Hakoniwa Shared Map S Settings

Game Overview

Hakoniwa Shared Map S is a game of nation building, trade, diplomacy and land and naval warfare on a shared 90×90 hex map. The standard update interval is 12 hours. Each nation can queue up to 50 plans.

A season lasts at most 360 turns. From turn 100, before the turn limit, an unaffiliated nation wins by owning 60% of all land, or a faction wins by owning 70% with every member having belonged for at least 14 turns. Such a victory ends the season immediately. At the turn limit, nations are ranked by a weighted total of their shares of territory, population and treasury among living nations; all nations tied for first place win. Turn-limit scoring: territory 60%, population 25%, treasury 15%. From the next season, economic assets (treasury and private cash and goods valued at common world prices, averaged over the latest 12 turns) replace the treasury. Economic assets recorded from season turn 26 (earlier turns are not counted).

Statistics offers five History charts: Population + troops / Population / Troops / Area / National power. History is kept for the latest 120 turns. Troops include reserves and deployed or embarked troops, excluding wounded troops. National power uses the national score (P). Lines break at unrecorded observations.

Countries can be removed from charts only after turn 35. On turns 36–69, an extinct nation is excluded if it is absent (counted as zero) in every record from turn 35 through the current turn; from turn 70 onward, the same check uses the latest 35 turns. A reappearance or missing record keeps the nation on the chart. Existing nations remain visible even with zero Troops or National power.

Founded

Choose from the suitable sites on the founding screen. The center must be Wasteland or Forest; it and all six adjacent cells must be unused Wasteland, Plains or Forest. Mountain, Sea and Shoal are excluded regardless of resources. Suitability is checked again when founding is executed. Nearby land, Forest, mineral deposits, water and spacing from existing sites also affect site selection.

The center starts as a capital with population 60 (6,000 people). Adjacent cells receive two Towns of population 20 each, a Farm of size 10 and one Supply Depot; the remaining adjacent cells retain their natural terrain under your ownership. Initial Funds: 6000 ×100M JPY; Food: 3000 (100 t units); reserves: 200 (100 people units). Initial stocks of the eight resources are listed below.

Enter a comment within one hour of registration. Automatic deletion applies to nations with no registered comment before the game starts (turn 1 or earlier).

Terrain List

Terrain IDNameIconType
0SeaSeaNatural
1Undersea BaseUndersea BaseMilitary
2MonsterMonsterSpecial
3Monument / WallMonument / WallSpecial
4MountainMountainNatural
5WastelandWastelandNatural
6PlainsPlainsNatural
7Town TypesTown TypesCity
8ForestForestNatural
9FarmFarmIndustry
10FactoryFactoryIndustry
11Missile BaseMissile BaseMilitary
12Defense FacilityDefense FacilityMilitary
13Supply DepotSupply DepotMilitary
14ShoalShoalNatural
15Reserved LandReserved LandCity
16RefineryRefineryIndustry
17Munitions FactoryMunitions FactoryIndustry
18MarketMarketEconomy
19MineMineResource
20QuarryQuarryResource
21Coal MineCoal MineResource
22Surface DepositSurface DepositResource
23Uranium MineUranium MineResource
24Offshore OilfieldOffshore OilfieldResource
25PortPortOcean
26Naval PortNaval PortOcean
27LighthouseLighthouseOcean
28Undersea CityUndersea CityCity
29New TownNew TownCity
30Modern CityModern CityCity
31MetropolisMetropolisCity
32Large FarmLarge FarmIndustry
33Large FactoryLarge FactoryIndustry
34Large MineLarge MineResource
35WarehouseWarehouseEconomy
36DestroyerDestroyerShips
37CruiserCruiserShips
38BattleshipBattleshipShips
39Aircraft CarrierAircraft CarrierShips
40SubmarineSubmarineShips
41FreighterFreighterShips
41Large merchantLarge merchantShips
42Pirate ShipPirate ShipShips
43Cruise ShipCruise ShipShips
44BreakwaterBreakwaterOcean
45Sea MineSea MineMilitary
46Power PlantPower PlantIndustry
-Fishing boatFishing boatShips
-Fish farmFish farmOcean

Resource-bearing mountains overlay iron, stone, coal, surface-deposit or U markers on the mountain image. Oil-bearing sea, shoal and waste cells display an oil marker. Undeveloped natural resources generate neither income nor extraction reserves. Use Build Mine / Oilfield to develop the matching facility before extraction. A land oilfield is drawn over waste. Sites without a resource attribute or occupied by foreign troops cannot be developed.

In public views such as Sightseeing, Missile Bases, Defense Facilities and Supply Depots appear as Forest, while Undersea Bases appear as Sea.

Land reclamation is unavailable.

Tunnel (command 5, cost 900) can be built on your own mountain after the neutral-land share unlocks at 5% or less. At least two adjacent mountains without tunnels are required. Infantry, Artillery, Marines and Airborne move one cell, and Armor moves two. Mountain Troops move the same with or without a tunnel. Territorial and war restrictions apply as for normal movement. Tunnels survive ownership changes and enemy troops can use them. Resources, timber and combat retain mountain rules; the tunnel disappears when the terrain ceases to be a mountain.

Neighboring territory: when clearing, reclamation, digging or construction (including supply bases) checks whether a cell borders your territory, only your own land and port cells count. Sea cells holding your merchant ships or warships do not count. Only offshore deposits (candidate oil seas) can be developed when your own ship of any type is adjacent.

Mountains without deposits produce wood every 4 turns, yielding 1 unit(s).

A Town becomes a Metropolis at 20,000 people. Population caps are 25,000 people for a Metropolis, 25,000 for a New Town, 30,000 for a Modern City and 15,000 for an Undersea City.

Power plants: command 133 builds one on owned plains for 300 Funds or upgrades it for 150 Funds in one turn. Each plant can reach level 10. Each level adds 4% to national industrial output, capped at 80%. Each level consumes 1 Fuel per turn; a shortage scales down the bonus. Generation capacity shown in the country status is the level sum times 40 thousand kW.

Command List

Total: 86 commands. A zero-turn command advances to the next plan in the same turn. Costs shown are base values; see each section for costs by quantity, ship type, terrain and trading terms. Early-game price changes apply during the first 100 turns.

