTRE
-
- This is critical to the security of your colony. As many can be constructed
- as you like but only one can be active at any time. In an enemy attack, the
- Command Centre will be a primary target, and it is therefore good planning
- to have another ready to take over. If your active Command Centre is
- destroyed for any reason, another is picked automatically and made active.
- Several functions are unobtainable without an active Command Centre, but
- this is left for you to find out. In the Command Centre Information Panel,
- the arrowed button, to the right of Exit, toggles the Centre active or
- inactive.
-
-
- FLUX POD
-
- Surplus power is automatically stored in a Flux Pod, for later use when enough
- power cannont be produced. They also determine where buildings sites should
- be, as ALL BUILDINGS NEED TO BE WITHIN TWELVE SQUARES OF A FLUX POD.
- The amount each Pod can store and the amount it currently holds, is given in
- an Information Panel when you select the building in Information Mode.
-
- FUEL TANK
-
- Surplus Fuel is stored here, The Information Panel indicates the maximum
- storage and how much is currently being held. There is also an indication
- of the number of Fuel Tanks you possess.
-
- HOSPITAL
-
- It is not necessary to have a Hospital buy they do assist in improving morale
- and curing disease and any viruses that may attack the colonists.
- You may have as many Hospitals as you wish, the more the better. The
- Information Panel details the number of Hospitals and the medics you employ
- which can be recruited from the Industry Information
- Panel.
-
- The arrowed button to the right of the Exit button allows the birth rate
- in the colony to be altered to the desired rate. It can be None,Low, Medium
- or High. If all births are to be prevented it can be set to None. Obviously
- this is only a termporary measure. Set it to High if you want to provide
- cash bonuses for your colonists to procreate. This ability to affect the
- birth rate will enable you to have an established and stable colony with a
- good equilibrium.
-
- HYDROPONICS
-
- Foods is grown within special culture environments, relying upon nutrients
- brought in from Earth. Each Hydroponics dome can provide food for one hundred
- people every month.
-
- LABORATORY
-
- When manned by Scientists (recruited from the Industry Information Panel),
- scientific research will occur. (See Research later) Laboratories and research
- need not be invested but you stand to gain special devices and weaponry if
- you do so.
-
- LASER TURRET
-
- These are used to defend the colony. When built, they enter `auto-seek'mode,
- continuously rotating in search of a target to fire at. Their range is a
- 30 degree cone stretching out for about six squares in the direction of the
- barrel, and if an enemy is detected, they will fire upon it at regular
- intervals and enter into `fixed' mode in the assumption that several enemies
- are attacking from the same direction. A rotating turret can be forced into
- `fixed' mode by clicking on it with left button when in Information mode.
-
- You may alter the facing of a turret at any time by clicking on it with the
- left button, which will rotate it clockwise by thirty degrees. Simply keep
- clicking until it faces the desired direction.
-
- LAUNCH PAD
-
- These are necessary for the construction and holding of spaceships. Though
- a spaceship can land on any flat piece of land, it is advantageous for it to
- land on a Launch Pad in order for refuelling. Launch Pads are also necessary
- for the construction of spaceships. Tanks can drive freely across a Launch
- Pad so you must ensure that they do not obstruct spaceships trying to land.
-
- LIFE SUPPORT
-
- This building sucks in the unbreatheable atmosphere of the planet and
- transforms it into oxygen to feed the colony buildings.
- Each Life Support can provide air for four hundred colonists every month,
- and has a facility to store surplus air for later use, though this is not
- unlimited. Once full, you have a reasonable fail-safe against running short
- of air in the future, for example if there are more colonists than the Life
- Support can supply, or if a Life Support is under construction.
-
- LIVING QUARTERS
-
- Special apartments where all colonists live. Each building provides space for
- fifty colonists.
-
- MINE
-
- When manned by technicians, this building extracts ore from the ground which
- is automatically stored for future use in the construction of tanks and
- spaceships. The actual output from a Mine depends upon the yield of Ore
- underneath it. Use the Map Screen to locate deposits and build on a square
- with ore nearby.
-
- MISSILE LAUNCHER
-
- Each Missile Launcher has a single missile which can be launched by the player
- by clicking on it with the left button when in Information mode. An
- Information Panel pops up with a reminder of how many missiles are available.
- The missile will then attempt to locate a target within its range and if it
- cannot do so the Information Panel will inform you, and the missile will not
- be fired. Once it is fired, the ground it occupied returns to normal terrain
- and can be built on again.
-
- If a target is found, a message will confirm this and another button will
- appear next to the Exit button. Simply click on this to fire the missile.
- Once in flight it will home in on its target which cannot be altered. If the
- target is destroyed before the missile reaches it, the missile will explode
- harmlessly in the air.
-
- POWER STATION
-
- This is the main means of generating power for your colony. Every month each
- Power Station will generate 50MW of power. (The power stats on the Colony
- Administrator Information Panel are MW also.)
-
- RADARS
-
- These buildings are crucial for scanning the approach of enemies. Your own
- tanks and spaceships have a special transponder code meaning that their
- position can be located anywhere on the map whether they are in the range
- of Radars or not. Enemies can only be detected within Radar range. To see
- the area of the map covered by your Radars, use radar mode in the Map Screen.
- Position the Radars for effective cover, preferably without gaps and without
- overlap.
-
- SCAFFOLD
-
- This appears on the map whilst a building is being constructed and will
- automatically turn into the desired building when construction time
- is over.
-
- SECURITY HQ
-
- You may wish to build one or more Security HQ's and recruit Security staff if
- crime presents a problem in the colony, (The Senior Psychiatric Adviser will
- give you an indication of crime levels). The numbers employed in security to
- control the crime level must be gauged by you.
-
- SHIP CONSTRUCTION YARD
-
- Use this building to construct new spaceships of any type. Click on the Ship
- Yard with the left button when in information mode, and an Information Panel
- appears showing pictures of the different ships that can be built.
- Click on a picture and the Information Panel will advise of the length of time
- it will take to build that ship. If the number of colonists working in Ship
- Yard is increased (via the Industry Information Panel) then the time will
- therefore decrease. Naturally, the larger ships take longer to build.
- For details on the ships see the section entitled Ship types. If you have
- selected a ship but decide not to build one, click on Exit to abort. If you
- want to build the ship, click on the Build button and the Yard will then begin
- to build that ship.
-
- Each Yard can only build a single ship at any time so several Yards required
- if you wish to build more than one ship at a time. Clicking on the Ship Yard
- whilst it is constructing a ship brings up an Information Panel informing how
- much construction time is remaining. There is no need to keep a constant check
- on development, as a noise will sound every time a ship is completed.
-
- When the ship has been finished you must have a Launchpad adjacent to the Ship
- Yard, where the ship will appear. If there is no Launchpad, a warning message
- will be received and the Ship Yard can do no further work until one is built
- next to it. The construction of ships requires ore and weapons to be in the
- Stores and messages will warn you if there is insufficient materials to build
- the ship. As soon as materials become available then construction on the ship
- will continue.
