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- - - - - -C r e a t i o n o f a N a t i o n- - - - - - -
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Utopia: Creation of a Nation
FAQ/Walkthrough
January 23, 2005
Version 1.31
Written by: Dan Simpson
Email:
[email protected]
Email Policy:
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If you are going to email me about this game, please put
Utopia as the subject. Just Utopia. Also please
realize that I am not hiding cheats or any other information,
i.e. everything I know about Utopia is in this guide.
If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you.
Notes
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The most recent version of this FAQ can be found at:
http://www.gamefaqs.com/
http://www.cheatcc.com/
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 you are a webmaster and wish to post this on your web page, please email
me first. And if you do post this FAQ on your site, please make an attempt
to keep it up to date. There is nothing worse than getting emails from
people who saw an old version asking about things that are already in the
newer versions. Well, maybe there are worse things, but it IS annoying!
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.
This Document is Copyright 1999-2005 by Dan Simpson
I am not affiliated with anyone who had anything to do with the creation of
this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED
and you EMAIL ME telling me that you are posting it. You may not charge
for, or in any way profit from this FAQ.
-------------------------------------------------------------------------------
___________________
What's New in 1.31:
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Changed my email address and updated the format.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
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Table of Contents
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.----------------------------------------.
| 1. The Game Itself |
| 2. Planets |
| 3. Buildings |
| 4. Weapons of War |
| 5. Strategies |
| |
| Final Words... |
'----------------------------------------'
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1. The Game Itself
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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
Weapons 00 80% is limited, and you don't want it filled
Tech 00 80% with 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
Spying Grant 00 of Cash later. Military and Civilian
Grants create research in their
Current Funds 500000 respective areas, 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+.
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2. Planets
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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.
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3. Buildings
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As you can plainly see, this list is far from complete! I'll get around to
finishing it eventually...
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
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4. Strategies
-------------------------------------------------------------------------------
Before you actually BUILD anything you will want to look at your finance
screen to set such things as SPYING GRANTS and both the MILITARY and CIVILIAN
GRANTS as well. Don't forget those!
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. Check your finance screen EVERY month at the start
of the month, and set each grant back up to its previous level. The Lab
grants are taken gradually, but the Spying Grant disappears immediately after
you get a spying report.
Now build 4 Stores, and remember to expand each of these areas as needed.
You will know that you need more living quarters when the population density
gets too high, you will need more security if someone steals from you, etc.
Listen to your Council! They have good advice!
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!
Every once in awhile you will experience several random events, one of which
is that Earth will demand some scientists or they will fine you. Which do
you need more, science or money? I usually say NO to any such requests.
Good Luck!
The following strategies come from PW:
DEFENSE FOR THE OBSESSIVE PARANOID
Put a ton of money into Spying. If they sound like communist dictators ("It
is they that are the aggressors, so we should attack them in masses"), then
you should focus on your defenses right away.
If they capture one of your spies, you had better say your prayers and
super-bulkup on your defense. They are bound to attack soon.
If you hear what their tech level is, check YOUR tech level too. You will
have a better clue on your chances.
When new kinds of radar are invented, build them NEXT TO your old ones. Don't
demolish the old ones until the new ones are already finished.
If you believe your outer defenses are, despite the massive amounts of stuff
you built, eggshell thin, then build up defenses inside the nooks and
crannies of your base. That way, if they crack the outside, they've still got
a long ways to go.
If you have the cash to burn but don't feel like building more defensive
structures, then build long rows of cheap solar panels as speed bumps, and
build defenses both in front and behind them.
Keep space in between your defensive structures, and jam tanks in them.
Always have some space left for when new and updated stuff is invented. Also,
keeping nice little alleyways inside your base for defense structures are
good too.
Power Stations are God. If you have enough money, you should go as far as to
demolish 2 x 2 blocks of solar panels to make way for the Power Stations. The
only time when you should NOT do this is when you are using the solar panels
as speed bumps.
Have more ship shops and launch pads than tank shops, because ships don't
build nearly as quickly.
Make your defense in layers. Also, build civilian stuff in between those
layers. This way, it will take MUCH longer for the invaders to hit you in
your core.
Never have solid walls of defense structures. Never. Not ever. Instead, it
would be best to have a sort of checkerboard pattern of structures, so that
as soon as they get through one, they have more to contend with.
If they're flyer-based, have a LOT more anti-air units. If they're
ground-based, have a LOT more anti-ground units. But never make your defense
consist entirely of either.
Defend yourself on every single side. This way, it'll take longer for them to
wipe you out.
HOW TO BUILD OUTPOSTS
1) Build a Flux Pod or two in some really convenient place, such as in the
alley of a mountain.
2) When the Flux Pods finish, then build a radar post right next to them.
Also build a few defense structures around the general area.
3) Build a few civilian structures closely in this area and build some
defense structures further out.
4) The next thing you know, you've got another base.
===============================================================================
Final Words...
===============================================================================
ASCII Art created using SigZag by James Dill: (freeware!)
http://www.geocities.com/southbeach/marina/4942/sigzag.htm
This FAQ was writen entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
Special thanks to PW for some strategies.
Shameless Self Promotion:
==========================================================================
I am Dan Simpson (
[email protected]) and have also written FAQs for:
NES: Disney Adventures in the Magic Kingdom
Final Fantasy -- Magic FAQ
The Legend of Zelda
SNES: Aerobiz
Aerobiz Supersonic
Utopia: Creation of a Nation
Genesis: StarFlight
PSX: Thousand Arms -- Walkthrough
-- Forging/Dating FAQ
PS2: Madden NFL 2001
XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
PC: AD&D Rules FAQ, 2nd and 3rd Editions
Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
NPC List
Creature List
Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
-- Items List
-- Class FAQ
-- Creature List
Civilization III (incomplete)
Colonization -- the Single Colony Strategy Guide
-- the Cheat Guide
Drakan: Order of the Flame
Dungeon Hack
Icewind Dale & Heart of Winter -- FAQ/Walkthrough
Items List
Kresselack's Tomb Map (JPG)
Burial Isle Map (JPG)
Shattered Hand Map (JPG)
Icewind Dale II -- Items List
Master of Magic (revision)
Messiah
Pharaoh (currently being edited by Red Phoenix)
Planescape: Torment -- FAQ/Walkthrough
Items Listing
Rollercoaster Tycoon
Sid Meier's Alpha Centauri
The Sims
Ultima 4: Quest of the Avatar
Ultima 7: The Black Gate
Ultima 7 Part 2: Serpent Isle
Ultima Underworld -- Keyboard Commands
Ultima Underworld II -- Keyboard Commands
-- Spell List
All of my FAQs can be found at:
http://www.gamefaqs.com/features/recognition/2203.html
________________
Version History:
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Original Version (5-31-99, 12k)
Changes in 1.1: (9-20-99, 16k)
Added to Strategies section
Added the Weapons of War section
Format Changes!
And a bunch of small changes as well
Changes in Version 1.2 (2-29-00, 19k)
Small Changes
And Some Small Format Changes
Changes in Version 1.21 (4-26-00, 20k)
Small Changes
And Some Small Format Changes
Changes in Version 1.3 (6-24-00, 23k)
Added new strategies from PW
Some other small changes
Version 1.31 January 23, 2005 23k
Changed my email address and updated the format.
________
Stinger:
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"Power outages reported"
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This Document is Copyright 1999-2005 by Dan Simpson
I am not affiliated with anyone who had anything to do with the creation of
this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED
and you EMAIL ME telling me that you are posting it. You may not charge for,
or in any way profit from this FAQ.