IDNameCostTurns RequiredDescription
1Clear Land5 ×100M JPY1Turn wasteland into plains.
2Level Land50 ×100M JPY0Clear land without consuming a turn, at a higher cost.
3Reclaim Land900 ×100M JPY1Reclaim land: turn sea into shoals, and shoals into wasteland.
4Excavate90 ×100M JPY1Turn mountains into wasteland, wasteland into shoals, and shoals into sea.
5Tunnel900 ×100M JPY1Tunnel. Costs 900. After unlocking, build on your own mountain bordering at least two mountains without tunnels.
7Build Farm Instantly180 ×100M JPY0Build or expand a farm without consuming a turn.
8Build Factory Instantly180 ×100M JPY0Build or expand a factory without consuming a turn.
11Plant Forest30 ×100M JPY1Turn plains into forest.
12Develop Farm20 ×100M JPY1Build a farm. Existing farms can be expanded.
13Build Factory60 ×100M JPY1Build a factory. Existing factories can be expanded.
14Build Mine / Oilfield120 ×100M JPY1Build the matching mine or oilfield on a deposit in mountain, waste, sea or shoal terrain. Levels are fixed. Workers serve agriculture, mining, factories, then markets; staffed mines extract automatically. Barren mountains retain their scouting and movement roles.
15Build Missile Base100 ×100M JPY1Required to launch missiles.
16Build Defense Facility150 ×100M JPY1Build a defense facility. Rebuilding it to self-destruct costs four times as much.
17Build Undersea Base500 ×100M JPY1Can be built in any sea, regardless of ownership. Shoals are excluded.
18Build Wall40 ×100M JPY1Build a wall or monument.
20Cede Territory0 (see description for conditions)0Quantity 1 also transfers the unit. Does not consume a turn.
21Build Supply Depot10 ×100M JPY1New construction consumes a turn; changing an existing facility does not.
22Conscript10 ×100M JPY0Conscript half the population of a town-type cell into reserves. Does not consume a turn.
23Deploy Unit5 ×100M JPY0Deploy reserves at a supply depot or similar site. Does not consume a turn.
24Withdraw Unit10 ×100M JPY0Withdraw a unit. Above the required strength, quantity 1 leaves wasteland. Uses no turn; withdrawal occurs at turn end.
25Equip Item30 ×100M JPY0Does not consume a turn. Quantity=item type. You must already own the item.
31Launch Missiles25 ×100M JPY1Scatter radius: 1 cell. Specify the target coordinates.
32Launch Precision Missiles30 ×100M JPY1Scatter radius: 1 cell, with twice the chance of hitting the center. Specify the target coordinates.
33Launch Scatter Missiles25 ×100M JPY1Scatter radius: 2 cells. Specify the target coordinates.
34Launch Anti-personnel Missiles70 ×100M JPY0Scatter radius: 0. Specify the target coordinates. Fires exactly one missile within your territory; damages only town-type cells and troops.
35Launch Ballistic Missiles100 ×100M JPY1Scatter radius: 1 cell. Specify the target coordinates. Range increases by 5 cells.
41Raise Funds0 (see description for conditions)1Raise funds: gain a small amount of funds.
45Attract Settlers500 ×100M JPY1Attract settlers to increase the population.
46Abandon Nation0 (see description for conditions)1Abandon your nation and leave the game.
47Offer Friendship0 (see description for conditions)0Does not consume a turn.
48Change Unit Direction0 (see description for conditions)0Does not consume a turn. Quantity=corps; X=direction (0 standby, 1 upper right, 2 right, 3 lower right, 4 lower left, 5 left, 6 upper left).
49Declare War0 (see description for conditions)0Does not consume a turn.
50Send Reserves0 (see description for conditions)0Send reserves to a land-bordering ally in your camp. Does not consume a turn.
51Offer Ceasefire0 (see description for conditions)0Does not consume a turn.
52Export Mercenaries60 ×100M JPY0Sell reserves. Does not consume a turn.
61Auto-fill Clearing0 (see description for conditions)0
62Auto-fill Leveling0 (see description for conditions)0
68Clear All Plans0 (see description for conditions)0
69Build Ship500 ×100M JPY1Quantity 0 builds a naval base. Quantity 100 + fleet number (0–15) × 10 + ship type (1–5) builds a destroyer through submarine in that fleet. Private operators decide new merchant ship construction.
70Organize Fleet0 (see description for conditions)0Set the ship's fleet number with quantity 0–15.
71Set Destination0 (see description for conditions)0Set coordinates as the fleet's ongoing destination. Quantity 100–115 selects fleets 0–15; 1000–1015 clears the destination.
72Resupply and Repair0 (see description for conditions)0Repair a ship by 1 HP at an adjacent naval port owned by your nation.
73Decommission0 (see description for conditions)0Decommission a ship you own with no troops aboard.
74Embark0 (see description for conditions)0Set Quantity to a direction from 1 to 6 to embark adjacent land troops onto the selected ship.
75Disembark0 (see description for conditions)0Set Quantity to a direction from 1 to 6 to disembark the selected ship's land troops.
76Build Breakwater500 ×100M JPY1Build on shoals to protect all cells within a 2-hex radius from tsunamis.
77Lay / Clear Sea Mines300 ×100M JPY1Place in deep sea. Quantity 1–2 sets damage; remove an existing mine instead.
78Build Trade Facility0 (see description for conditions)1Build on plains: quantity 0 refinery, 1 arsenal, 2 market, 3 port. Quantity 4 upgrades an owned port to level 2 (300 money, 40 stone, 20 wood, 10 goods).
79Extract Resources / Log0 (see description for conditions)1Log a forest, or extract all current reserves from a staffed mine. Automatic extraction uses only staffed capacity each turn; manual extraction takes the accumulated reserves in bulk.
84Assign Escort0 (see description for conditions)0Select an escort ship. Quantity 1 follows its fleet flagship; 0 cancels.
87Build Planned City0 (see description for conditions)1Quantity 0=reserved land, 1=new town, 2=modern city, 3=undersea city.
88Expand Industry0 (see description for conditions)1Upgrade your farm, factory or mine to its large version.
89Move Capital200 ×100M JPY1Move your capital to a town-type hex you own.
91Set Checkpoint Policy0 (see description for conditions)0Checkpoint Policy (91): select a target country; amount 1 embargoes trade with it and 0 lifts the embargo. Your own country or target 0 controls all foreign countries. Closing all overrides individual reopening and also rejects incoming unemployed migrants.
92List for Auction0 (see description for conditions)0Put treasury goods up for auction. Enter it from the auction box on the Trade and ports tab of the development page (item, quantity, minimum price, period). The listed quantity is held from the treasury until the auction closes. Currency unit: ×100M JPY.
93Place Auction Bid0 (see description for conditions)0Bid on a lot listed by another country. Enter it from the auction box on the Trade and ports tab of the development page (lot number, amount). The amount and a freight share are held from the treasury and returned if another country bids higher. The buyer pays the freight, and the unused part comes back. Currency unit: ×100M JPY.
94Apply to Faction0 (see description for conditions)0Target=faction ID. Application expires in 12 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
95Cancel Faction Application0 (see description for conditions)0Target=the faction ID you applied to. You may apply again next turn after cancellation. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
96Review Faction Application0 (see description for conditions)0Target=applicant nation ID. X=1 approve, 2 reject. Leader only. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
97Leave Faction0 (see description for conditions)0Target=current faction ID. Leave at turn end; reapply after 6 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
98Expel from Faction0 (see description for conditions)0Target=member nation ID. Leader only. A 6-turn wait follows expulsion. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
99Transfer Faction Leadership0 (see description for conditions)0X=1 request, 2 accept, 3 cancel. Target=successor/current leader nation ID. Expires in 3 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
100Create Faction1000 ×100M JPY0Target=0. One nation can create a faction. The 1,000 fee is charged only on success. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
101Manage Faction0 (see description for conditions)0Target=current faction ID. X=1 rename, 2 dissolve. Leader only. Rename cooldown: 12 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
102Set Port Access0 (see description for conditions)0Quantity 0=allow nations not at war with you, 1=friendly nations only, 2=closed. X=Y=0.
103Set Port Tariff0 (see description for conditions)0Quantity=tariff rate 0–30%; X=Y=0. Target 0 or self sets the default rate; a country target sets the rate on imports from that partner. Collected from the tax-inclusive private trade payment as revenue for the importing treasury. Same-faction trade is exempt.
109Geological survey100 ×100M JPY1Survey one mountain or waste cell for 100 Funds and 1 turn. Oil discovery on waste is 10% normally, or 20% within 2 hexes of sea or shoal (configurable). A mountain survey still costs 100 Funds and 1 turn but reveals nothing; surveys do not reveal outcrops. Requires owned or adjacent neutral land without enemy troops, a known deposit or a facility. A miss still costs 100 and allows another attempt. Quantity and target are 0. Initial deposit value is 500 with level digit 0. Construction 14 separately costs 120 Funds and 1 turn.
110Reconnaissance50 ×100M JPY1Costs 50 units of 100 million yen and consumes 1 turn. Reveals hidden warships and troops within hex distance 2 of the selected cell only to the authenticated issuer during the next turn after the update completes. No notice is sent to the other country. Quantity and target country must be 0. AI cannot use it. A new order replaces the same country's previous record.
111Recover Wreck0 (see description for conditions)1Command 111: set x and y to the wreck cell; target and amount are 0. An adjacent own warship recovers it. Wrecks remain valid for 10 turns after sinking. The treasury receives 20% of the ship type's build steel, rounded up. Fee 0; success uses 1 turn, failure 0. Merchant cargo is not returned and the ship is not repaired.
112Join trade alliance0 (see description for conditions)0Target 0 creates a trade alliance with the supplied name and makes you its leader; an existing alliance ID joins directly without approval. x, y and amount must be 0. Cost 0; turns 0. Use the separate name field. No joining for 10 turns after leaving.
113Leave trade alliance0 (see description for conditions)0Leave your trade alliance. Target, x, y and amount must be 0. Cost 0; turns 0. Joining any trade alliance is blocked for 10 turns after leaving.
117Technology researchCost set by level at execution1Use the national treasury to research Production, Shipping or Military from level 0 to 5. Quantity 1=Production, 2=Shipping, 3=Military. Target 0 means your own country; fixed coordinates (0,0) are not a construction site. One successful order raises one field by one level and uses one turn. Costs to reach levels 1 to 5: 100/200/400/800/1600 units of 100 million yen. Registration is free of charge; the execution-time level determines payment. No payment at the cap, with insufficient funds or invalid arguments. Research is separate from troop and ship experience.
120Port transit fee0 (see description for conditions)0Amount: transit fee (0–100 money per cargo unit). Coordinates and target: 0. Charged only on deposit.
123Diplomatic aid0 (see description for conditions)0Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
124Propose diplomatic exchange0 (see description for conditions)0Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
125Accept diplomatic exchange0 (see description for conditions)0Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
126Cancel diplomatic shipment0 (see description for conditions)0Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
127Close Mine / Suspend Oilfield0 (see description for conditions)1Return an owned mine to mountain, a land oilfield to waste, or an offshore oilfield to sea. Free, 1 turn. Deposit type, fixed level, reserves and large-mine type are retained; rebuild with command 14. Workers become available at the next production phase.
128Upgrade Mine / Oilfieldlevel × 100 Funds + more1Raise an owned built mine or oilfield by one level (maximum 10). Cost at execution: 100 Funds per current level, 10 Stone and 10 Timber. Uses 1 turn; Quantity and Target must be 0. A higher level raises the reserve cap and recovery each turn.
129Offer periodic shipment0 (see description for conditions)0In the diplomacy panel, choose partner, goods, quantity and payment per shipment, receiving port, and seller freight limit. The interval follows one-way travel time; offers expire after 10 turns.
130Accept periodic shipment0 (see description for conditions)0The buyer accepts an offer by ID and revision. Shipments recur for 36 turns; the accepted agreement cannot be cancelled.
131Withdraw periodic offer0 (see description for conditions)0The seller withdraws an offer before acceptance. An accepted agreement cannot be cancelled.
132Industry policy25 Funds1Change the national industry policy. Quantity 0: light industry (Food to Goods); 1: heavy industry (Steel to Goods and Ammunition); 2: advanced industry (Ore to Goods). Heavy unlocks at Production Research 1 and advanced at 3. Costs 25 Funds and 1 turn; takes effect next turn. Coordinates and Target must be 0.
133Build / Upgrade Power Plantbuild 300 Funds + more1Build a level 1 power plant on your own plains, or raise your own plant by one level (maximum 10). Cost: build 300 Funds, upgrade 150 Funds. Quantity and target must be 0; one turn. Plants consume Fuel each turn and increase national industrial output. A Fuel shortage reduces the bonus proportionally.
134Join coalition0 (see description for conditions)0Join the coalition against the dominant power. The dominant power, nations in its faction and nations with a friendship treaty with it cannot join. Target, x, y and amount must be 0. Cost 0; turns 0.
135Leave coalition0 (see description for conditions)0Leave the coalition. Target, x, y and amount must be 0. Cost 0; turns 0.