-
- SHIP TYPES
-
- There are five types of ships (not including the Fusion Cruiser which is
- described in Inventions) listed below, along with a rating one-five of their
- armour and of their offensive strength. Naturally, the more powerful the ship,
- the longer it takes to construct, and the more ore and weapons units it
- requires during the construction.
-
- __________________________________
- | | | |
- | Name | Armour | Offence |
- |_______________|________|_________|
- | | | |
- | Explorer | 1 | 0 |
- | | | |
- | Fighter | 2 | 2 |
- | | | |
- | Assault Craft | 3 | 3 |
- | | | |
- | Cruiser | 4 | 4 |
- | | | |
- | Warship | 5 | 5 |
- |_______________|________|_________|
-
- SOLAR PANEL
-
- An alternative method of generating power that is cheap and quick to build,
- though each one only generates 2MW per month. They are also useless during
- a solar eclipse so you may suffer power shortages during such times.
-
- SPORTS COMPLEX
-
- Your people need rest and relaxation to keep their morale high, so it may be
- advisable to construct Sports Complexes for their enjoyment. When you click
- on a Sports Complex with the left button in Information mode, an Information
- Panel appears.
-
- If you are informed that an event may be called, then to do so click on the
- button next to Exit. The event will open on the first day of the next month
- and will last an entire month. Calling an event boosts the morale of the
- colonists but means that little work is done and therefore industrial output
- may be lowered since everyone is in attendance. Only one event may be called
- in any one month no matter how many Sports Complexes you have, but there can
- only be an event once in every three months. The Sports Complex Information
- Panel gives a reminder of how long before another event can be called.
-
- STORE
-
- Various items are stored here automaticcaly and a warning will be
- given when your Stores are full, so that more can be constructed.
-
- TANK CONSTRUCTION YARD
-
- This building is used in the construction of new tanks. Unlike the Ship Yard,
- there is no Information Panel, simply recruit colonists into Tank Yards using
- the Industry Information Panel and construction will begin. Tank Yards
- continually construct tanks, automatically beginning another as soon as one is
- finished. Each Tank Yard can only build a single tank at any time. Typically,
- with the maximum number of ten colonists in each Tank Yard, it will produce
- one tank every two or three months. Note: If you want to slow or stop tank
- production you must sack Tank yard Technicians by reducing the Required
- Technicians figure in the Industry Information Panel.
-
- When the tank has been built it will appear in any free square adjacent to
- the Tank Yard. Thus, up to eight tanks may be around a Tank Yard at any one
- time. If all eight squares are occupied, you will receive a warning message
- and that yard will perform no more construction until a space is cleared for
- the tank to appear into, Remember too, that constructing tanks requires ore
- and weapons to be in your Stores. Messages will warn you if you have
- insufficient materials to build the tank, but as soon as they become
- available, construction on the tank will continue.
-
- WORKSHOP
-
- Each workshop produces Tech Goods, the amount depends upon how many
- Technicians are employed. Tech Goods serve no purpose to the colony and are
- solely for trading, so the construction of Workshops is not necessary.
-
- WRECKAGE
-
- Wreckage is formed when either a building is demolished or the enemy destroys
- one. You may clear wreckage by using `demolish' option.
-
- CHAPTER FIVE - THE MAP SCREEN
-
- Clicking on the Map Screen button loads the Map Screen. The information
- available is as follows.
-
- LAYOUT
-
- 1 MAP WINDOW
-
- This shows the whole of the planet surface which has been cleared for possible
- colonisation. The planet carries on beyond the edges of this boundary, but the
- entire area shown is the area of expansion available to you.
-
- 2 MAGNIFIED DISPLAY WINDOW
-
- This window, to the right of the main map, is a plan view of the area
- currently shown in isometric 3D on the main screen. It is also the area
- enclosed in the white square on the main map. Clicking the left mouse button
- on any area of the main map will take the white square to this area, and also
- display this section of the map in the magnified display window. When you
- exit this screen, the area represented in the magnified display window is the
- area of the main map that you will be taken back to.
-
- Above the magnified display window are two rows of buttons which represent
- the following:
-
- 3 BUILDING BUTTON
-
- Shows where all buildings are, and highlights a few you may wish to know
- about, such as Mines and Flux Pods. Scaffolding is also shown, and the grey
- area indicated when this button is clicked are terrain features.
-
- 4 ORE BUTTON
-
- Shows deposits of ore that can be mined (see details on Mine).
- Ore is only detected within a small range of buildings, so as the colony
- expands more ore will be discovered.
-
- 5 FUEL BUTTON
-
- Indentical to ore but shows fuel. (collected by Chemical Plants).
-
- 6 RADAR BUTTON
-
- Shows every radar installation and its coverage. Upon examination this option
- can be used to ensure that your colony is properly covered by radar and that
- there are no gaps where enemies can slip in. Enemies are only shown on the map
- if they are within radar coverage, so if it is inadequate you will be
- suspectible to a sneak attack. Enemies are shown on this screen along with
- the positions of your own tanks and spaceships. Remember, there may be several
- enemy units just out of range of your radars, so be prepared.
-
- 7 MOVEMENT INDICATOR BUTTON
-
- Similar to the radar button, this screen shows all friendly and enemy units,
- but no radar coverage. However, this screen shows terrain features on the map
- so the directions an enemy attack is likely to come from can be judged. E.g.
- Down a narrow gap between two mountain ranges. Use this screen in conjunction
- with the radar coverage screen for best results.
-
- 8 POWER BUTTON
-
- This shows all your Power Generation Buildings, Command Centres and Matter
- Transporters.
-
- 9 WEAPONS BUTTON
-
- Shows the location of all ground based weaponry, such as Missile Launchers,
- Turrets and Land Mines.
-
- 10 EXIT BUTTON
-
- Return to the main screen.
-
- 11 KEY
-
- Under the main map is a key that explains each of the objects on the map.
- Clicking on the various buttons above the zoom window will effect what the
- colours on the map represents.
-
- 12 MARKERS
-
- A row of eight numbers below the zoom window indicates which of the eight
- markers are available for use. The markers are used for manipulating tanks
- and for carrying out effective combat. They are covered in more detail later.
-
- PLACING MARKERS
-
- Clicking anywhere in the zoom window will lay a marker there. The first
- available marker will be placed and a flashing number between 1 and 8 will
- show where the markers are. Similarly, a red dot will flash on the map window.
- Clicking on a marker on the zoom window will remove the marker making it
- available for use elsewhere.
-
- THE MARKER BUTTON
-
- The markers are often used in conjuction with the map screen, which is the
- reason for covering it in detail here. You have eight markers available to
- place anywhere on the map and they are used primarily to mark the
- destinations of sprites.
-
- PLACING A MARKER
-
- To place a marker on the display, click on the Marker Button. A prompt message
- instructs you to click on a square on the display where you wish to place the
- marker. Click with the left button over any square and a marker will appear
- there. The first available marker will be placed, so marker One will appear
- before Two and so on. The marker will remain until it is removed.
