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Utopia
The Complete Guide
ver 1.0 (5-31-99)
by Dan Simpson (manymoose@hotmail.com)
- - - - - - - - - - - - - - N O T E S - - - - - - - - - - - - - - - - -
Utopia is a Strategy game for the SNES and is something like SimCity in space.
But with the added bonus of having combat against aliens. This game isn't that
great, it's music being its WORST feature (ugh...), but it has no guides/codes
or anything anywhere that I have seen, so I have answered the call!
If the ASCII art above looks like crap, make sure your font is a FIXED WIDTH
font, like COURIER, and that your right margin goes out at least 79 spaces.
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Contents: ---------------,
| 1. The Game Itself |
| 2. Planets |
| 3. Buildings |
| 4. Strategies |
'----------------------'
1. The Game Itself
------------------
Controls: The view is isometric, so the D-Pad works like this
LEFT UP A Builds/Help/Bulldoze
\ / B Switches between tool bar and map, Cancels
\/ X Toggles between Build/Query/Bulldoze modes
/\ Y Reposition Marker (Query Mode only)
/ \ START -- nothing --
DOWN RIGHT SELECT -- nothing --
The point of the game:
You want to build a colony on another planet. Simple. Except that you
are not alone on the planet, there is also 1 species of aliens on the planet
with you. It isn't there planet either, they are also colonizing it. So
don't feel too bad when you have to waste them. So you have 2 objectives,
Build Your Colony, and Waste the Bad Aliens.
The Toolbar: (from left to right)
Zzz Button -- Pauses the game
Magnifying Glass -- Intelligence Reports
Map Icon -- Shows the maps
Hat/Construction -- brings up the building list (see 3. Buildings)
Face Icon -- Brings up your Council (see below)
Money Icon -- Brings up the Finance Report (see below)
Disk Icon -- Saves/Loads/Starts new game
The Council:
The council will inform you of everything that you are doing wrong. That's
pretty much all they do. They also give out all the raw data on your colony
which you have to interpret and deal with, they won't help you there.
Back Row:
Civil Engineer: Shows how many buildings you have, and suggests which
buildings you may need to build.
Head of Research: Shows you your research status, how many research
facilities, and how many scientists you have. If you have as many
scientists as you can get, he asks for more buildings. If you don't
have any grants, he asks for money.
Colony Administrator: Shows how much Food/Oxygen/Fuel/Etc you have and
how much you need to survive.
Financial Consultant: Shows your current financial situation, and tells
you what to do about it.
Front Row:
Senior Psyciatrist: Shows how many people are in what jobs, what the
Birth Rate and Death rate are, and what the Morale is. (you can set
the Birth Rate in any hospital in your colony)
Supreme Commander: Shows all of your military units. By the time he asks
for troops, you already need them, so build units before he asks for
them!
Financial Report:
Looks exactly like this: What this is telling you:
Economy Units Keep The Keep Percentage is how much of any
Fuel 00 80% of these things you keep per how much you
Food 96 80% make. Setting it at 80% keeps 4 out of 5
Ore 00 80% units, and throws the other one away.
Gems 00 80% This is important because STORAGE space is
Weapons 00 80% limited, and you don't want it filled with
Tech 00 80% nothing more than FOOD.
Tax Rate = 15% Taxes aren't that important early in the
Military Grant 00 game, because you are subsidized from
Civilian Grant 00 Earth, but they become your only source of
Spying Grant 00 Cash later. Military and Civilian Grants
create research in their respective areas,
Current Funds 500000 while the spying grant sends spies to your
enemy.
So how do you know how much of anything to keep? It's kinda simple. If
your colony produced 10 units of food a turn, but only ate 3, then you only
need to keep 30% or more. (it's generally better to go at least 20% higher,
in case your population grows) That way you only really produce 3 food
which is all you need. Anything that you want to sell, Gems, Weapons, etc.,
you usually want to keep ALL 100% of it.
You ALWAYS want to have Research grants going strong. Start them off with
2000 or so each, and as the game progresses, increase the grants too. This
needs to be done EVERY MONTH!
When you close that screen the Production screen opens. It looks exactly
like this:
Industry Men Prod What this is telling you:
Arms Lab 00 00 How many men, and how well they are
Chemical Plant 00 00 producing something. If you see that
Mine 00 00 you have a lot of men on a job, but
Ship Yard 00 00 they never seem to produce anything,
Tank Yard 00 00 you many not have enough raw materials
Workshop 00 00 for their job, OR not enough power for
it.
Hospital 00
Laboratory 00
Security 00
Close that and the Trading screen opens: How to sell/buy:
Trade Units Cost Supp Demd Move the hand over the
Fuel 00 06 00 36 number under the DEMD
Food 96 04 00 30 (to sell) or the SUPP
Ore 00 02 64 00 (to buy) and press A.
Gems 00 40 02 00
Weapons 00 10 02 00
Tech 00 04 02 00
Current Funds 500000
Note: You can only buy/sell when there is supply or demand for that item.
Note: You can trade only ONCE per month!
Note: Each day lasts about 3 seconds of real time
Tip: Buy gems when they are cheap (like 40) and sell them when their
price goes up to 80+.