Resources, Units and Base Prices

Units: Funds 1 = 100M JPY; population and troops 1 = 100 people; Food 1 = 100 t; area in Hex. Base prices are in 100M JPY per displayed resource unit.

Resource IDResource unitsBase Price (100M JPY)Initial Stock
0Timber ×10,000 t8500
1Stone ×10,000 t14500
2Ore ×10,000 t12500
3Oil ×100,000 bbl181000
4Fuel ×10,000 kL171000
5Industrial Goods ×10,000 t3850
6Ammunition ×1,000 t4350
7Steel t300

After rations, treasury Food above 18 times that turn's domestic production spoils by 0.5% each turn, rounded down to whole units (0% disables spoilage), while civilian stock is excluded.

Resource quantities do not represent equal weights across resources. Production technology levels 0–5 multiply finished mining, timber and factory quantities by 100 + 3 × level percent (103% at level 1, 115% at level 5), rounded down once to whole output units. Small quantities can stay unchanged; output beyond the stock cap is lost. Deposits, natural recovery, factory inputs, prices and cash income do not receive the multiplier.

Resource output by fixed climate belt

The fixed climate belt of the producing cell gives Food and Timber a 1.2 multiplier where favored, 0.8 where disfavored and 1.0 otherwise. Stone, Ore, Oil and Steel depend on geology, so the climate belt does not change them. Food from agriculture combines the belts of its producing cells. Neither nationality nor the capital determines the belt; seasons and weather do not shift it. Multiply this factor with production technology (levels 0–5, 100 + 3 × level percent) and round down once in the finished integer unit. Workers and deposits are unchanged, and climate does not change factory-made Fuel, Industrial Goods or Ammunition. This is separate from the new-world mineral placement probabilities.

ResourceTropicalSubtropicalTemperateSubpolarPolar
Food1.2 x1.2 x1.0 x0.8 x0.8 x
Timber1.2 x0.8 x1.0 x1.2 x0.8 x
Stone1.0 x1.0 x1.0 x1.0 x1.0 x
Ore1.0 x1.0 x1.0 x1.0 x1.0 x
Oil1.0 x1.0 x1.0 x1.0 x1.0 x
Steel1.0 x1.0 x1.0 x1.0 x1.0 x

New-world minerals and fixed climate belts

Only when creating a new world, the map's own deposits are kept and each resource receives one trial for an extra deposit at a vacant candidate. The base probability is 10%. The table shows multipliers and actual probabilities in parentheses (0% when not used). Multipliers range from 0.8 to 1.2. Belts do not shift with seasons or weather. Iron ore, stone, coal, surface deposits and uranium require mountains; oil requires sea or shoal. Rivers are excluded. Existing deposits, richness and extraction yields are unchanged; no deposit is added when candidates run out. A world already in play never receives this addition. When industrial fuel starts, small coal deposits are separately added to neutral mountains once. Actual deposit counts are not guaranteed to change by ±20%.

ResourceTropicalSubtropicalTemperateSubpolarPolar
Iron ore1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.2 x (12.00%)1.2 x (12.00%)
Stone1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Coal1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Surface deposit1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Uranium1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Oil1.2 x (12.00%)1.2 x (12.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)

Geological survey 109: 100 Funds and 1 turn. Waste can reveal an oil deposit. Discovery chance is normally 10%; within 2 hexes of sea or shoal it is 20%. A mountain survey still costs the stated Funds and turn but reveals nothing; surveys do not reveal outcrops. A discovered deposit has richness 500. Requires owned or adjacent neutral land without enemy troops, a known deposit or a facility. A miss allows another attempt. Quantity and target are 0. Construction 14 is charged separately.

An offshore deposit can be developed beside any own ship or own cell, including a built offshore oilfield, so oilfields can be chained farther offshore.

Industry policy: command 132 Quantity 0 selects light, 1 heavy, and 2 advanced. Changing costs 25 Funds and takes effect next turn. Heavy unlocks at Production Research 1; advanced at 3. Countries that existed before industry policy start advanced; newly founded countries and countries in a new season start light.

Light industry: 2 Food to 1 Good, factory capacity 50%, industrial Fuel rate 45%.

Heavy industry: 2 Steel to 1 Good and 1 Ammunition, factory capacity 75%, industrial Fuel rate 150%.

Advanced industry: 2 Ore to 1 Good, factory capacity 100%, industrial Fuel rate 75%. Refinery and Munitions Factory inputs do not change with policy.

AI economy planning: estimated agriculture, industry, commerce and power-plant Fuel demand is kept for 4 turns. A power plant is expanded only when industrial facilities total at least 4 levels, incoming Fuel covers demand, and the national output bonus has room. A country in advanced industry considers another mode only after 3 consecutive turns without Ore intake and with another material available. Changes are at least 8 turns apart. The mine / urgent Fuel / power / policy priorities are 78 / 84 / 66 / 74. Heavy factories add Steel to the reserve. AI does not reassign workers by sector share.

CPU resource development: the rule AI and the AI stand-in for LLM nations build mines on public deposits in their own cells and in unowned cells touching their territory. Even with enough stock, when 1000 Funds remain after the cost, workers for one more level (1,000 people) remain after farms and current mines, and miners stay within 50% of the workers outside farms, it considers a new mine or raising a staffed Mine or Oilfield at priority 70 (once every 3 turns, new deposits first, and without waiting on a turn that would otherwise do nothing; Uranium only after the research). When a resource is short, a second facility is considered beside extraction. When expanding into neutral land, a cell next to a land deposit not yet touching its territory scores 16 points higher, and one two cells away 8 points higher (offshore Oil is not counted). A CPU nation whose food exceeds 30 turns of consumption adds no farms and creates mine jobs for people without work. Human nations are unchanged.

CPU nations' worker order: while food exceeds 30 turns of what the population and troops eat, rule-AI nations and LLM nations whose plan the AI filled this turn staff mines and factories (including Refineries and Munitions Factories) before farms and townspeople's farming. Farming gets the people left over. At 30 turns or less, farms and townspeople's farming come first again as before. The order is decided once per nation at the start of each turn. Human nations are unchanged.

CPU instead of doing nothing: on a turn when the rule AI or the AI stand-in for LLM nations has no other turn-using command and would do nothing (raise funds), it picks one of the following in this order if it can pay (after the idle-turn resource development): expand into unowned land (the usual pacing and priority conditions are relaxed for that turn) → take a neighbouring nation's Plains, Farm, Factory or Wasteland with a build, extension or levelling command, not by war (highest value after taking first; never from camp, friendship-treaty, trade-alliance or coalition partners or friendly nations, and never a cell with visible troops or a Wasteland with a deposit) → prepare a naval port, a ship and troops, and send troops by ship to unowned land across the sea → with fewer than 2 ports, build a port on its own Plains next to sea or shallows (at least 3 cells from its current ports) → turn unguarded border Plains into forest, lowest value first. Only when none is possible does it raise funds. Human nations are unchanged.