-
- REMOVING A MARKER
-
- To remove a marker click on the Market Button with the left button over the
- marker you want to remove. It will disappear and be available for use
- elsewhere. You can also position markers from the map screen.
-
- A quicker way of laying/removing markers is to position the flashing yellow
- pointer over a square and press a key from 1 to 8. This will position a marker
- there with the number pressed. Note that if the marker was already somwhere on
- the map, it will be moved to this new position. Similarly you can remove a
- marker by positioning the box over the marker and pressing any key 1 to 8.
-
- Pressing the `D' key will remove all markers from the map.
-
- CHAPTER SIX - FINANCE
-
- FINANCE BUTTON
-
- Clicking on this brings up the main Finance Organisation Panel. This shows
- the amount of each item that is available for trading, your current funds,
- the current rate of income tax and current Research Grant values.
- From this screen it is also possible to manipulate a number of the various
- parameters.
-
- ALTERING TAX
-
- To alter Income Tax, click over the present figure with the left button and
- type in the new value, then press the Return key. Valid values are 0% to 20%
- This value will not take effect until the first day of the next year, and
- when it does take effect it will last for at least a whole year.
-
- ALTERING THE RESEARCH GRANT
-
- To alter the Research Grants, click over either figure with the left button.
- You can then enter amount of money you wish to add to that grant. Note:
- This is a cumulative value, so if the present value was 2000, and 3000 was
- entered, the new grant total will be set to 5000, if you do not carry out
- any research, the long term effect may be to the detriment of your colony.
-
- TRADE
-
- The table shows various data used in trading. There are two types of Trading
- in Utopia, depending upon how interested you are.
-
- Autotrade is handled by the computer, once every month. If you have no
- interest in performing trade yourself the computer can do it for you.
- The computer will trade a certain percentage of your total good every month,
- and this percentage is set in the CMMDR RETAINS column which specifies the
- percentage of each trade item that you wish to retain for your own use.
- To alter these figures just click on one of them with the left button and
- enter a value between 0% and 100%. As you alter the percentages, the
- TRADEABLE UNITS column indicates the amount of items of computer will use for
- trading. If this column reads 0 then none of that particular item can be
- traded by the computer.
-
- The TOTAL UNITS column indicates the total amount of each trade item in your
- stores. If the Retain figure is set at 100% it means that you want to keep all
- the units for your colony and Autotrade will trade none of them. If you set
- the Retain figure to 0% it means that you do no wish to keep any units and
- Autotrade may trade any or all of the units. Note: Remember that fuel, food,
- ore and weapons are needed by your colony so it is inadvisable to set the
- Retain figures to 0% or probably any figure under 50%. Remember, if Autotrade
- trades these units then you have none left for your colony. Gems and Tech
- Goods are not used by the colony so it is safe to trade them all. Typically,
- you may set the Retain figures as follows:
-
- Fuel 50%
- Food 80%
- Ore 50%
- Gems 0%
- Weapons 50%
- Tech Good 0%
-
- Monitor this screen throughout the game to see what sort of surplus you can
- build up, which will help in your decision as to what Retain figures are to
- be set.
-
- MANUAL TRADE
-
- The Money Button takes you to a second Information Panel concerned only with
- manual trade.
-
- You may only indulge in manual trade once per month. After that, you will not
- be able to access this second Information Panel until the next month.
- Note that in a month where you perform manual trade, no Autotrade will take
- place.
-
- This second Information Panel is similar to the first but shows greater
- details of market trends. AVAIL UNITS shows the total number of units you
- have of each item. PRICE shows the current market price for each unit.
- SUPPLY shows how many of each type of item is available for you to buy.
- DEMAND shows how many is requested by other planets, and thus the maximum
- number to sell. There is never a fixed supply and demand for any one item.
- Supply and demand varies every month, as does the price.
-
- TRADING
-
- First click on the button corresponding to the item you want to buy or sell.
- Then click on buy or sell. Assuming that there is a supply or demand for that
- item you will be asked to type in the number you want to buy or sell. The
- transaction will then take place and the table updated.
-
- Remember not to sell all your units of food, ore, fuel and weapons, as your
- colony will require some. If there is a shortage of a certain item then it
- may be easier to buy it using this Information Panel rather than construct
- the appropriate building. Remember though that in the long term it is better to
- construct buildings to make the colony self sufficient. Prices may go up just
- when you are short of money, or there may be months when there is no food
- available to buy.
-
- Should you want your stores to make room for more important items, but find
- there is no demand for it, the `Dump' option can be used. Click on the button
- representing the item you want to dump, then, instead of chosing `Buy' or
- `Sell', click on the `Dump' button, and then type in the number to dump.
- The items will disappear from your stores.
-
- CHAPTER SEVEN - ADVISERS
-
- Clicking on the adviser button loads the adviser screen. Your six advisers
- are shown and waiting to report to you. Simply click with the left button
- over the one you wish to hear a report from. Click in the large gap between
- advisers to exit this screen and return to the game.
-
- As you click on an adviser, two panels will appear; one giving details of the
- report from the adviser, the other giving a photo with some details about the
- person. Click anywhere with the left button to finish communicating with the
- adviser. You may hear reports from as many as you wish before returning to
- the game. The advisers available to you are as follows:
-
- SENIOR PSYCHIATRIST:
-
- The Senior Psychiatric Adviser reports on the types of people in your colony,
- such as normal Colonists, Technicians, Medics, Scientists and Security.
- She also reports the current birth rate, and the birth and death totals for
- the last month and also the status of crime and the morale of the colonists.
- Keep an eye on these two reports. She also gives the Population Density
- which is the percentage of occupied Living Quarters. As long as it is at or
- below 100%, you have enough space for your colonists, but if this figure
- rises above, some of your colonists will be homeless, and their morale will
- decrease.
-
- COLONY ADMINISTRATOR:
-
- He reports details about air, food, fuel, power and ore, showing how much is
- stored, how much was produced last month, and how much was used in the
- previous month and year. Make sure that your monthly usage figures are not
- greater than the production figures. If they are, then you are not producing
- enough to support your colony - your stored reserve will be gradually used
- up causing a severe shortage, and your colony to suffer. The warning lights
- on the main screen will tell you when this happens.
-
- HEAD OF RESEARCH:
-
- He reports upon your current tech level (see Research), the number of
- laboratories and scientists you have, and the amount of money left in the
- Research Grants. Make sure you keep them topped up or scientific development
- will be restricted.
-
- CIVIL ENGINEER:
-
- He reports on all the buildings you have in your colony.
-
- FINANCIAL CONSULTANT:
-
- He reports your monthly and yearly income and expenditure. Income is from:
-
- COLONY SUPPORT GRANT: This is given every month for the first few years to
- help you get the new colony off to a good start.
- TRADE: Profit you have made from selling surplus items.
- INCOME TAX: The tax you earn from your people.