2. Planets
----------
Name: Planet Type: Buildings:
----- ------------ ----------
Practice Red Type Planet Command Center, Flux Pod, 2 Hydroponic, Launch
Pad, Life Support, 3 Living Quarters, Radar,
Store, 9 Solar Panels
Rhendor IV Red Type Planet -- same as above --
Alpha Ceti Green Type Planet -- same as above --
Vega III Frozen Type Planet Command Center, Flux Pod, Hydroponic, Launch
Pad, Life Support, 3 Living Quarters, Radar,
Store, 16 Solar Panels
Astoria II Rocky Type Planet -- same as above, with 4 less Solar Panels --
Benezar IV Red Type Planet Command Center, Flux Pod, 2 Hydroponic, Launch
Pad, Life Support, 3 Living Quarters, Radar,
Store, 8 Solar Panels
Antares III Blue/Red Type Command Center, Flux Pod, 2 Hydroponic, Launch
Pad, Life Support, 2 Living Quarters, Radar,
Store, 8 Solar Panels
Rukbat III Green w/Rivers -- same as Benezar IV --
Beta Zan II Ice w/Chasms -- same as Benezar IV --
Herak VI Rocky Type Planet Command Center, Flux Pod, 1 Hydroponic, Launch
Pad, Life Support, 3 Living Quarters, Store,
9 Solar Panels
Gamma Lucra Blue/Red Type -- same as Benezar IV --
You cannot build anything on Planet Objects, that is Mountains, rivers, Chasms
or whatever. The exception to this is the Space Moss Converter, which can be
built on Space Moss.
3. Buildings
------------
A Dash "-" under a building indicates that that building replaces the one
above it.
Name: Cost: Time: What it does: How many People:
----- ----- ----- ------------ ----------------
Flux Pod 3000 28 days Stores 20 Power
Laboratory 5000 56 Research 10
Radar 2500 28 Scans for Enemies
Hospital 8500 56 Sets Birth Rate 20
Cures Virus'
Laser Turret 7000 18 Shoots enemies
Living Quarters 2000 42 Houses People 50
Missile 4000 42 Shoots enemies
Solar Panel 800 14 4 Power
Ship Yard 7000 84
Arms Laboratory 6000 42
Chemical Plant 8200 56
Fuel Tank 3000 28 Stores Fuel
-Compressed FT 3000 28 Stores More Fuel
Hydroponics 1500 28
Security 4000 28 10
Store 2000 28
Tank Yard 4800 28
Workshop 2800 28
Launch Pad 3000 28
Command Center 9000 42
Life Support 7000 56 400 Air
Power Station 10000 70 50 Power
Stadium 6000 84
Mine 5000 42
4. Strategies
-------------
First thing you want to do is to build a Hospital, and set the Birth Rate to
High. (use the Query tool on the Hospital then push A twice on the window)
Later when you've gotten a lot of people, you will want to set it back down
to Medium.
Next you want to expand your Living Quarters by 6 or so extra. Try to
organize your colony such that Living Quarters are away from Power Sources,
or any industry. You also want to build a Security around your Living
Quarters to cut down on any inside crimes.
Now build 4 workshops, and 4 Hydroponic farms. You will probably want to set
your "Keep %" on Food down to 20% or less. (AFTER you get over 600 stored)
Build a power station, and at least 6 more Solar Panels to expand your power
supply. And if you can build 2 new Flux Pods, one 12 squares to the north
and to the east (up and right). When those are built, check your map to see
if you can find any Ore or Fuel. (you will have to change the map by pressing
A) If you have either, build the appropriate building on them.
Next build 2 to 4 Laboratories, and make sure to set their Grant money to
around 3000 to 4000 each. And build 4 new stores.
Remember to expand each of these areas as needed.
Now we are going to militarize. Build at least 2 Arms Laboratories and a
Tank Yard (Tank Yard's require Arms to build Tanks). Build 2 Missiles, and
by your Command Center and by your Mines and Chemical Plants build Cannons.
By your Launch Pad build a Ship Yard and a Fuel Store.
Remember that you have those hostile aliens to the South of you (I think that
it is always the south). You should have been spying them for quite awhile.
When you feel that your military is sufficient, launch an assault against
them using both tanks AND planes. If you are ever attacked, use your missiles
as the first line of defense, and your tanks/planes as the second line of
defense. Don't depend on your Cannons to repel attacks! They aren't very
reliable!
Good Luck!
ASCII Art created using SigZag by James Dill: (freeware!)
"http://www.geocities.com/southbeach/marina/4942/sigzag.htm"
Shameless Self Promotion:
I have also written faq's for:
NES: The Legend of Zelda
Disney Adventures in the Magic Kingdom
PC: Ultima 4
Ultima 7
Ultima 7 Part 2: Serpent Isle
Ultima Underworld (keyboard commands)
Sid Meier's Alpha Centauri
Rollercoaster Tycoon
Colonization (Single Colony Strategy)
All can be found at:
http://www.gamefaqs.com/
Questions? Comments? Mistakes? Email me about it! manymoose@hotmail.com
Original Version (5-31-99, 12k)
Copyright 1999 by Dan Simpson