CPU border watch: every turn the rule AI and the AI stand-in for LLM nations count their cells that a neighbour can take with a development command (Plains, Farm, Factory and Wasteland; forests, towns, mines, ports and the like cannot be taken) and place troops on them, starting with higher-level factories and farms, cells near the capital and cells near land taken last turn (target score base 40). Troops on such a cell stay there; when troops are short, it prepares a supply base and a unit. During a war or war preparation, the existing military decisions come first. On a cell touching a neighbouring nation it does not level or clear land into Plains or build a Farm or Factory unless its troops stand there (except the first port and factory and food emergencies). Plains taken from a neighbour become forest.

CPU peacetime minimum defence: while it has no declared war, the rule AI and the AI stand-in for LLM nations keep, for each border with a neighbour's land (except camp and friendship-treaty partners and nations that count it as friendly), within 2 cells of the border cells at least 1 units with a total strength of at least 50 (100 = 10,000 people), and separately a strength of at least 50 within 2 cells of the capital. Starting with the most valuable border that lacks troops, it places a unit on a supply base near the most valuable takeable cell, builds a base on nearby plains if there is none, and drafts from a large town within the current rules when reserves are short (priority 90: before resource development and the like, after food emergencies). Counted units stay where they are. Once war is declared on it, the war preparation takes over.

Reserve aid: even in worlds with diplomacy, Reserve Aid (command 50) can be sent to an ally in your camp whose land borders yours (it arrives at once; up to 20000 people per command, once per turn). A distant ally in your camp can receive reserves aboard your warship through diplomatic aid (123). Nations outside your camp cannot receive reserve aid. A rule-AI nation sends reserves to such an ally that has been declared upon (including the 5 turns before the war starts) or is at war. It sends nothing while it is itself declared upon (including before the war starts) or under visible threat, but it does send during a war it joined itself; it keeps its reserve floor, the missing part of its capital guard and another 10000 people, sends at most 50% of the rest, and never lets its reserves plus troops fall below 30000 people. Placed troops are not moved.

Ships for reserve aid: when a rule-AI nation wants to send reserves to a distant ally in its camp but lacks the naval port or warships to carry them, it builds what is missing: a naval port if it has none, then destroyers until it has one more warship than it keeps for home defence, one per turn and only on water connected to the open sea. It builds nothing when it would send no reserves (while it is itself declared upon or under visible threat, or has no reserves to spare), when money or materials are short, when its ships are at the limit, or when there is no water beside the ally’s port or naval port where a ship can stop and that is connected to the open sea. If the water beside the port is a dead-end inlet with a one-cell entrance, the ship still enters when that cell is free, loads or unloads, and leaves the way it came (also when loading at its own naval port; it waits if another ship is there). While the ally is under attack, these ships are built even below the steel or industrial goods reserve. A new destroyer carries reserves only after repairs lift it above half strength. While the ally still has a landing site for a supply outpost (such as unowned Plains), building the land route comes first: the ship carrying marines is never used for the aid, and the aid uses a ship only when one is free beyond the home keep and the marine ship. If it lacks warships to carry marines, it builds the naval port and destroyers up to the same number. If it has no Plains for the supply base that forms the marines, it first levels its own Wasteland or Forest and builds there (never mountains, mines or cells with troops). With no Wasteland or Forest either, a nation that has 5 or more town and city cells levels its least populated town other than the capital. The ship sent to pick up troops is the nearest one. For marines it picks the shore nearest the troops that the ship can reach by sea, and both the ship and the troops head there to meet.

Reserve aid to a distant camp ally (123) is loaded onto your warship beside your naval port and unloaded beside the ally’s port. One ship carries up to 20000 people. If it sinks, 30% return to the sender and the rest are lost. For goods aid, an idle private merchant ship within 6 sea cells of the sending port can also be hired. Calling it costs an extra 5 money per sea cell.

Steel economy: Iron Mines and Large Mines yield Steel directly (multiplier 50); Surface Deposits yield Ore, meaning rare earth metals (multiplier 50). An own Coal Mine in any of the six adjacent hexes adds 50% to Steel output. A Munitions Factory uses 1 Industrial Good and 2 Steel for 6 Ammunition. Warships use the same quantity of Steel instead of Industrial Goods, and wrecks return 20% of build Steel. The private Steel holding floor is 32; world buying covers actual consumption only. AI retains 3/6 turns of munitions input and, with a Naval Port, at least 10 Steel for the next hull (reference amount 13).

Industrial fuel: agriculture 45%, advanced industry 75%, commerce 30%. Convert finished output to Funds at fixed base prices, take that share, then divide by the Fuel base price of 17 Funds to debit the national treasury (Food base price: 1 Funds). A shortage scales output and commercial receipts by the available share. Use is zero on the first turn this system runs and reaches full rate on turn 10. At that start, human countries alone receive a one-time grant for 20 full-rate turns, capped at treasury storage, and neutral mountains receive small coal deposits once, with base placement chance 8% times the coal climate-belt multiplier and richness 30.

Sector efficiency: each non-overlapping staffed share p uses f(p)=p×sqrt(1.5−p²). The 100% baselines are agriculture 73%, industry 26% and commerce 0%. Efficiency is 100+35×(f(p)−f(baseline))/f(√0.75) percent, with a 90% floor. It separately scales Food, factory output and commercial sales; production research is independent.

Household Industrial Goods demand: one unit per 500 population units (each unit is 100 residents), with a prosperity factor of treasury Funds divided by population and 1, capped between zero and one, giving up to +100%. The larger of this demand and physical market capacity is multiplied by commerce efficiency and limited by private stock. Treasury Funds indicate prosperity but are not debited. Food and Fuel demand and world purchases are determined separately.

Uranium mine Fuel: production research level 3 unlocks extraction at 5 times the coal-mine yield multiplier. Each extraction produces at most 100 Fuel. Before unlocking, the mine retains its reserve and uses no workers or output.

Mines and oilfields have levels 1–10. Command 128 raises one level for 100 Funds per current level, 10 Stone and 10 Timber. Reserve cap = 10 × level × facility scale; recovery each turn = ceil(level/4) × facility scale (large mines use scale 2). Each staffed mine has one cave-in roll per turn: 11% at level 1, 2% at level 10, linearly interpolated between. A cave-in lowers the level by one (minimum 1) and removes reserves above the new cap. Deposit richness supplies the initial reserve on construction and never runs out. Set both endpoint rates to 0 to disable cave-ins.

Markets, Demand, Ports, Tariffs and Bilateral Contracts

Subsistence agriculture and industry populations

Each country has a subsistence agriculture floor for up to 45000 people, limited to the population visible in populated terrain. Normally, everyone works in subsistence agriculture when the population is at or below this floor. A country of 10,000 people has no workers left for mining even with zero farms. Use the larger of the floor and the terrain coefficient allocation; do not add them together.

Agricultural coefficients are village 0.65, town 0.35, city 0.1, metropolis 0, modern city 0, new town 0, and undersea city 0.05. Urbanization lowers the coefficients, releasing workers for industry when agriculture previously exceeded the floor. A zero coefficient does not remove the national subsistence floor.

Agricultural population = terrain/subsistence allocation + farm allocation, capped at the national population. Terrain/subsistence uses the larger of the sum of population times coefficient for each populated cell and the subsistence floor. Each farm scale unit supports 1,000 people; a large farm supports twice as many at the same scale. Farms use only the population left after terrain/subsistence. The market shows the breakdown after this cap.

Workers are allocated in order: agriculture → mining → factories → markets. If an earlier industry uses everyone, later industries stop even with facilities and materials. One active mining scale unit requires 1,000 people; each factory or market batch requires 10,000. The market displays the industrial workforce after agriculture, before mining. Built-in city markets are an exception: their automatic household quota remains usable without spare workers. Facility markets require the remaining workforce. Production technology levels 0–5 multiply finished Food by 100 + 3 × level percent (103% at level 1, 115% at level 5), rounded down once to whole Food units. Small quantities can stay unchanged. Workers and labor-based treasury income do not receive the multiplier.

Terrain panels show “total population / industry + people”. Villages, towns, cities and undersea cities show agriculture as population times coefficient. Metropolises and modern cities show industry as population minus the coefficient allocation. New towns show commerce as built-in market capacity converted at 10,000 people per batch. These are individual terrain scale equivalents, not resident breakdowns or actual employment. National allocation also accounts for the subsistence floor, farms and mines. Efficiency affects receipts, not people. Reserved development sites show zero population and agriculture.

Governments set port access, tariffs and transit fees. Private operators decide trade and transport.

Handling per turn: regular port 256, large port 2048 containers (loading and unloading combined). Scale 2 or higher is large. Each port holds up to 16777215 bonded containers across all owners, with no resource restriction. The transit fee is charged on deposit. Cargo still passes when the receiving treasury is full: the sender pays normally, and the excess disappears. Overflow stays in the original stock or ship; unfinished handling continues next turn.

Private relay trade (new bonded deposits) is paused. Cargo already deposited continues through delivery, takeover or return.

Treasury world purchases of ammunition are capped at 4 per turn in peace and 12 during active war. The price remains 1.25 times the market price; fuel and industrial goods retain their usual caps.

