1834 lines
85 KiB
Plaintext
1834 lines
85 KiB
Plaintext
UTOPIA - INSTRUCTION BOOKLET
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Original & Docs by Scout
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If you like this game, please consider buying the original
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CHAPTER ONE - THE SCENARIO
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`Movement in sector Y6 commander.'
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`What is it?'
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`Unknown. I estimate it to be a number of vehicles travelling at 200 kmh.
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It's in the region of Kamzi City, and they're moving in this direction.
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ETA fifteen minutes.'
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`Assemble the Battle Council in room C6. Get me ground and air reconnaissance
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reports now!'
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Stepping into his office, Pacharelli closed his door and leaned against it,
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taking a deep breath. `It could be an error in the monitoring equipment',
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he thought. He knew it wasn't. He also knew it wasn't interference, it wasn't
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some of his own craft, and it wasn't a mistake. The attack the colony had
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been expecting for several weeks now seemed to be under way.
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Taking another deep breath, he left his office, and hurried to the lift.
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Coming out of the lift, he cleared his throat, knowing that any wavering in
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his voice might be interpreted as uncertainty.
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He reached Council Room 6, to be met by his assembled council, and numerous
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computer operators.
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`Air reconnaissance: report'
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`As yet nothing has been sighted. However, spy reports suggest that...'
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`Yes, I've read the reports. Ground reconnaissance: report.'
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`Vehicles now indentified as Kamzi assault craft, all heavily armed.
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New ETA: Ten minutes.'
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`Defence, what's the status?'
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`We're on full shield, full radar and all defence turrets are operational.
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We are as prepared as we'll ever be.'
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'Then, council, give me some defence stratagems.'
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Jordans' deep Lurethan brogue filled the room. `I suggest we despatch a
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squadron of bombers to intercept them immediately. That way we can dispose of
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them and avoid unduly worrying the people.'
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`I disagree', interjected Delfi, her aggressive tone seeming somewhat
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misplaced. `If we intercept them with bombers, then we leave the city
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vulnerable to an air attack. Intercepting with tanks at ground level, whilst
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preparing for an aerial battle would strike me as a more intelligent ap-
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proach.'
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`Engineering, how soon will the spaceships be ready for launch?'
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`Five, maybe ten minutes.'
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`Then it's academic. Red Alert status. Prepare all defences for immediate
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deployment, and also make sure that all evacuation craft are ready for
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immediate use. Council, prepare for battle.'
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`Enemy craft should be in combat range within two minutes. I am projecting
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visual onto main screen now.'
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The screen cleared of the radar map and showed the view from one of the
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reconnaissance cameras mounted outside the city. Five assault craft were
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seen speeding across the ground, the rough terrain causing them no problems.
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`Lieutenant Delfi, magnify one of the craft....... okay. Engineering, any
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information on those roof mounted missiles?'
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`Nothing as yet, but we will have soon; scanners are showing massive amounts
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of energy being converted of each of the craft, and I suspect that the
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missiles are being prepared for launch at any moment.....'
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The five craft all launched their missiles before grinding to a halt,
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throwing up clouds of dust and gravel. Having stopped, they spun on the
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spot and headed back across the desert.
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The screen changed, showing the large plan view of the city again, now with
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five blips heading towards it. In an instant, five more blips appeared, this
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time moving from within the city, to intercept the incoming missiles.
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As they met, four of the blips disappeared, leaving the remaining six to
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pass each other.
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`They must have some sophisticated cloaking device on the missiles to enable
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them to get through. Divert power to all perimeter defences for maximum
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defensive efficiency.'
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`Missile impact any second now.... Full screen on predicted perimeter
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defence...'
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The screen changed again to show the three missiles hurtling towards the
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cities defences. Base turrets were showering the missiles with fire, most
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missing as they spun and arced their erratic way onwards. One was hit, and
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exploded into vast plumes of green smoke that, heavier than the atmosphere
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of the planet, slowly fell to the surface to form an eerie green fog.
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`What the....'
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`Sensors are indicating a bacteria Commander, and if reaches any of the
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processors it's going to be in the system in minutes.'
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`Close all processors and go to emergency air supplies. How long do we have?'
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`Fourteen days of air, then we're in trouble.'
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`Commander, the other missile.....'
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Pacharelli turned to face the screen to see one of the missiles hit the
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rerserve command centre, which then imploded leaving a mass of scaffolding
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and wreckage.
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`What the hell happend to defence? How did that missile get through.
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And where's the other?'
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`We've hit the first one, Commander. The seond got through because according
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to our monitors and defence, it didn't exist.'
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`Commander, you're not going to like this; there are four more groups of five
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vehicles heading towards us. ETA on the first group is just five minutes.
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Suggest we order the..'
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`Evacuation of all civilian personnel. Agreed. Immediately.'