-
- SUPREME COMMANDER:
-
- He details how many of each type of tank and spaceship you own and on
- whether they are on the map of attacking an enemy city. He repors on how
- many ground-based weapons you have available, and also gives information
- on how many of your own and enemy forces have been destroyed in the game
- so far - an indication of how effective you are in combat.
-
- You can also access the adviser Information Panel without entering Advisers
- Screen, by clicking on the function keys from F1 to F6.
-
- CHAPTER EIGHT - INDUSTRY
-
- Click on this to get an Information Panel detailing your various industries.
-
- TECH indicates the current number of Technicians working in any particular
- industry. MAX TECH indicates the maximum number that can work in a particular
- industry. This is usually ten technicians for every industry building.
-
- REQD TECH is where you can specify the number of technicians required in
- each industryy (see below).
-
- VAC is the number of vacancies for each industry. This figure is basically
- the number of required technicians minus the current number of technicians.
-
- MONTH PROD summarises the production of each industry during the last month.
- Note that the last three industries have no product.
-
- The more technicians employed in an industry, the more items will be produced
- each month. However, the more technicians you have, the less colonists are
- available for other tasks such as the construction of buildings. If you have
- too many technicians, they may produce too great a surplus and your stores
- will quickly fill up. At the end of every month, all output from each industry
- goes direct to your Stores, or in the case of a Chemical Plant, to your Fuel
- Tanks. Tanks produced in a Tank Yard will appear next to the Tank Yard.
- Ships produced in a Ship Yard will appear on a neighbouring launchpad.
-
- RECRUITING TECHNICIANS
-
- To recruit technicians, click with the left button over one of the REQD TECH
- figures. Type in a new value. Over a period of several months, available
- colonists wil apply for and fill the vacancies, causing the current number of
- technicians to rise and the vacancies to fall. Once the current number of
- technicians reaches the required number, no further recruitment will be
- carried out. You are, however, able to set the required number higher than
- the maximum allowed, and in this way plan for future growth. Recruitment will
- stop when current technician levels reach the maximum, but if another industry
- building is constructed, the maximum technicians will increase and recruitment
- will start again.
-
- Recruiting allocates more colonists to industries with the largest number of
- vacancies. In other words, vacanices are filled on a pro rata basis. To force
- quicker recruitment into a particular industry, set the vacancies artificially
- higher than is required. Note: You can reduce the amount in any industry
- simply by lowering the Required Technician figure or setting it to 0. The
- surplus will be immediately sacked to become normal colonists.
-
- CHAPTER NINE - ALIEN RACES AND SPYING
-
- ALIEN RACES
-
- Simulating the activities of a space colony is fun, but it is more exciting
- if there are other aliens intent on ultimately controlling the whole of the
- planet surface. In Utopia, there are ten such races, all stored on the
- Scenarios disk.
-
- Clicking on the Spy Button on the main screen takes you into the Spy
- Information Panel. There are four levels of spying, and in each instance
- the following message will be presented:
-
- INSUFFICIENT FUNDS FOR SPYING
-
- No spying will take place unless the amount of money currently available
- in the form of the Intelligence Grant is increased.
-
- LOW LEVEL SURVEILLANCE
-
- A minimal amount of spying will be carried out, but the Information provided
- will be a mix of basic facts and speculation.
-
- NORMAL INTELLIGENCE ACTIVITY
-
- A good level and regular supply of fairly reliable Information will be
- supplied.
-
- SPECIAL OPERATIVES IN USE
-
- The best agents will be used in the field to carry out dangerous infiltration
- missions, and the level and quality of Information will be the best available.
-
- In general, it can be assumed that the higher the level, the more information
- your spies will obtain about the enemy's city, tech level and offensive
- forces, and the more warning you will be given about an imminent attack.
-
- To put money into the Intelligence Grant, click on the existing grant figure
- and enter the amount you want to add to the grant from the keyboard. This
- grant is also accumulative.
-
- Spies are sent into the field automatically - simply provide the funds, and
- the computer controls the rest. This fund will be used up by the spies over
- time, at a rate dependant upon the level of spy activity. The higher the spy
- level, the quicker the funds will be used up. Keep an eye on this figure,
- because if it falls to zero, no spying will take plae until further funds
- are allocated. The standard procedure is that one operative will set up base
- some distance from the enemy city, and from there will correlate the
- activities of the field agents, and send messages back to the colony based
- on the information passed onto them.
-
- The main window of the spy panel will show the latest spy report (if any).
- You can cycle back through previous spy reports by clicking on the button
- next to the Exit button. As you cycle through, the reports become more
- outdated.
-
- Some spy reports will come with illustrations that the spies have managed to
- obtain If there is such an illustration it will appear in the box beside the
- text.
-
- Clicking on the Exit button will return you to the main game.
-
- CHAPTER TEN - CITY DEFENSE
-
- The main reason for wanting to carry out spying is to know when the inevitable
- attack on your city wil occur, what type of weaponry the enemy will use, and
- how best to be prepared for the assault. You can be sure that the assault will
- happen at some point, and here we present a guide on how to defend your city,
- and how to counter attack. Of course, you could counterattack before they
- attack you....
-
- COMBAT
-
- You have four methods of attack at your disposal, which are tanks, spaceships,
- laser turrets and missile launchers. There is an optional fifth, Land Mines,
- but they are only available when they have been invented. We will cover tanks
- and spaceships in detail later, but first, some general ideas.
-
- Laser Turrets and Missile Launchers are fixed in position on the map, so think
- carefully where you locate them. Missiles have a limited range so need to be
- near the edge of your colony, but they also need to be protected.
- Laser Turrets are best built where they can cover a wide area without
- obstacles. For best effects, circle your colony with them to cover all
- approaches. For more details on Laser Turrets and Missile Launchers, see
- Chapter Three:Buildings.
-
- Tanks and spaceships will automatically fire upon enemies within two or three
- squares of them. For the best effect, scatter tanks throughout to act as
- sentries. Keep up reserves on the edge of your colony ready to deploy to any
- part of the map, to counter an enemy attack. Spaceships have the advantage of
- being able to fly over any obstacles, and unlike tanks they also possess
- several weapons which enables them to cause more damage when they attack. For
- greatest flexibility, keep stocks of tanks and spaceships.
-
- DEPLOYING TANKS UNITS
-
- Whilst your colony develops, you will presumably have been allowing for the
- inevitable attack, which invariably means having a number of tanks and
- spaceships on hand to spring to the defence of the colony. Victory, however,
- is not just a matter of having more and better arnaments than your enemy,
- but is also dependant upon the effective deployment of the ships. All craft
- will automatically attack an enemy craft once it is within about four squares
- of it so your priority is to manoeuvre tanks and ships into an area where they
- can carry out combat.
-
- The first step is to click on one of your tanks with the right mouse button.
- An Information Panel appears giving details of the tank you have selected,
- and also the number of tanks owned altogether. If the message `No Markers
- available' appears, then there are no markers on the map and this tank cannot
- be given orders. If one or more markers have been positioned on the map,
- they will appear in the Information Panel.