Reading the market status in "Trade and ports" on the development screen and "Market Demand / Ports" when sightseeing:

  • For private trade estimates, consult public prices, stocks, transport conditions and country-specific tariffs.
  • Unit prices are displayed to two decimal places. Actual receipts use the unrounded unit price times the quantity sold, rounded to the nearest whole money unit for each resource.
  • Prices vary with population, facilities and accepted quantity this turn.
  • Even when a port is open, ships of nations at war with you are refused automatically.
  • The transit fee is per cargo unit and is charged only on deposit.
  • Active and unstaffed mining sites are counted in capacity (1 capacity = 1,000 residents).

Neutral bank

The bank belongs to no country and creates no new money. It lends only cash deposited by private sectors; total loan principal is limited to 50% of deposit principal. Cash on hand, deposit principal (a withdrawal claim), and loan claims are separate. Interest is 1% of principal per turn, with a 20-turn term. For interest, one turn means one month, or about 12% per year. Unpaid debt is repaid with available goods. Delivering goods does not increase bank cash.

Half of interest actually collected in cash is distributed in proportion to deposit principal; the other half stays as bank reserves. Insufficient reserves stop dividends without reducing deposit principal. Withdrawals are paid in order within available cash; the unpaid part waits for cash from repayments or deposits. Starting 12 turns after a country is first detected as gone, its debt is written off only within reserves; any shortfall remains recorded. At the start of a turn, a private sector below working cash withdraws its own deposit first, then borrows only the remaining shortfall. After private shipping, shipbuilding and domestic trade, it automatically deposits only cash above the cap at turn end.

Interest 1% per turn; 50% of cash interest collected is distributed. Loan ceiling 50%, term 20 turns, disappearance wait 12 turns.

Automatic deposit cash cap 10000 in 100 million yen. Working cash is the sum of private purchases and shipbuilding payments in the preceding four turns, with a floor of 2000 in 100 million yen. Goods lot size 1, goods order Food, Timber, Stone, Ore, Oil, Fuel, Industrial Goods, Ammunition, Steel. Interest is simple; interest fractions below 0.001 (in 100 million yen) carry forward, and dividend fractions are rounded down.

A loan is limited to the smallest of the working-cash shortfall, household sales in the most recent 10 turns, 50% of the value of privately owned stock (including warehouses and cargo in transit), available bank cash, and the bank-wide lending cap. Food uses its fixed price; other goods use world prices. A due-date cash shortfall blocks new loans for the following 12 turns. Automatic private borrowing is checked against these conditions.

Deposits and withdrawals (command 114) and borrowing and repayment (command 115) are handled automatically by the private sector; nations cannot operate them. The private sector withdraws or borrows when needed at turn start, deposits surplus cash at turn end, and repays when due. The finance panel shows the current balances.

Corps, Fleets, Unit Types, Ammunition and Fuel

Corps: 32 (IDs 0–31); Fleets: 16 (IDs 0–15). Each Corps has its own name, color, direction and orders.

Unit abilities and movement

Unit Type IDNameOccupation (0 none / 1 limited / 2 allowed)Artillery (0 normal / 1 indirect / 2 all)Exerts ZOCIgnores ZOCDetection RangeMove between non-own hexesType change on reinforcementMove: SeaMove: Undersea BaseMove: MonsterMove: Monument / WallMove: MountainMove: WastelandMove: PlainsMove: Town TypesMove: ForestMove: FarmMove: FactoryMove: Missile BaseMove: Defense FacilityMove: Supply DepotMove: Tunnel
0Infantry20YesNo2NoYes000001111111111
1Mountain Troops20YesNo2NoYes000111111111111
2Artillery02YesNo2NoYes000001111111111
3Armored Troops00NoYes2YesNo000002222222222
4Gun Battery02NoNo2NoNo000000000000000
5Marines10NoNo2NoYes110001111111111
6Airborne Troops00NoYes3YesYes110001111111111
7Armor A00NoYes2YesNo000002222222222
8Armor B00NoYes2YesNo000002222222222
9Armor C00NoYes2YesNo000002222222222
  • Occupation: 0 cannot occupy, 1 occupies weakly, 2 occupies. A unit on another nation's land (not Sea or Shoal) lowers that hex's resistance every turn and takes the hex for its nation when it reaches 0 (faster with more troops, and 2 is faster than 1). On its own land it restores resistance.
  • Artillery: 0 attacks adjacent hexes only. 1 and 2 can also attack hexes two away; 1 receives no counterattack when attacking two hexes away, and 2 never receives a counterattack.
  • ZOC: a unit next to an enemy unit that exerts ZOC cannot move to a hex that is also next to that enemy (types that ignore ZOC and units carrying the ZOC Bypass Cloak are exempt).
  • Move between non-own hexes: a type marked No cannot move from a hex its nation does not own to another hex its nation does not own. If either hex is sea-type (Sea, Undersea Base, or a terrain listed below as the same as Sea), every type may move.
  • Type change on reinforcement: for a type marked No, placing an additional unit on it only reinforces it and the unit type does not change.
  • Movement: 0 cannot enter, 1 moves one hex, 2 moves up to two hexes. Units may board their own nation's ships. A unit carrying the Waterwalking Boots can enter Sea and Undersea Base.

Unit matchups (row: attacking type; column: target type; 10 is standard, higher deals more damage)

NameInfantryMountain TroopsArtilleryArmored TroopsGun BatteryMarinesAirborne TroopsArmor AArmor BArmor C
Infantry101111471010444
Mountain Troops8910471014333
Artillery99106101024666
Armored Troops1416161014128777
Gun Battery1011107101026777
Marines101010681010555
Airborne Troops841017101010141414
Armor A141617121513910244
Armor B141617121513941024
Armor C141617121513924410

Terrain effects (share of damage the row type takes while in a hex of the column terrain; 10 is standard, lower takes less damage)

NameSeaUndersea BaseMonsterMonument / WallMountainWastelandPlainsTown TypesForestFarmFactoryMissile BaseDefense FacilitySupply Depot
Infantry1010101010101076108998
Mountain Troops10101044101087101010108
Artillery101010101010101010101010108
Armored Troops1010101010101098101010108
Gun Battery101010101010101010101010106
Marines5410101010101010101010109
Airborne Troops101010101010101010101010109
Armor A1010101010101098101010108
Armor B1010101010101098101010108
Armor C1010101010101098101010108

Terrains not in the tables above use the same movement and terrain effect values as these terrains.

  • Same as Sea: Shoal, Offshore Oilfield, Undersea City, Destroyer, Cruiser, Battleship, Aircraft Carrier, Submarine, Freighter, Pirate Ship, Cruise Ship, Breakwater, Sea Mine
  • Same as Mountain: Mine, Quarry, Coal Mine, Surface Deposit, Uranium Mine, Large Mine
  • Same as Plains: Reserved Land, Port, Lighthouse
  • Same as Town Types: Market, New Town, Modern City, Metropolis
  • Same as Farm: Large Farm
  • Same as Factory: Refinery, Munitions Factory, Large Factory, Warehouse, Power Plant
  • Same as Missile Base: Naval Port

Land combat damage reduction by fixed climate belt

On a 90-row map the equator is at y=45. The table shows damage reduction (0% means no change). Belts stay fixed all year and use the tile of the unit taking damage: the defender for normal attacks, the original attacker for counterattacks, and the unit hit by artillery. Nationality and capital location do not determine the belt. This applies together with terrain effects. These are game roles, not claims about real military performance. Effects from changing tile weather apply separately as described below.

Normal attacks, counterattacks and artillery deal 90% damage when the attacking unit is on a rainy tile and 90% on a snowy tile. Apply the receiving unit's terrain, its fixed climate, the attacking unit's weather, a one-quarter factor if ammunition is short, then military technology, dropping fractions at each step; equipment, minimum damage and remaining troop caps follow. Weather does not change the fixed retreat retaliation of 1 or artillery exemptions. Clear, cloudy and thunder weather leave land damage unchanged. A tile with unknown weather has no weather effect.

Military technology levels 0–5 multiply numerical damage dealt by normal attacks, artillery and ordinary counterattacks by 100 + 3 × level percent (103% at level 1, 115% at level 5). Apply target terrain, target fixed climate, attacker weather, one quarter when ammunition is short, military technology, equipment, minimum damage and surviving troop cap in that order; drop fractions at each stage and carry no remainder. Military technology does not change the fixed retreat retaliation of 1 or artillery counterattack exemptions.