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The third wave of missiles was now striking, and the other two were lining
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up to take advantage of the hole that the second wave had so effectively
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made in the colony defences.
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`Commander, we've no change. There's no way we'll be able to neutralise
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the third wave. They've left us wide open. Unless we evacuate all staff now,
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we'll be dead within the hour.'
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`No. We'll stay and fight. There has to be a way to defeat them.'
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Delfi was annoyed now. `Commander', she exclaimed, `With all due respect,
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I don't see why we should all stay here and die just because you've got some
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insane idea of going down with your ship. All civilians are evacuated, and
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if the remaining staff are evacuated now, the odds are we'll save at least
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ninety percent of the colony population.'
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Pacharelli tried to rationalise such an easy and effective assault on his
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city and he couldn't believe that his defences had been breached so fast.
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He hesitated a moment, then cleared his throat again.
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`You're right. Signal the evacuation now. Set colony auto-destruct for
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ten minutes.'
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He was, of course, the last to step into the passage leading to the
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evacuation craft. Behind him he could hear the sound of his colony being
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thoroughly destroyed and razed. He stepped into the airlock, awaited the
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signal, and opened the door leading to the evacuation craft.
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A second later, stepping out of the airlock, he was greeted by Livono, his
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friend over many years of work for the Colony Project. Behind Livono, people
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bustled by, carrying out their usual duties. It was as loud as any other
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busy office corridor.
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`Well done Pachie, not a bad display', said Livono, handing Pacharelli
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a coffee.
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`No change... I was lousy. One destroyed colony, nine percent casualties.
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No change. I'll never get the post.'
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`You don't know that yet.'
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`Come off it. I've no change. What did you manage?'
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`Saved the colony with twelve percent causalties. But it's irrelevant.
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Yours was an entirely different simulation. It was, if I'm not mistaken,
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pretty much the exact circumstances and events leading up to the Evanreisna
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Sector Four catastrophe twenty six years ago.'
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`Nope, can't remember. You'll have to enlighten me.'
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`Okay. The colony was lost there too, but with some differences.
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The Commander decided to stay on and fight, but couldn't figure out why
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they had hit the reserve command centre instead of the active one.
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As it turned out, the reason was so that the command centre, and the council
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staff, could be captured. They used them to access the Colony Program
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computers and provide other information.' Livono paused.
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`And?'
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`As an immediate consequence of the information they managed to extract, we
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lost seventeen neighbouring planets and all the various research projects
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being carred out on them. As an ongoing consequence we've lost the whole
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Sector Four, at a conservative estimate six thousand colonists, and so far
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twenty nine planets and still counting. You got away with one lost colony
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and four hundred casualties. Slight difference.'
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`All the same, perhaps there is a way of saving the colony and going on
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to destroy the... what are they called...Kamzis, that's it.'
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Livono thought for a second. `I doubt it. Classic text book mess up first
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time round, that's for sure. C'mon, let's have a proper drink.'
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Pacharelli took a deep brath and cleared his throat. He knocked on the door,
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and heard a muffled sound from beyond it. Taking it for assent to enter, he
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pushed the door open to be greeted by a long table, a chair on one side,
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and five on the other, occupied by various high ranking officers and
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division heads.
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`Welcome Commander', said the tall man seated in the middle. Standing, he
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offered an outstretched hand to Pacharelli.
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`Allow me to introduce myself. I'm Senior Colony Project Commander Bossuet,
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this is Senior Colony Social Administrator Torrapan, this is Senior Colony
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Preservation Commander Spiranza....'
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He nodded to each in turn.
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`Senior Colony Psychiatrist Delfi you have already met of course, and finally
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Senior Colony Project Director Coleman.'
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Each nodded in turn as they were introduced, with only Delfi offering a
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`Hello'. Beyond the cursory nods. Bossuet was the first to spreak.
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`We were all impressed with your performance yesterday. As you will probably
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know by now, your simulation was based on the facts that we know about the
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Evanreisna disaster.'
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`Yes, I realise that now, but what I'm not certain of to any degree is why
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that particular scenario. I mean, all the others were given colony crises
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scenarios that were self contained.... like collapses of vital systems,
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or... or things like that. It's just that mine was so different from anything
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that anyone else had to do.' Pacharelli paused for a second, and was about
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to continue his questions when Delfi interrupted.
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`Your colony adminstration skills are beyond question. The work you've been
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doing on the Gata-Epsilon Space Station, and latterly on the associated
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colonies, have left us in no doubt about that. What we didn't know about
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was your battle logic. How you would react to a basic no win situation.
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Your... I hesitate to use the word pig-headed....'
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`I would prefer headstrong.'
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`Quite. Your....headstrong nature is well documented, and commonly regarded
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as one of your more predominant traits. What we needed to do was to put you
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in a sitatuion where it was obvious that you would wish to fight to the last
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to defend the colony, but whether you would be able to recognise such a no
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win situation or not, and get out with as many people alive and as little
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physical loss as possible.'