-
- You can order a tank in three ways:
-
- TO SEND THE CHOSEN TANK TO A MARKER click on the marker icon in the
- Information Panel. A message will confirm your action, for example, `Sending
- tank to marker x'. Simply click on Exit and the tank will begin moving to the
- chosen marker (See Figure 3).
-
- TO SEND SEVERAL TANKS TO A MARKER click on the marker icon, as above, but
- when the new screen appears, click on either of the two buttons next to the
- Exit button. You will be asked to type in the number of tanks you want to
- send. Once you have done this, click on Exit and several tanks will begin
- moving to the chosen marker.
-
- The two buttons are very similar in action but distinctly different. The
- one illustrated with a small flag will send several tanks nearest to the
- marker. Thus, if you enter five, the five tanks nearest to the chosen marker
- will travel towards that marker. The one with a tank will send several tanks
- nearest to the selected tank to the marker. Thus, if you enter five, the
- chosen tank and the four tanks nearest to it will be sent towards the chosen
- marker. Experiment with these modes and you will find cases when each one is
- more useful.
-
- The last button is used to stop a tank when it is moving. Tanks wil normally
- only stop when they cannot negotiate an obstacle or have reached their
- destination. You can stop them at any time by clicking this button. To make
- the tank move again, you must program in a new destination.
-
- DEPLOYING SPACESHIPS
-
- Selecting a spaceship brings up an Information Panel. The type of ship is
- given as well as details such as fuel remaining and hit points. Below, its
- current mode (orders) is given. Like the tank Information Panel, one or more
- marker icons may be shown.
-
- To send a ship to a marker, click on the marker icon and a message will
- confirm your action. The ship's Mode will change to either `Flight - land
- upon arrival' or `Flight - hover upon arrival'. Click on Exit and the ship
- will now fly to the chosen marker. Upon arrival it will land or hover
- depending upon the current mode.
-
- You can aler the mode to `Hover upon arrival' by clicking the Hover button
- when the Mode is `Flight - Land upon arrival', and vice versa.
-
- LANDING A SHIP
-
- To land a ship when in flight or hovering, simply click on the Land button
- until the mode becomes Landed. If the mode was `Flight - Hover on arrival'
- you will have to click Land twice. When you now click Exit, the ship will
- stop and land. If the ship can not land, because there is building, sprite
- or terrain feature in the way, it will automatically go into hover mode.
-
- TO MAKE A SHIP HOVER click on the Hover button until the mode becomes
- Hovering. If the mode was `Flight - Land on arrival', you will have to click
- Hover twice. When you now click Exit, the ship will hover without moving.
- If it was previously landed, it will take off and hover.
-
- BUILDING A LAUNCHPAD
-
- The last button is Build Launchpad which enables an Explorer ship to have
- the option of building a launchpad. To do this however, it must be landed.
- When you select Build Launchpad, the ship will take off and scaffolding will
- appear on the ground below it. If it is not possible to build the launchpad
- due to obstructions, the ship will abort and simpy land again. Otherwise, it
- will remain hovering until the launchpad is built and will then automatically
- land upon it.
-
- FUEL USAGE
-
- Once a ship has been built it will not certain any fuel unless there are fuel
- tanks nearby. If a ship is built and there are no fuel tanks around the
- launchpad a fuel tank will have to be built before you can fly the ship.
- But remember, fuel tanks can only be filled if there is a chemical plant in
- the vicinity. Ships use up fuel performing the following actions:
- landing, taking off, flying and hovering. If possible, land a ship when not
- in use in order to preserve fuel. YOU CAN REFUEL A SHIP BY LANDING IT ON A
- LAUNCHPAD, BUT ONLY IF IT IS WITHIN EIGHT SQUARES OF A FUEL TANK.
- The ship will automatically refuel, attempting to fill its entire tanks if
- there is sufficient fuel available. Tanks never use fuel.
-
- ATTACKING AN ENEMY CITY
-
- Defence is only half of the combat, and although you will never see the enemy
- city except in the spy reports, you can attack it, and send your craft destroy
- it.
-
- Once your spies report the location of the enemy city, you can opt to send
- tanks and spaceships to attack it. This is your change to damage their city
- and stunt their development, or even totally destroy them once and for all.
- When your forces are sent to attack the enemy city, they are removed from
- the map and therefore can play no part in defending your own colony. The
- actual attack upon the enemy city is handled by the computer. Reports may
- be receiver about its progress from your spies, via the Spy Information
- Panel, and the strength of your forces at the enemy city can be seen by
- looking at the Supreme Commander Adviser. An option to send reinforcements
- is available at any time.
-
- To send a spaceship to the enemy city, access the ship in the normal way,
- then click on the Alien City Button. When you exit the sprite Information
- Panel, the spaceship will fly off the map towards the enemy city and
- automatically attack upon arrival.
-
- To send one or more tanks, access the tank in the normal way, then click on
- the Alien City Button. You will be promted for the number of tanks to be sent,
- and those nearest the tank clicked on will be sent to the enemy city and
- automatically attack on arrival.
-
- CHAPTER ELEVEN - USING DISKS
-
- Clicking the Disk Button on the main screen takes you into the disk option
- screen and from here, you can load and save games as well as load new
- scenarios.
-
- At the bottom of the screen is a message panel used for instruction. Above
- that is a listing window which can hold the names of the ten save areas on
- your disk, or the ten scenarios on the scenario disk.
-
- There are six control buttons:
-
- 1 EXIT
-
- This button returns you to the game.
-
- 2 MUSIC
-
- This button turn audio on or off in the game
-
- 3 FORMAT GAME SAVE DISK
-
- Before unfinished games can be saved, a blank disk must be formatted.
- Insert a blank disk in the internal drive and click on Format. You will be
- reminded that if you continue the Format process, all data on the disk will
- be destroyed. Either press Return to continue the Format or click the mouse
- button to abort. After you press Return there will be a short delay and then
- the disk will be ready for use.
-
- 4 SAVE GAME
-
- Insert the formatted game save disk in the internal drive and click the left
- mouse button.
-
- The listing window will display the names of any games already saved on the
- disk. An entry named Empty indicates that nothing has been saved there yet.
- There are ten save slots. Click on the slot in the listing window you want
- to save the current game into. You then have the choice of naming the saved
- game or accepting the computer's generated name. By default, the computer
- will name the game with the current colony date. (e.g. `05/05/2092'.) Simply
- click the left mouse button to accept this name, or press Return if you want
- to enter your own name. If you choose a title of your own, a cursor will
- appear in the listing window. Type in your name (up to sixteen characters)
- and press Return. (You may delete characters by pressing Backspace.) The game
- will now be save onto the disk in the slot you have selected.
-
- 5 LOAD GAME
-
- To restore and continue playing a game you have previously saved, click on
- Load Game. Insert your game save disk in the internal drive and click the
- left mouse button. The listing window will display the names of any saved
- games on the disk. Slots marked as Empty are exactly that. Click on the slot
- containing the name of the saved game you wish to load. It will then be
- loaded, and when Exit is clicked, the game can be played.