NameTropicalSubtropicalTemperateSubpolarPolar
Distance from equator (90 rows)0-910-1920-3233-4041-45
Infantry0%0%0%0%0%
Mountain Troops0%0%0%5%10%
Artillery0%0%0%0%0%
Armored Troops0%0%0%0%0%
Gun Battery0%0%0%0%0%
Marines10%5%0%0%0%
Airborne Troops0%0%0%0%0%
Armor A0%0%0%0%0%
Armor B0%0%0%0%0%
Armor C0%0%0%0%0%

Attack and counterattack

Attack damage = (troops + random 0 to experience−1) ÷ 10 × (matchup + unit level × 5) ÷ 10 × support × (target terrain effect − defense) ÷ 10 × receiving unit fixed climate factor × attacking unit weather factor × one quarter if short of Ammunition × attacking country military technology factor

Fractions are dropped along the way. The result is at least 1 and never more than the target's troops. Defense is 1 when the target corps has the Defend order, otherwise 0. If the target carries the Weakness Shield, a matchup above 10 counts as 10. Carrying the War God's Sword doubles the damage, and a target carrying the Ironwall Shield halves it.

Support = (100 + 30 × count) ÷ 100. The count is the number of own units in the adjacent hexes checked before the target is found (the checking order changes every turn, so it is anywhere from 0 to the number of adjacent own units). Types with the artillery attribute check up to two hexes away and use (100 + 15 × count) ÷ 100.

Counterattack damage = (remaining troops + random 0 to experience−1) ÷ 20 × (matchup + unit level × 5) ÷ 10 × attacker terrain effect ÷ 10 × receiving unit fixed climate factor × counterattacking unit weather factor × one quarter if short of Ammunition × counterattacking country military technology factor

A counterattack happens only if the target survives. There is none against artillery attribute 2, or against artillery attribute 1 attacking from two hexes away. A retreating unit counterattacks for 1. Items work the same way as in an attack.

Ammunition is consumed in land combat, naval combat and missile attacks. Normal missiles use 1, anti-personnel missiles 2, and ballistic missiles 4 plus 3 Fuel. Each naval attack uses: Destroyer 1, Cruiser 1, Battleship 2, Aircraft Carrier 3, Submarine 1. Land combat continues without enough Ammunition, with damage reduced to one quarter. Naval attacks stop without enough Ammunition; missiles stop without their required Ammunition or Fuel. Naval gun costs and Ammunition consumption are separate.

Missiles, disasters, new-nation limits, aid and turn prizes

Missile base experience, range and shots

Experience (at least)Missile Base rangeMissile Base shotsUndersea Base rangeUndersea Base shots
051121
161131
471141
881151
1291161
20101172
30111182
40121192
50132203
70142213
100152224
140162224
200173235

Range is the farthest number of hexes from the base to the target, and shots is how many missiles one base fires per order. Ballistic missiles get 5 more range. Experience is capped at 200. The order is canceled when no base has the target in range.

Thunder at the aimed tile adds 1 to missile scatter radius. When the increase is 1, radii 0, 1 and 2 become 1, 2 and 3, with candidate counts 1, 7 and 19 becoming 7, 19 and 37. PP counts the center twice. The expanded candidates use the same friendly-country check, with the same scope and exceptions, before Funds or ammunition are spent. Neither the launch base nor the actual impact determines thunder; naval gunfire is unaffected.

Disaster rates

DisasterRateCheck
Earthquake1%Checked once per turn for the whole world. If it hits the sea, a tsunami may follow
Eruption3%Checked once per turn for the whole world
Meteorite1% (5% above the safety limit)Checked once per turn for the whole world; none through turn 100
Huge meteorite0% (0.5% above the safety limit)Checked once per turn for the whole world; none through turn 100
Fire1%Each large town, factory and warehouse hex of a nation with at least 100,000 people. It rises by 0.1% for every 10,000 people above 200,000. Not in hexes next to a forest or monument
Monster0.01% per hex of areaEach nation with at least 130 hexes of area
Buried treasure1%When leveling land

Capital hexes are not hit by natural disasters (combat damage still applies). When the world's land, including land nobody owns, exceeds the safety limit of 716 hexes, meteorites and huge meteorites become more likely and land reclamation stops. A tsunami happens only after an earthquake or eruption at sea.

A fire does not destroy a town; it lowers the population instead. Villages, Towns, Cities and Metropolises lose 50%, New Towns and Modern Cities lose 30%, and at least 100 people remain. Troops in the hex are not reduced. A Metropolis that falls below 20,000 people becomes an ordinary town again (Village, Town or City). Factories, Large Factories and Warehouses still become Wasteland after a fire.

New-nation limits and war declarations

For 15 turns after a nation is founded, it cannot declare war, propose friendship or a ceasefire (also when the other nation is that new), cede territory, send aid or launch missiles. For 30 turns it cannot self-destruct a defense facility. A declared war begins 5 turns later.

Aid limits

Territory cession is limited to 10 hexes per turn.

Turn prize

A turn prize is awarded every 25 turns.

Shipbuilding and Fleet Organization

Quantity 0 builds a naval base. Quantity 100 + fleet number (0–15) × 10 + ship type (1–5) builds a destroyer through submarine in that fleet. Private operators decide new merchant ship construction.

Build on plains: quantity 0 refinery, 1 arsenal, 2 market, 3 port. Quantity 4 upgrades an owned port to level 2 (300 money, 40 stone, 20 wood, 10 goods).

Fictional containers

Ship, port and land capacity is counted in fictional containers, rounding up for each resource. Small merchant 128, Large merchant 1024; regular ports 256 and large ports 2048 per turn; land 64 per country pair per turn in both directions combined. Land freight costs 0.15 Funds per container, paid by the private seller to its national treasury. Treasury fractions below 1 Fund carry forward to the next payment.

unitsResource units per container
Timber1
Stone1
Ore1
Industrial Goods1
Fuel1
Oil1
Ammunition10
Food20
Steel1

Private fishing boats

A private fishing boat sails 3 to 4 cells offshore and brings its catch back to port. The catch enters private stock when the boat returns. Fish remaining are recorded by port; no sea cell is reserved as a fishing ground. The boat chooses an open sea cell by richness, avoiding port entrances and places that would block a waterway. Ships cannot enter fish farm cells.

The private sector builds a boat only when the catch expected in the 20 turns after construction, sold at the private food price (1 ×100M JPY per unit), covers the construction cost. The expected catch is at most the catch limit on each working turn and at most the fish remaining off its home port now; recovery while resting is not counted. Existing boats keep working.

Name units
Construction cost (×100M JPY)100
Deep sea richness100
Shoal richness120
Catch limit per turn10
Recovery per resting turn5
Distance from port3-4
Construction delay (turns)1
Rest below remaining stock1
Resume richness (%)50
Fish capacity50
Maximum turns fishing offshore5
Cells checked per route search256
Fuel per cell sailed0.025

Private fish farms

Fish farms are built automatically by the private sector; the catch goes to private stock. They are placed on shallow water in open sea next to the country's own land, never within the number of cells shown below from a port or naval port, and never in rivers or narrow channels. Ships cannot enter a fish farm, but armies and marines can land on it as on shallow water. The catch is the same every turn and never runs down. A cost is paid from private cash every turn; in a turn it cannot be paid, nothing is caught. The farm stays with the private sector of the country that built it even if the nearby land changes hands. It is lost when the cell stops being shallow water (for example by reclamation).

The private sector builds a farm only when the catch of the 20 turns after construction, sold at the private food price (1 ×100M JPY per unit), minus the cost of each turn, covers the construction cost. At most one farm per country per turn, placed by smaller x and y.

Name units
Construction cost (×100M JPY)40
Catch per turn4
Cost per turn (×100M JPY)1
Limit per country3
Cells kept clear around ports2
Construction delay (turns)1

Warship construction requires both funds and steel. A shortage prevents construction; both are spent only on success. Naval ports (0) require funds only. Row 6 (merchant) is for reference only; nations cannot build it (the private sector builds merchants). Types 7 and 8 cannot be built.

Ship Type IDNameBuild Cost (100M JPY)
0Naval PortFunds 500 + Industrial Goods 0
1DestroyerFunds 80 + Steel 1
2CruiserFunds 320 + Steel 2
3BattleshipFunds 640 + Steel 4
4Aircraft CarrierFunds 1920 + Steel 13
5SubmarineFunds 640 + Steel 4
6FreighterFunds 160 + Industrial Goods 1
7Pirate ShipFunds 0 + Industrial Goods 0
8Cruise ShipFunds 0 + Industrial Goods 0

Build quantity: 100 + fleet number × 10 + ship type (1–5). Fleet numbers run from 0 to 15; 0 means Fleet 1. Quantities 1–5 alone also build into Fleet 1. Limits: 15 ships per nation, 5 per naval base and 5 per fleet. A new ship joins the selected fleet without changing its existing flagship.

AI overseas preparation: priority 1001, warship type 1 (Destroyer), unit type 0 (Infantry) with troop strength 10. Prepare a Naval Port, one transportable warship, then an occupying unit, one step per turn. Without a coast where a Naval Port can be built, the AI does not expand overseas.