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Spiranza spoke next.
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`In the event, you exceeded our expectations, actually saving the second
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highest number of people on that virtual reality simulation ever.'
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`Who saved more?'
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`Me, but that's not the point. You performed more than admirably, and as
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a consequence we are offering you the role of Colony Leader in the proposed
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colonisation of the Omicron-Kappa planets orbiting the Rhebus sun.
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`Now this is going to be a diffcult task, which involves the colonisation
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of ten planets. Unfortunately, Rhebus is on the edge of the Open Systems,
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and as such, the chances of the Vacullo Federation having outbases there
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are pretty good. This means as well as establishing the colonies, you are
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likely to meet with resistance on some, or even all of the planets as you
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progress. If you decide to decline this opportunity it won't be held against
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you if you apply for another posting later.'
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`Here', said Torrapan, `is a file containing all the information we have on
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the systems which you might find useful in making your decision.'
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He handed a file to Pacharelli as he stood up.
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Pacharelli followed suit, and stood.
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`That is all Commander Pacharelli. You must now decide. Good Luck.'
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He shook each of the five outstretched hands in turn, and walked to
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the door. Closing it behind him, he leaned against the wall and allowed
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his head to fall slowly back against the wall.
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`Yes!'
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CHAPTER TWO - INTRODUCTION
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This manual is a more in depth guide to playing Utopia, covering all the
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functions available, and indicating how everything can be manipulated to
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suit your game.
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QUALITY OF LIFE
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Whilst Utopia is an open ended game, the achievement of a high Quality
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of Life rating can be regarded as your goal. The Quality of Life figure
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on the main screen gives an indication of how the colony is managed, and
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how affluent the colonists perceive themselves to be. Earth will
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reward medals for the maintenance of a high quality of life, once 80%
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has been sustained for a length of time. Similarly, a medal wil be awarded
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at 90%. You can regard the achievement of 80% Quality of Life as an indicator
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of sufficient skill to move onto the next scenario.
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There are numerous factors that will influence the Quality of Life standing.
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It will reflect more readily long term trends, so do not expect it to start
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plummeting if tax has been increased a little. Similarly, do not think that
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as there has been no immediate change, your people are satisfied with the
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new level of tax.
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Morale can be seen as an indicator of your Quality of Life, but only
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short term. Morale is a reflection of the type of things that will affect
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your colonists, but it is a very transient thing:
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Morale might decline one day, but might rise in a month if a brilliant
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military victory is scored, whereas your Quality of Life might not change
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perceptibly throughout. A rating of current morale is available by selecting
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the Psychiatric Adviser.
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CHAPTER THREE - MAIN WORLD VIEW
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This is where all the action takes place. This window contains your view of
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the planet surface.
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Below is a brief description of each of the functions that will be found on
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the main screen. The more important, or those which lead to sub-sections will
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generally be covered in their own chapter.
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POINTER
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Practically every action in the game is carried out by moving the pointer over
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an object and clicking on it. It will normally appear as a standard arrow
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pointer on screen, but will differ in one important instance:
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Moving the pointer over the display will change it to a flashing yellow
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square. This square indicates where any action instigated will be carried out.
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If, for example, you are in `Build' Mode, and wish to place a building on the
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surface, the square indicates where on the planet surface it would be placed.
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Similarly, should you be in Information Mode, the building which is on the
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flashing square will be the one that information can be obtained on.
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1 DIRECTION ARROWS
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These direction arrows allow you to view the different areas of the planet
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surface. Click on the direction arrows with the left mouse button to move
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the display one square in the chosen direction. Click on the arrows with the
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right button to move by six squares. Holding the left button down over one
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of the direction arrows will give continuous scrolling until it is released.
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2 QUALITY OF LIFE
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This is the current Quality of Life indicated as a percentage.
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3 WARNING INDICATORS
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These will warn of certain dangerous situations which might arise. They
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will, however, only appear on the screen when needed. The indicators are:
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LIGHT BULB
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Your colony has insufficient power and some buildings or functions might
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not work adequately.
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RUNNING MAN
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A special event has happened somewhere. Click on this to move the display
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to where it is. Click again to return to your previous position.
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KNIFE & FORK
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Your colonists have insufficient food.
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O2
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Your colonists have insufficient air/life support.
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4 CURRENTLY AVAILABLE FUNDS
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This is the money currently available to you.
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5 DATE
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The current colony date.
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6 STATUS INDICATOR BOX
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This shows your current Mode. the Modes available are:
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RED "i" SYMBOL
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You are in INFORMATION Mode.