-
- 6 LOAD SCENARIO
-
- To load a different scenario, click on Load Scenario. Insert a scenario disk
- in the internal drive and click th eleft mouse button. The listing window
- will display the names of the scenarios on that disk. Click on the slot
- containing the name of the scenario you wish to load. When you click Exit,
- you will now be playing this scenario.
-
- 7 TUTORIAL
-
- See Quick Start Guide for futher details.
-
- 8 MUSIC DISK OPTION
-
- While playing Utopia there is the option to play background music and sound
- effects. Alternatively you can de-select either i.e. you can play music with
- or without sound effects, or both off. PLEASE NOTE THAT UNLESS YOU HAVE
- EXPANSION MEMORY YOU WILL NOT HAVE THE MUSIC OPTION, YOU CAN ONLY PLAY THE
- SOUND EFFECTS.
- To select a piece of music while playing Utopia click on the Select Music
- button. The listing window (10) wil display the tunes available. Click on
- the slot containing the name of the tune you wish to load. The tune you have
- selected will then load and commence playing. To return to the game click
- on the Exit button.
-
- 9 SOUND FX ON/OFF
-
- This button turns the sound FX on or off in the game.
-
- CHAPTER TWELVE - INFORMATION
-
- RESEARCH
-
- Your scientific level is rated on a scale of one to ten, called Tech Level.
- The game begins at Tech level one, and will progress up levels as scientific
- research is carried out. The three factors needed for research are:
-
- SCIENTISTS
-
- Recruit using the Industry Information Panel.
-
- LABORATORIES
-
- Construct them by using the Build button on the main screen.
-
- MONEY
-
- Set the two grant figures in the finance organisation panel by clicking
- Finance on the main screen. Scientific research will actually occur if you
- provide no money at all, but it will be painfully slow. For best results,
- recruit as many scientists as you are able to and put as much money into the
- two Research Grants as you can afford. Also, as the grant totals get lower
- over time, remember do deposit more money so that research is not interrupted.
-
- You will be told when the tech level is advanced and also of any inventions
- that are made and how they can be implemented. It is impossible to go down
- tech levels, so once an invention is made, the benefits of it are reaped for
- the entire game. The two grants are used for different aspects of Research:
-
- MILITARY GRANT
-
- Most research draws from this fund, striving for the development of new
- weaponry or better defence systems to deter enemy attacks.
-
- CIVILIAN GRANT
-
- Non-military research draws from this grant, resulting in inventions that
- serve no purpose in war but assist nonetheless. Al research into environment
- sciences is also made using the Civilian Grant. It is therefore vital to
- supply a Civilian Grant as well as a Military Grant, to enable your
- scientists to invent new ways of making the industrial environment friendly,
- and thus improve the Quality of Life figure.
-
- RANDOM EVENTS
-
- Several events may occur during the game that have nothing to do with the
- enemy, and which can either help or hinder. Normally, a message will be
- received to inform you of what is going on, or the `Go to Event' warning
- button will flash. Clicking on this will take you to the scene of the event
- in order for the situation to be assessed. Clicking on it again will return
- you to your previous location. All the events are self explanatory, but we
- leave you to discover their effects for yourselves.
-
- CRIME
-
- It is in your interest to keep crime down. Crime, however, wil increase as
- the population rises and as the morale and quality of life of the colonists
- deteriorates. See Security HQ for the way in which a Security team can be set
- up to seek and arrest criminals. Crime tends to follow these patterns:
-
- THEFT - Crime cartels operate within your colony. The people decide that you
- are not giving them a good deal so they band together in teams and hack into
- your colony financial computers. Be prepared to see crucial colony funds
- disappearing.
-
- MURDERS - More serious. Expect to see regular deaths in and around your colony.
- Such murders lower the people's morale rapidly.
-
- TERRORISM - Expect to receive bomb threats from terrorists if the management
- of the colony proves unsatisfactory to the people. Terrorists are without
- mercy and will simply destroy colony buildings with no apparent reason in
- order to voice their protests. More security men should be recruited if you
- suffer such attacks and it is crucial that the running of the colony is
- effectively improved.
-
- ASSASSINATIONS - This is your final hint that it is time you retired - the
- colonists will employ an off-world assassin to murder you. You may receive
- warnings or you may not.
-
- SCENARIOS
-
- The scenario disk comes with ten different scenarios to play. The scenarios
- can be played in any order by accessing the disk options screen (see Disk
- Button), but it is advised that they are played in the position set as they
- are in order of increasing difficulty. In each scenario a colony is commanded
- on a different planet. Each planet is home to a different alien race which,
- like you is not indigenous, but is aiming to establish a colony on the planet.
- In turn, each alien employs different tactics to attack the colony; some use
- primarily air-based weaponry, others landbased, whilst others employ a mixture
- of both. The game you are playing can be saved at any time, to continue later,
- again by accessing the disk options screen. You can use the same screen to
- load the further expansion disks that Gremlin will issue in the next months.
-
- COLONY SIMULATION
-
- This section gives a insight into the simulation involved. The exact rules are
- not given, but these notes should assist you in gaining more of an
- understanding of the game. it outlines background information only and can be
- completely ignored without having an adverse affect on your playing ability.
-
- Free Colonists are available to do any type of job, and each month, free
- colonists may be recruited to perform the following tasks, in order of
- priority:
-
- COLONY SUPPORT
-
- Colonists are taken to work in the Hydroponic domes, Power Stations and Life
- Support to ensure an adequate supply of food, power and air.
-
- CONSTRUCTION
-
- Colonists are employed to work on any constructions that have been ordered
- to be built.
-
- INDUSTRY
-
- A certain number of Colonists are recruited to fill vacancies in industry,
- but if too many buildings are constructed at any one time, not only will all
- the free colonists be used up, but industrial vacancies will not be filled.
-
- The number of deaths each month depends upon the number of enemy attacks and
- the level of supplies of food and air. If there is a shortage of either, the
- death rate will rise dramatically. However, it can be lowered by building
- Hospitals and recruiting medics. Statistics can be obtained regarding the
- number of each type of colonists and the birth and death rate from the
- Senior Psychiatric Adviser.
-
- The morale of your colonists is very important to the simulation, and is
- affected by numerous factors, many of which also effect Quality of Life.
- In particular, crime is very influential upon lowering morale. The Senior
- Psychiatric Adviser gives an indication of the colonists' morale.
-
- TROUBLE SHOOTING GUIDE
- __________________________________________________________________
- | |
- | THIS SECTION CAN BE USED TO RECTIFY PROBLEMS WHICH MAY |
- | ARISE AND WILL ENABLE THE COLONY TO REGAIN A BATTER EQUILIBRIUM |
- |__________________________________________________________________| YOU HAVE TRIED TO CONSTRUCT A BUILDING ON THE MAP BUT ARE UNABLE TO.
-
- A: You are trying to build on top of another building.
- A: You are trying to build on top of a sprite.
- A: You are trying to build on wreckage or a terrain feature.
- A: You do not have enough money to build it. Try later.
- A: You do not have enough colonists available to build it. Try later.