Cruisers (range 2 hexes), Battleships (3 hexes) and Aircraft Carriers (4 hexes) in Normal (0) or Hunt (1) action fire at Naval Ports, Missile Bases, Defense Facilities and Undersea Bases owned by nations currently at war with them. Peaceful, pending-war, own and ownerless facilities are excluded. Valid mass-attack orders take priority. Exactly 3 actual hits destroy a facility regardless of technology; damage carries across turns and saves. Losing a Naval Port retains existing ships even above the reduced capacity, but restricts new construction. The Resupply and Repair command (72) requires an existing adjacent Naval Port of your own. Each effective facility hit gives +1 experience; destruction adds +0.

Warship wrecks remain for 10 turns starting with the sinking turn. Command 111 lets an adjacent own warship recover 20% of that wreck type's build steel, rounded up. Destroyer, Cruiser, Battleship, Carrier and Submarine yield 1, 1, 1, 3 and 1. Recovery fails if the treasury cannot hold all steel. Fee 0; success uses 1 turn, failure 0. Merchant cargo does not return and no hull is repaired.

Merchant Classes and Routes

ClassCapacitySpeed (hexes/turn)Shoals / riversFuelMoney/food upkeepBuild money/goodsHP initial/maxRequired port level
Small merchant1288Allowed (slowed by movement cost)0.025/hex actually moved1/1100/03/41
Large merchant10248Deep water only0.1/hex actually moved2/2400/05/62

A private merchant ship that finds no way to its home port for 6 turns heads to a free port of its own country within 2 hexes. If there is none, the port where it unloaded becomes its temporary home port and it waits there for cargo. A ship still carrying cargo leaves the cargo in custody at such a port, its own or one of a country whose port is open to it (not at war, under embargo or with a closed port), or else at the nearest such port with a route, and that port becomes its temporary home port. The cargo still belongs to its private owner; if no ship collects it, it returns to the owner's private stock after 6 turns. A ship at a temporary home port looks for the way home again every 6 turns and returns when it finds one.

A private merchant ship waiting for cargo at a port with only one water cell as its way in does not stop there; it waits on a free water cell within 2 hexes of the port (sea or shallows with no fishing ground, nursery, mine or other ship). With no free cell it waits in the way in. When cargo comes it steps in for the loading and sails out. State merchant ships and warships are unchanged.

Neutral pirate ships also raid merchant ships, private and national (including distant fishing boats), under the same rule as cruise ships: pirates within 1 hexes, raid chance 25% per turn, sinking in 10% of successful raids; otherwise 50% of the cargo is stolen (a private trade cargo keeps at least 1 unit and the buyer gets back the payment for the stolen part; cargo of a one-way transport between countries [aid, auctions] counts as lost, and an auction is paid only for what arrives; a distant fishing boat loses fish on board; money and the cargo of exchanges between countries [including scheduled transport] are not stolen). The cargo of a sunk ship is lost, as when a warship at war sinks it.

Fixed ocean currents

Applies to all state and private merchants; warships are unaffected. Each open-sea cell has one current: east, west, northeast, northwest, southeast, southwest, or none. Seasons have no effect. The basic flow runs east or west by climate belt; only a narrow band just north of the equator flows east (equatorial countercurrent). When large land lies a short distance ahead of the flow, the current turns north or south along the coast. With land to the west (the east coast of a continent), tropical and subtropical flow turns toward the pole (north in the northern half, south in the southern half) and becomes a warm current. With land to the east (the west coast of a continent), temperate and subtropical flow turns toward the equator and becomes a cold current. The subtropical belt has no east-west flow, but it turns at both coasts in the same way, so the flow goes all the way around. If the next cell in the turned direction is land, the current takes the other diagonal along the coast; if both are land, there is no current. Small islands do not turn the current; it flows around them. The equator row does not turn. Open sea is the part of the largest sea where most nearby cells are water. Narrower channels and river mouths count as rivers, and water not connected to the largest sea counts as a closed sea; neither has a current. A move within 60 degrees of the current at the starting cell follows it; a move 120 degrees or more away opposes it. River edges use the class-specific river costs first. The table below shows whether shoals are included; large merchants still cannot enter them. Base cost is 2 in deep water and 4 for small merchants on shoals. Lower costs allow more distance within the same budget. Even against the flow, an available adjacent empty landing permits at least one step, exhausting the remaining budget when necessary. Fractions do not carry over to the next turn. Outward, return and backhaul estimates use the same costs as movement. Currents do not change fuel consumption.

Uses the fixed climate rows. On a 90-row map, distance from the equator at y=45 is tropical 0-9, subtropical 10-19, temperate 20-32, subpolar 33-40 and polar 41-45 (one row is about 2 degrees of latitude; smaller y is north); other map sizes use the same proportions. The table below shows the east-west flow of each belt.

Belt / settingDirection / value
TropicalEast to west
SubtropicalNo current
TemperateWest to east
SubpolarNo current
PolarEast to west
Equatorial countercurrent (west to east)Rows counted north from the equator (2,3)
Turning distance at continentsLarge land within 3 cells ahead of the flow
Large land100 or more connected land cells (small islands do not turn the current)
Open seaAt least 10 water cells within 2 cells (19 cells including itself)
Movement cost and budgetFollowing: base minus 1. Opposing: base plus 1. Minimum: 1. Each turn: base speed times 2 budget units.
Apply to shoalsYes
First cell when the budget is shortAlways moves

Private cruise ships

Private operators build and sail automatically. Each port tile may be home to one cruise ship at most; the national limit is the number of ports. Private operators build a new ship only when it is expected to pay (rule below); existing ships keep sailing. Private cash pays construction; national funds and cargo handling slots are unused. An actual voyage to a different permitted port earns tourism revenue once for the owning private sector. Revenue per call falls as more cruise ships sail the world. Construction at home and continued waiting earn nothing; returning home after another port qualifies. At the cash cap, payment remains due and sailing waits; unpaid claims survive sinking. Losing the home port pauses the ship without changing ownership. A vanished owner has its hulls removed. Ships approach the destination through neighboring empty sea or shallows and take a detour by the rule below when one is needed. The military action Cruise is separate; there are no national control orders. Military capability-table costs and speeds do not apply. After normal naval actions, cruise ships sail and receive call revenue, then each ship rolls at most once per turn for nearby surviving neutral pirates. Docked and paused ships are also exposed. A successful raid either sinks the ship or steals a share of its latest unlooted call revenue, capped by private cash on hand. Fractions below one thousandth of a fund are rounded down; no revenue or cash means zero loss. National funds and bank deposits are untouched. Sinking alone does not confiscate past paid revenue.

Construction 100 funds, speed 2 cells/turn, HP 3. Revenue per new call is 10 funds × 10 ÷ (10 + other cruise ships in the world): half when 10 other cruise ships exist.

Private operators build a new ship only when its expected revenue over the 20 turns after construction covers the construction cost. The expectation is the expected number of calls times the revenue of one call once the new ship is counted. The number of calls comes from the distance between the home and destination ports and the speed. When the country's cruise ships have a record of the last 20 turns worth at least one ship for 20 turns, and that record shows fewer calls per ship, the record is used.

When no neighboring cell is closer to the destination, a ship searches for a detour with the same route search as merchant ships and follows the route it found to the end (searches of stopped ships, together with private merchant ships without a way home, are at most 4 per turn in the whole world; once every 4 turns per cruise ship). No new ship is built at a port with only one free water cell.

The destination is chosen only among ports reachable by water, the shortest sailing time first. The 3 nearest ports in straight distance get a route-length estimate (at most 8 estimates per turn in the whole world). A port reachable only through another port, or whose way in is taken by ships, is not chosen. When none of them has a route, or no estimate is left, the next nearest port by straight distance is taken and the choice is made again after 4 turns; a stopped ship that finds no detour also chooses again then.

Pirate raids: pirates within 1 hexes, raid chance 25% per turn, sinking in 10% of successful raids; otherwise 50% of unlooted revenue is stolen.

Distant-water fishing

Distant fishing grounds form in open sea at current fronts (where warm and cold currents are close) and along cold currents. Boats of every country may use them. The fish are shared: they fall as they are caught and come back a little every turn. A ground that runs low rests, and no country can fish there until it recovers. Private owners build distant-water fishing boats. A boat sails from its port to a ground, fishes until it is full, returns, and puts the fish (food) into the private stock. Sailing uses fuel, counted as for merchant ships. The hull is the same as a small private merchant, so warships of countries at war attack it as they attack merchants. Neutral pirates raid it under the same rule as merchant and cruise ships (the numbers in the merchant section): it sinks or loses fish on board. Embargoes do not affect fishing.

Private owners build a distant-water fishing boat only when its expected earnings over the 20 turns after construction cover the construction cost. The expectation counts the days of the round trip (the straight distance to the ground times 125%), the fishing days, the price of the fuel, the hold, and the fish now left on the ground plus what comes back, shared among the boats heading to or at that ground. A boat in port sails only when one round trip earns more than its fuel costs.