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In Build or Demolish Mode Information Mode can be entered by clicking anywhere
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on the screen with the right mouse button. In Information Mode the map can be
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interrogated by clicking on buildings with the left button. The building name
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will then appear in the Mes sage Panel. Some buildings have an Information
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Panel where more information is provoded, or where the various parametes can
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be altered. (see later)
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DEMOLISH TRUCK
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You are in DEMOLISH Mode.
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ANY BUILDING
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You are in BUILD Mode.
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This will allow buildings to be placed on the planet surface. How to build,
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and the type of building which can be constructed on the planet surface, are
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described in their own chapter later.
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7 PAUSE BUTTON
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This pauses the game. Click on it again to continue. Whilst in pause mode
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all sprites stop and no colony simulation takes place. However, several
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information gathering tasks can be performed:
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Scrolling freely about the map.
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Accessing the Advisers.
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Accessing the Map Screen.
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8 MAP BUTTON
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This will show the Map Screen. See the separate chapter later.
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9 FINANCE BUTTON
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This will take you to the financial section of the game. See the separate
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chapter later.
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10 ADVISERS BUTTON
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This takes you to the adviser section of the simulation. More on this in
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the Advisers chapter.
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11 INDUSTRY BUTTON
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Will access the section from which the industrial aspects of your colony
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can be manipulated. Again, this section has it's own chapter later.
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12 SPYING BUTTON
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The sub section which allows an exploration of the terrain around your
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colony in order to seek out other alien races. See separate chapter on
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spying later.
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13 DISK BUTTON
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Scenarios can be loaded, and partially completed games can be loaded and
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saved in this section. See the extensive chapter later.
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14 DEMOLISH BUTTON
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____________________________________________________________________
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|A NOTE ON SECONDARY SCREENS. WHEN IN A SECONDARY SCREEN OR |
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|INFORMATION PANEL, THE GAME IS PAUSED, WHICH ENABLES A FREE |
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|AND LENGTHY EXAMINATION OF THE DATA ON THE SCREEN/INFORMATION PANEL.|
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|____________________________________________________________________|
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CHAPTER FOUR - BUILDINGS
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When the Build Button is clicked on, an Information Panel will be shown
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offering the chance of selecting a particular type of building that you
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wish to place on the map. Click on any of the building graphics to select
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that building and the name and cost will then appear.
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Clicking on the arrow button (to the right of Exit) will cycle you through
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the three screens of buildings. In this Information Panel, buildings will
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change as you succeed in inventing new ones.
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When you Exit, the status indicator box on the main screen shows the selected
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building. One can be built by clicking on a free square on the display with
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the left button. As many can be built as required, or as are affordable.
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CONSTRUCTING A BUILDING
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When a building is constructed, scaffolding appears on the map where you have
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clicked. Colonists now work to erect the building chosen, which can take from
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one week to four months with an average of one month. It also takes a
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different number of colonists (typically twenty) to finish. The scaffolding
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will change to your chosen building upon completion and will become
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immediately operational. The colonists that have worked on it will now be made
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available for other work. If too much construction is undertaken at any one
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time there will not be enough colonists available for employment in this area.
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An important factor is deciding the site of an building is the proximity of a
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Flux Pod is that it is for the delivery of power and communication to the
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construction. No building should be more than twelve squares from a Flux Pod
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and thus, if you try to construct a building too far from a Flux Pod, an
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error message will occur.
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THE BUILDINGS
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Following is a brief description of each type of building, its purpose, and
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the part that it will play in the development of your colony.
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ARMS LAB
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When manned by technicians, this building produces weapons.
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CHEMICAL PLANT
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This building extracts fuel from the ground when manned by technicians.
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Fuel automatically goes to the Fuel Tanks. The actual output from a Chemical
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Plant depends upon the yield of fuel underneath it. Use the Map Screen to
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locate fuel deposits and try to build on a square in close proximity to them.
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COMMAND CENTRE
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This is critical to the security of your colony. As many can be constructed
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as you like but only one can be active at any time. In an enemy attack, the
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Command Centre will be a primary target, and it is therefore good planning
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to have another ready to take over. If your active Command Centre is
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destroyed for any reason, another is picked automatically and made active.
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Several functions are unobtainable without an active Command Centre, but
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this is left for you to find out. In the Command Centre Information Panel,
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the arrowed button, to the right of Exit, toggles the Centre active or
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inactive.
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FLUX POD
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Surplus power is automatically stored in a Flux Pod, for later use when enough
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power cannont be produced. They also determine where buildings sites should
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be, as ALL BUILDINGS NEED TO BE WITHIN TWELVE SQUARES OF A FLUX POD.
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The amount each Pod can store and the amount it currently holds, is given in
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an Information Panel when you select the building in Information Mode.
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FUEL TANK
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Surplus Fuel is stored here, The Information Panel indicates the maximum
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storage and how much is currently being held. There is also an indication
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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 |
|
|
|__________________________________________________________________| Q: 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
|
|
|
|
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|