- A: The colonists are at a sports event or are on strike.
-
- Q: INFORMATION CANNOT BE OBTAINED BY CLICKING ON BUILDINGS.
-
- A: You must be in information mode. Click the right mouse button.
- A: The game is paused. Unpause it.
-
- Q: YOU CANNOT PERFORM MANUAL TRADE.
-
- A: You have already performed manual trade this month.
- A: Trading computers are inoperative. Wait for them to be fixed.
- A: You have no active Command Centre.
-
- Q: TOO MANY COLONISTS ARE DYING.
-
- A: The colony birth rate is set too low. Change it to a higher level by
- clicking on a hospital.
- A: You have insufficient food or air. Check to see if the main screen warning
- lights are flashing. Build Hydroponics to produce more food, and Life
- Supports to produce more air.
- A: If your population is large (perhaps several hundred or more), you may need
- to build more than one Hospital. Multiple Hospitals lower the death rate,
- but remember to recruit enough medics.
- A: Your colony is overcrowed. Check with the Senior Psychiatric Adviser to
- find out what the Population Density is. If it is 100 or more, build more
- Living Quarters.
- A: Colonists are being murdered. Check with the Senior Psychiatric Adviser
- to find out what the crime rate is. If it is too high, build Security HQ's.
- A: People are duing from a virus. They will eventually recover, but more
- quickly if there are one or more Hospitals and plenty of medics.
-
- Q: INDUSTRIAL VACANCIES DO NOT SEEM TO BE FILLING.
-
- A: All colonists are being used in construction. Try later.
- A: There are too many vacancies but not enough colonists. The vacancies will
- be filled eventually, but it may take time.
-
- Q: NO TANKS ARE BEING BUILT.
-
- A: Ensure you have plenty of weapons and ore units in your Stores. If you do
- not, then either use trade to purchase some or build mines and Armament
- Laboratories, remembering to recruit technicians for them.
- A: Ensure your Tank Yards have a neighbouring free space for the tank to
- appear into.
- A: Ensure you have an active Command Centre.
- A: Recruit more technicians into the Tank Yards.
- A: You have insufficient power. (The Power warning light on the main screen
- will be flashing.) Produce more power by building Solar Panels or Power
- Stations.
-
- Q: NO SPACESHIPS ARE BEING BUILT.
-
- A: Check all the points given above for help with constructing tanks. All
- factors apply to spaceship construction too.
- A: Ensure your Ship Yards have a neighbouring launchpad for the spaceships
- to appear into.
- A: Check that you have instructed the Ship Yard to build a ship. Click on
- the Ship Yard with the right mouse button and it should confirm that one is
- under construction. If not, follow the instructions in the manual for
- constructing spaceships.
-
- Q: YOU CANNOT GET A TANK TO MOVE.
-
- A: See the section in the manual on using markers. First, place a marker then
- select the tank with the right mouse button, making sure your tank has a
- possible route to the marker. If the route is exceptionally complicated the
- tank may fail to get to its destination.
-
- Q: YOUR MINES AND/OR CHEMICAL PLANTS DO NOT SEEM TO BE PRODUCING MUCH
- ORE/FUEL.
-
- A: Recruit technicians to work in them. Use the Industry Information Panel.
- A: Use the Map Screen to check that they are built on squares with Ore/Fule
- deposits. If you cannot see any, then make an effort to explore more of the
- planet in order to discover deposits.
- A: Your Stores/Fuel Tanks are full. Build more.
-
- Q: SPACESHIPS ARE RUNNING OUT OF FUEL AND CRASHING.
-
- A: Ships are automatically refuelled whenever they land upon a launchpad,
- providing you have enough fuel stored in Fuel Tanks. Make sure you land
- spaceships on launchpads regularly, so that they refuel.
- A: For ships to refuel, a Fuel Tank must be within a few squares of the
- launchpad. Make sure that Fuel Tanks are not built too far away.
- A: Your Fuel Tanks are empty. Construct Chemical Plants or purchase fuel
- using trade.
- A: Always try to land a ship (not necessarily on a launchpad) when not in use
- to conserve fuel. Hovering in the air uses up fuel.
-
- Q: THE CRIME RATE IS HIGH.
-
- A: Construct more Security HQ's and recruit Security men to work in them.
- This will lower the crime rate but it may take a couple of months.
- A: Raise the Quality of Life and Morale of your colonists. Read the
- appropriate sections in the manual to see how this can be done.
-
- Q: NO RESEARCH SEEMS TO BE TAKING PLACE.
-
- A: Build more Laboratories and recruit Scientists.
- A: Put more money into Research Grants, using the finance organisation panel,
- but remember to keep topping up the grants as they are depleted.
- A: Research takes time. The Head of Research Adviser will hint when you are
- close to obtaining invention.
-
- Q: YOU KEEP BEING TOLD TO BUILD MORE STORES.
-
- A: As your colony increases there will obviously be a need for more stores
- but those you have may be used inefficiently, so if you have a large
- surplus of an unused item, it should be traded.
- A: There is a surplus of a particular item but no demand for it when you try
- to sell it, the Dump button in the trade Information Panel can be used to
- destroy the items and free up your stores. No money for these items will be
- received, of course.
-
- QUALITY OF LIFE
-
- The Quality of Life is affected by many factors, too numerous to mention here.
- The following list, however, will provide you with an idea of some of the
- factors that will alter the Quality of Life.
-
- CRIME: Obviously, the lower the crime rate, the higher the perceived Quality
- of Life will be.
-
- MORALE: Aim to keep your people satisfied with enough air, food, power, living
- space and so on. Also hold regular sporting events to keep them entertained.
-
- BATTLES: Winning battles or defeating an enemy attack will raise the morale of
- the people. Conversely, if the enemy manages to repel an attack, or even
- destroys sections of the city, the morale of the people will fall, thus
- affecting the Quality of Life.
-
- TECH LEVEL: As scientific knowledge is increased, devices will be created to
- make life easier and safer for the colonists.
-
- COLONY SIZE: In a well organised and established colony, there will be a
- feeling of greater security.
-
- POPULATION: The larger the population the easier and more interesting life is,
- as the work load can be shared and the people can interact socially on a
- larger scale.
-
- DEATHS: A low death rate along with controlled births leads to feelings of a
- personal well being and security.
-
- TAXES: Keep taxes as low as possible and the people will be grateful.
-
- COLONY LAYOUT: Try to keep an ordered colony, and clear away any wreckage.
-
- ENVIRONMENT: As industry expands and you embark on large construction
- projects, pollution of the environment will become a problem. Invest in the
- Civilian Research Grant which will be used to develop means of removing this
- waste thereby making your industry more environmentally friendly.
-
- INVENTIONS
-
- As the tech levels are increased, new devices will be invented. When this
- happens an Information Panel will appear to describe the device. As a result,
- the graphics in the relevant section will alter, for example buildings will
- change to the new type.
