Utopia PLAYING TIPS: Starting Out ~~~~~~~~~~~~ There are two possible opening strategies that you can adopt. Which ever one you choose will dictate how the game develops for the first few hours, and it may well decide your ultimate fate. You can embark upon a plan of rapid expansion, developing your military skills early, and adopting an aggressive stance towards any aliens who happen to share your planet. Or alternatively, you can take a more passive stance, merely repelling enemy attacks, and placing your citizens' Quality of Life (QOL) as your primary concern. I favour the former strategy, so that's what I'll describe here. Establish laboratories within the first month, and start building spaceship factories. Start labs off with a grant of 10,000GR and ensure that, from the word go, each one has the maximum complement of scientists. This will slow down construction, but the weapons that'll be developed will make it worth your while. Commence work on larger spaceships as soon as possible. Once built, they're going to need large supplies of fuel, so buy this whenever the market is favourable. Don't bother with tank, landmines will suffice. Arms race ~~~~~~~~~ At this stage build as many weapons as you can, as quickly as you can. Pay particular attention to the defence of your colony; once the enemy becomes aware of you, they'll attack with frequency. Surround your city with alternating rings of laser turrets - plasma guns later on - and landmines. The latter are particularly useful because you can watch the enemy attack then drop the mines in their paths. Although useful against air attacks, missiles are far too costly and can only be used once. The other disadvantage is that you have to launch them manually, whereas turrets automatically shoot at any airbourne raider who strays within their range. But don't just leave laser and plasma turrets to rotate on their own. Position them so that they're all facing outwards and primed. The sooner you send out spies, the sooner you'll receive useful intelligence about the enemy. When financing intelligence operations, you'll have to provide a constant kitty of over 20,000GR to receive the highest level of information. As you'll have gathered, this aggressive policy requires a lot of money to implement, so raise the tax-rate to at least 20%. Although in the short-term this will annoy your citizens, it helps to bring long-term stability. Or why not trade? Every item on the computer undergoes price fluctuations. Buy cheap and sell high! Trading Prices ~~~~~~~~~~~~~~ Item Max Min Buy Below Fuel: 20 04 13 Food: 20 05 08 Ore: 10 01 05 Gems 275 64 120 Weapons: 30 01 10 Tech Goods: 30 01 10 Population Explosion ~~~~~~~~~~~~~~~~~~~~ It also helps if you accept all offers of additional colonists from Earth. Although you have to pay for them, they represent additional tax revenue, builders, technical staff and procreation material! Whilst your colony is growing, try to keep your citizens as happy as possible. If you allow their food, power or air supplies run out frequently, you'll hamper their growth. Visit the Administrator often; if Production falls below Usage, immediately build more of whatever is needed. If you're trying to locate ore or fuel using the global map, it can often be difficult to find the mineral deposits once you return to the game screen. If you position markers over the deposits on the enlarged global map, they'll be much easier to find. On Manoeuvres ~~~~~~~~~~~~~ When you discover the location of the enemy's base, don't immediately sendall of your forces in for a do-or-die assault. Your spies can glean valuable information from the defeat of a small number of your men, which enable you to gain a more decisive victory later. After the initial buzz of activity, I tend to take things very gradually, slowly building my armies and resources until I feel ready to launch my ultimate assault. Perhaps you can do things differently, but hopefully these tips will give you the start you need. Genaral Tips ~~~~~~~~~~~~ Some of the information available on the Adviser Information Panels is not updated until the beginning of a new month. Get into the habit of looking at one or more of the advisers on the second of each month. It's particularly useful to view the Psychiatrist and Administrator reports and determine your priorities for the month ahead. Keep a good spread of Flux Pods throughout your colony so that you can build freely. In particular, build Flux Pods around the edge of your colony allowing you to quickly expand outwards. With a high population, several Hospitals have a greater effect upon Quality of Life than just one. Put Income Tax straight up to twenty percent at the start of the game, and lower it a few percent at a time as you build up your money. Once you're rich, remember to reduce tax to zero percent to make your populous really happy! If you're short of money, build lots of Workshops and Stores, and regularly sell the Tech Goods you produce. The same can be done with Chemical Plants and Fuel Tanks. Invest in Scientific Research early, by building Laboratories and recruiting Scientists, and make sure you maintain adequate Reseach Grants via the Finance Screen. Obtaining inventions takes time, so don't waste it. When putting money into Research Grants, it's best to increase the Military and Civilian Grants by equal amounts. To easily stake out the location of an Ore deposit, enter the Map Screen and position one or more markers over a patch of Ore. Then Exit to the main game screen and simply build a mine over the markers that you see. Easy, eh? The same process works for fuel deposits, of course. If possible, avoid building Power Stations since they severely affect Quality of Life by producing hazardous waste products. Instead, try to build lots of Solar Panels. You'll have to build lots of Flux Pods too, to store power during Solar Eclipses. Another advantage is that when a Solar Panel is destroyed by the enemy, you only lose two megawatts of power generation rather than fifty megawatts of power generation if your power station is hit. Once you're at war with alien opposition, construct one or more backup Command Centres. You're severely hampered if your one and only Command Centre is destroyed. Don't forget these are critical to the security of your colony and are a primary target for an alien invasion force. Several important functions are unobtainable without an active Command Centre. When sending tanks and spaceships to attack the alien city, remember that large groups have a greater effect than sending just one or two tanks at a time. For the best results, amass tanks and ships on the edge of the map and then send them all off together. Another good idea is to build one or more Tank Yards near the edge of the map, so that you can send the tanks immediately to the enemy city. As soon as they've actually been invented, don't forget to drop Land Mines in front of enemy vehicles as they approach your colony. Learn the directions the aliens attack from and put extra defences in those sectors. Where terrain permits, seal off 'valleys' with a row of Laser Turrets or Land Mines, so that enemy land vehicles cannot pass. If you have a power shortage and are under attack, build Missile Launchers instead of Laser Turrets, since the latter require a lot more power to operate. At the start of the game build a Hospital and increase the Birth Rate to High, so that your population increases quickly. This gives you more colonists available for construction and industry. Once you're happy with your population size, reduce the Birth Rate back to Medium, else you will be forever building new Living Quarters and Hydroponics. Use the quick way of placing markers, using keys [1] to [8] as described on page twenty in the manual. Regularly check your Intelligence Grant by assessing the Spy Report screens every few months, even if you haven't recieved any reports. It's best to keep your level of spying to at least normal. To get extremely large radar coverage, construct Flux Pods in all directions, building each Pod about ten spaces out from the last, so that you end up with a grid of Flux Pods ten squares apart. Then build a radar by every Flux Pod. Your radar should now cover almost the entire map! If the colonists realise you don't give a toss about them you'd better throw in a Security HQ and recruit more security personnel. Build Tank Construction Yards around the perimeter of your colony so that tanks are ready to engage the enemy from whatever direction they choose to attack. When the space around the Tank Yard is full of tanks, move some of them to unprotected parts of your colony to act as sentries. Ideally you should have small groups of tanks everywhere so that there is no weak point for the enemy to use. Be careful of tanks getting into trouble moving around obstructions. Maintain 'highways' of at least two spaces wide throughout your colony so that tanks can move about without restrictions.