UTOPIA INSTRUCTIONS ------------------- Your objective, as the ruler of a small island nation, is to increase the well-being of your people. By acting in ways which benefit your nation, your point total increases. Compete with the neighboring island for resources, fight for control of the high seas with your opponent and pirates, struggle with the elements, and even sabotage your opponent's nation! _THE BASICS_ You control one of two islands on the map, depending on which controller you are using. Each island has the same amount of space available for development. At the beginning, you select your term of office (number of rounds in the game) and the length of each round (in seconds). When this time has expired, your game is over, and the highest point total wins. Along with the two islands, you may see: * Schools of fish (moving batches of dots). You can follow these around with fishing boats to feed your people and gain gold bars. * Pirate ship (small black ships). These sink any fishing boat they come into contact with, and can charge them aggressively on occasion. * Rain clouds (white clouds with visible precipitation). These are generally harmless, and can help your crops grow. * Storm clouds (black clouds with visible precipitation). These also help crops grow, but are more dangerous; they have a chance of destroying property or sinking ships. ( * Hurricanes (white O that rotates). These are very dangerous, ) and can cut through just about anything. * Red and green squares. These are your cursors, one of which belongs to your nation. By moving the cursor, you can select where you will place various improvements, or toggle control of your boats. _THE CONTROLS_ At the beginning, the bottom of the screen will read '100' under each island and have a timer counting down in the middle. The timer is the length of time before the 'year' ends; the '100' is your current bankroll in gold bars. The other number is the number of years remaining in the game. Upper side buttons: check your cumulative score to date. This begins at 0. Lower left side button: check your population. This becomes a factor in how much housing and food you need to provide. Lower right side button: check your score for the last round completed. Now, the good stuff -- buying things. To purchase an item, move the cursor to the location you want the item to appear in and press the number of the desired item, then press ENTER. Rebels pop up randomly on the other island, and boats appear in a designated location (your 'harbor'), but the other improvements are placeable. 1 -- Fort (50 gold bars). This item protects the eight squares adjacent to it from rebel attack. Not a bad idea, if you have expensive sections of property and devious neighbors. 2 -- Factory (40 gold bars). This item provides employment for your citizens, and increases their death rate somewhat via pollution. Each factory earns gold bars for you at a base rate of 4 gold bars per year, which may be increased through education and medical facilities. 3 -- Crops (3 gold bars). Each unit of green crops feeds 500 people, and disappears after a random number of years. When rain falls upon a unit of crops, it earns additional gold bars for you. 4 -- School (35 gold bars). The school improves the general well-being of your citizens, and increases factory productivity slightly; additional schools raise productivity at an increasingly slower rate. 5 -- Hospital (75 gold bars). This item increases factory productivity by a moderate amount, as well as reducing the death rate significantly. 6 -- Housing Project (60 gold bars). This item provides shelter for 500 of your citizens; since you start with 1,000 citizens, two or more might not be a bad idea. 7 -- Rebels (30 gold bars). Using this function causes rebel forces to spring up on your opponent's island in a random location, if there are places unguarded by forts available. If the rebels land on a square bearing property, they destroy it. Rebels go away when the well-being is maintained or increased. 8 -- PT Boat (40 gold bars). This boat is small, fast and pointed, and has two purposes; it wards off pirates, and sinks your opponent's fishing boats on contact. 9 -- Fishing Boat (25 gold bars). This boat is larger, and is vulnerable to attack from pirates and PT boats. When in contact with schools of fish, the fishing boat earns gold bars at a steady rate, in addition to feeding up to 500 people per year. 0 -- Cursor Toggle. Place the cursor on top of a boat and press '0' to gain disc control of a boat; press '0' again to make the cursor reappear. You cannot control a boat and purchase items at the same time. _END OF A YEAR_ When the timer counts down to zero, the screen freezes, and you are presented with your score for the round and cumulative score. If there are additional years to go, you also receive: * 10 gold bars. * 1 gold bar per fishing boat that you've activated. * 4+ gold bars per factory. * Some crops may disappear. * If your citizens are unhappy with your rule, rebels may appear, potentially destroying property. If your citizens are satisfied, existing rebels may disappear. The screen then returns to the active state. _NATURAL FORCES_ In order of danger: * Rain clouds are harmless. * Storm clouds have a 1/3 chance of destroying any item they pass over, and a 2/3 chance of destroying any boat in an active state. This includes pirates as well. * Pirates automatically sink any fishing boat they touch. They are repelled by PT boats. * Hurricanes are quite lethal, instantly sinking any active boat in their wake. Any item one passes over has a 2/3 chance of being destroyed, and hurricanes can travel erratically, sometimes wiping out the majority of an island's property! When items are destroyed, your population goes down. ------------------------------------------------------------------ This file was downloaded from, the Classic Cartridge Web page at: http://www.steverd.com ------------------------------------------------------------------