-
-
- BOMB DETECTOR
-
- An invention of a totally new and sensitive scanning device has been installed
- throughout the colony, especially at all launchpads and flight terminal
- buildings. As a result, even the smallest trace of any known explosive will
- be detected, and thus any likely terrorists or enemy saboteurs will be
- apprehended.
-
- COMPRESSED FUEL TANKS
-
- A new way of storing fuel safely under great pressure has been discovered,
- allowing the storage of greater amounts in your fuel tanks. All future Fuel
- Tanks you build employ this technique.
-
- FUSION CRUISE SPACESHIP
-
- A marvellous new discovery in nuclear physics has allowed your scientists and
- engineers to design a new Cruiser Spaceship that uses nuclear power instead
- of fuel. The main advantage of this is that such ships never require
- refuelling and are easier to construct. To build one, click on the graphic for
- it in the Ship Yard Information Panel. Constructing a Fusion Cruiser still
- requires ore and weapons though.
-
- FUEL DETECTOR
-
- A new geological sonar device has been developed with the capacity to scan
- the entire surface of the planet for underground fuel deposits. Use the fuel
- mode on the Map Screen to see all fuel deposits on the map.
-
- HDX MISSILE LAUNCHER
-
- The weapon technicians and chemists have devised a new explosive called
- HDX (High Devastation eXplosive.) which has proven to be considerably more
- effective against enemy armour than normal missiles. The HDX warhead has less
- mass, and so the missile has a greater range, guided by artificial
- intelligence. All future Missile Launchers that are built will use this new
- HDX missile.
-
- HOVER TANK
-
- Engineers have developed a new tank to supersede older tanks. From now on
- only these new Hover Tanks will be constructed. They have advanced armour and
- weaponry and also possess the means to hover up to 5m above the ground,
- allowing them to drive easily over moss, rocky terrain, ice floes, etc.
-
- LAND MINE
-
- These intelligent mines can be placed all around your colony, and will only
- detonate when enemy land vehicles pass over them. To drop a land mine,
- select the Land Mine graphic from the Build Information Panel and proceed
- as if you were constructing any normal building. Mines cannot be moved once
- laid.
-
- LONG DISTANCE RADAR
-
- The range of your radar installations has been enhanced by employing new
- greater penetration microwaves. All future Radars that are built will be of
- this type and are represented by a different graphic. Use the Radar Mode in
- the Map Screen to see the are of effect of these new radars. Note: the Radar
- building in the Build Information Panel will now change to a Long Distance
- Radar graphic.
-
- MATTER TRANSPORTER
-
- An incredible new discovery paves the way for future matter transportation
- instantaneously between two points. At present, only liquids can be
- transported. This building offers the facility to refuel your spaceships in
- flight. Every month, fuel is drawn directly from the Fuel Tanks in the colony
- and beamed into the tanks of your spaceships. If you possess a large number
- of spaceships, it is advisable to construct several of these Transporters,
- which should be in the proximity of Fuel Tanks.
-
- METEOR SCREEN
-
- A new scanning device has been developed which can detect meteors on their
- approach to the planet from deep space. Once detected, a high-performance
- pulse laser is able to destroy the meteors harmlessly whilst still 100,000
- km away. Consequently meteors will now pose no threat to the colony.
-
- ORE DETECTOR
-
- A new geological scanner has been produced which has the capability to scan
- the entire surface of the planet for underground ore deposits. The location
- of all ore on the planet is now shown, and Mines can be positioned more
- effectively. The ore mode on the Map Screen can be used to see all the
- deposits on the map.
-
- SPACE MOSS CONVERTOR
-
- All the planets that are cleared for colonisation are covered by a strangely
- coloured space moss. It seems impervious to atmospheric conditions, storms
- and animals, and can even live and grow in a total vacuum. A way has been
- discovered to extract life-giving oxygen from the moss. By placing Space
- Moss Convertor buildings on it you can produce air for your colonists to
- supplement the output from the Life Support buildings. When invented, a new
- graphic for the Space Moss Convertor will appear on the Build Information
- Panel. Construct one just like any other building, except that it must be
- built on top of Space Moss.
-
- PLASMA GUN
-
- Scientists have now found a way to increase the power of your Laser Turrets,
- calling this new weapon a Plasma Gun. They are built and used in exactly the
- same way as Laser Turrets, but are more devastating. The Laser Turret building
- in the Build Information Panel has now changed to a Plasma Gun graphic.
-
- MORGRO HYDROPONICS
-
- Research into new bio-technology has resulted in the discovery of more
- efficient means of growing food. Though this new biotech allows food to be
- grown from basic algae building blocks, it can be shaped and flavoured to
- resemble any food. All future Hydroponics that are built will use this new
- Morgro design. The Hydroponics building in the build screen has now changed to
- a Morgro Hydroponics graphic.
-
- SOLAR GENERATOR
-
- Newly mastered superconductor technology can now be used to improve your
- Solar Panels. Each Solar Generator will produce twice as many MegaWatts as
- a normal Solar Panel. The Solar Panel graphic on the Build Information Panel
- has now changed to a Solar Generator graphic. You can no longer build normal
- Solar Panels.
-
- SPY SATELLITE
-
- A remarkable new satellite has been launched into orbit which can monitor the
- surface of the planet enabling the detection of enemy movements, even before
- the radar does. This is a crucial early warning device, which overrides the
- use of radar installations. All enemy units can be shown whenever they appear
- on the map, using the Map Screen.
-
- TANK TELEPORT
-
- A breakthrough in high energy physics has pioneered a means of beaming matter
- from one place to another. The Supreme Commander advises the construction of
- several Tank Teleports (select from the Build Information Panel) as a means
- of sending tanks immediately to the area where the enemy may attack.
- To teleport a tank, drive it onto any Tank Teleport square, click on the Tank
- Teleport with the left button whilst in Information mode and an Information
- Panel will pop up indicating which of the eight markers have been placed on
- the map. Simply select the destination marker and click on Exit and the tank
- will appear immediately att that marker.
-
- VACCINATION
-
- An occupational hazard of establishing a colony on a remote world is that
- indigenous bacteria often attack our immune systems. Some enemy races have
- also been know to unleash a deadly strain of virus on the colony, taking
- their toll on the lives of colonists and their morale. Medics have developed
- an adaptable proto-enzym that can seek out any new strain of virus and attack
- it, altering its own DNA to usa the best means of attack. As a consequence
- your colonists now have virtually complete immunity to any future viruses.
-
- COPYRIGHT NOTICE
-
- Deprotected by SKID ROW.
-
- CREDITS
-
- Original game concept by ............ Graeme Ing
- Robert Crack
-
- Programming by ...................... Graeme Ing
-
- Addition game concept by ............ Sean Kelly
- James North-Hearn
-
- Manual by ........................... Sean Kelly
-
- Graphics ............................ Berni
-
- Music and FX by ..................... Imagitech Design Limited
-
- Product testing and evaluation by ... Tony Dawson
- Matt Furniss
- Rob Bowman
- Anthony Casson
-
- Produced by ......................... Gremlin Graphics Software Limited
-
-
-
-
-