ItemValue
How grounds formFront = warm and cold currents both within 2 cells / one ground lies within 2 cells of its centre / at least 3 cells / up to 16 grounds in the world
Fish per cellCurrent front 100 / Cold current 60
How fish come back5% of a full ground every turn / rests below 20% / opens again at 50%
Distant-water fishing boatConstruction 200 / catches 30 a turn / holds 300 / at most 12 turns on the ground / hull Small merchant (speed 8, fuel 0.025 per cell, durability 3)
Number of boats4 per country / 32 in the world / 6 per ground
Sailing and portsdoes not sail when a pirate or a warship of a country at war is seen within 2 cells of the destination / built only at ports with at least 2 neighbouring sea cells / turns back after 3 turns without moving

Embarking and Disembarking

Embark selects a ship and loads your adjacent troops from direction 1–6 in the quantity field. Disembark also selects a ship and uses quantity 1–6 for the adjacent landing destination. Terrain and occupancy requirements must allow troop placement. Embarked troops are cargo and cannot occupy land, attack or counterattack. Ships carrying troops cannot be decommissioned.

Ships and troops never share a cell. Ships (private merchant ships, cruise ships, far-sea fishing boats, state merchant ships, warships and pirate ships) do not enter a cell with troops and do not choose a route through it. Troops board a ship only with Embark and never enter a ship's cell by their own movement. A private ship that already shared a cell with troops leaves them on that cell (it waits if the troops could not stay on that water).

Breakwaters and Sea Mines

Build a Breakwater on Shoal next to your territory for 500 ×100M JPY to protect a two-hex radius from tsunamis. Sea Mines are laid in deep Sea next to your territory; quantity 1–2 sets their damage. Laying cost is damage ×300 ×100M JPY; clearing your existing mine costs 20% of that. Mines damage ships on contact.

Mass attack (command 70, quantity 2000) lets Destroyer / Cruiser / Battleship / Aircraft Carrier / Submarine fire at explicitly designated mines within range in normal (0) or hunt (1) action. Range, error, shots and costs match normal fire. Only mines actually hit that belong to your nation or a nation currently at war with you are cleared. Peaceful, pending-war and ownerless mines are protected. Misses do not damage towns, facilities, ships, monsters or troops. Command 77 clears your own mines for the fee listed in the command table.

Naval Ports and Supply

Naval Port upkeep and Food, and ship Funds, Food and Fuel, are consumed each turn as listed. Ships that can pay all costs recover 1 HP up to maximum HP under the conditions below. Insufficient Funds or Food never lower warship experience or level. Repair and supply recover up to the maximum increased by experience; insufficient Fuel causes 1 HP damage. Repair at an adjacent naval port owned by your nation restores 1 HP for ten times that ship type's per-turn upkeep and Food costs. Supply comes from the owner's stocks and does not simulate overland supply-line transport.

After warships (types 1-5) pay all supply costs, they recover 1 HP with the probability for their current fixed climate belt: tropical 80%, subtropical 90%, temperate 100%, subpolar 90% and polar 80%. The cap includes experience bonuses; full hulls draw no lottery. Payment is the same even when no HP is recovered. Merchants, liners and fishing boats have no climate correction. Repair order 72 always recovers.

Faction

Unaffiliated nations can create a faction for 1000 ×100M JPY. Up to 8 factions may coexist. Membership requires an application and leader approval; each nation belongs to one faction. Applications expire after 12 turns. Queue reviews, cancellations, departures, expulsions, leadership transfers and renames from the faction panel on the development screen.

Reapplication waits after leaving, expulsion or dissolution: 6 turns. Leadership transfer deadline: 3 turns. Rename cooldown: 12 turns.

factions, membership and Meeting Rooms remain active for 3 turns after a dissolution notice. The leader can cancel the notice. If more than half of the other full members request a replacement, leadership passes to the longest-serving member among those requesting replacement (lowest nation ID breaks ties), and dissolution is cancelled. Replacement checks take priority even on the deadline turn.

Faction Meeting Rooms and shared screens require authenticated full membership. Meeting Rooms are archived on dissolution.

The private Faction map, opened by an authenticated full member, combines sight from all member nations. Enemy land units and warships outside your own sight become visible if another member can see them under the respective land or naval sight rules. Your normal nation screen still uses only your own sight; it does not combine Faction sight. The Faction screen also shows each member’s leader name, Funds, Food and first 15 queued plans.

During the past 48 turns, an AI-led Faction rejects applicants with at least 2 recorded departures, expulsions, or diplomatic cancellations after agreement. Human applicants undergo the same review.

Trade alliance

A trade alliance is separate from a military Faction. Each nation's private sector joins as one company per nation and may belong to one trade alliance. Any nation can found one by naming it with command 112; the founder becomes its leader. Command 112 also joins an existing alliance without approval. Command 113 leaves; rejoining any trade alliance is blocked for 10 turns. Members may use each other's friends-only Ports, and the transit fee at a member's intermediate Port is halved. When credited to the Port nation treasury, a remainder below 100 million yen carries forward. The half-rate fee is still paid and cargo passes when the treasury is full; the excess disappears. War, embargoes and Port closures take precedence.

Periodic shipments

The seller offers one shipment; acceptance binds both countries for 36 turns. The interval is set from one-way travel time when offered and cannot be cancelled after acceptance. A shipment is skipped for insufficient goods or payment, war, or embargo; the agreement continues. Offers expire after 10 turns and AI countries do not accept them. A receiving port holds up to 10 agreements, or 20 if large. Quantity uses the diplomatic exchange limit.

  1. In the diplomacy panel, choose partner, goods, quantity and payment per shipment, receiving port, and seller freight limit. The interval follows one-way travel time; offers expire after 10 turns.
  2. The buyer accepts an offer by ID and revision. Shipments recur for 36 turns; the accepted agreement cannot be cancelled.
  3. The seller withdraws an offer before acceptance. An accepted agreement cannot be cancelled.

Long supply agreements

Private sectors automatically make long supply agreements between a nation that has lacked an item for 2 turns in a row and a nation that has had at least 16 spare units of it for 2 turns in a row. The partner and item are chosen from that turn's expected private sea trades; while slots remain, the search widens to nations with a surplus that are not among those trades (up to 8 pairs get a sea-route check per turn, with at most 4 new route searches; remembered routes are used first, and a partner that cannot be reached right now because ships crowd the way is skipped that turn). The goods travel on private ships. Each delivery is at least 16 units, at most one ship's load and no more than the buyer's private sector can pay for all deliveries with its current cash; the interval is the round trip of the route (at least 4 turns), and there are 2 deliveries. The price stays at the trade price of the day the agreement was made. Payment is made on delivery (tariffs as in ordinary trade). Agreement ships leave before ordinary trades, and the selling private sector keeps back the next delivery. If a delivery has not arrived by its deadline (the agreement turn plus that many intervals plus 3 turns of grace), the side that failed (normally the seller; the buyer if its private sector lacked the cash or storage) pays 10% of the remaining value to the other private sector, and the agreement ends. A breach is kept in the public diplomatic record. When pirates take agreement cargo, it is not a breach: the taken amount counts as delivered and the agreement continues (nothing is resent, the buyer pays only for what arrives, and the seller loses the cargo). If war, an embargo, a port closure or similar stops ordinary trade, or a nation or an agreed port disappears, the agreement stops without a penalty. At most 32 agreements run in the world, and at most 3 per nation. Allowed partners and goods are chosen under Trade and ports on the development screen (everything is allowed at first; changes do not end agreements already made).

Auctions

A country lists goods from its treasury and other countries bid. Listing (command 92) holds the goods from the treasury when it runs, and bidding (command 93) holds the bid amount plus a freight share. When another country bids higher, both go back at once. On the closing turn the highest bid wins. The goods travel by land or merchant ship, the same way as diplomatic transport between countries, and the held payment goes to the seller when they arrive. The buyer pays the freight out of the held freight share, and what is not used goes back to the buyer. If pirates steal part of the goods on the way, the seller is paid only for what arrives and the rest of the payment goes back to the buyer. If they cannot be delivered, the goods go back to the seller (except any lost at sea) and the payment and the rest of the freight share go back to the buyer. Without bids, the goods go back to the seller. A listing, and a sale that is being shipped, cannot be withdrawn.

The period is 3 to 24 turns. A bid made when fewer than 2 turns remain moves the closing turn to 2 turns after that bid (up to 6 times). A new bid must be at least 5% (and at least 100M JPY) above the highest bid. One country can have 3 open lots and the world 40. The listing fee is 0% of the minimum price. A freight share of 10% of the bid is held together with the bid (after winning, this is the most the shipping can cost). Goods not delivered within 36 turns go back.

You cannot bid on a lot of a country you are at war with or preparing war against, a country under embargo (including closed land checkpoints), or a country whose port is closed or open only to friends. This is checked again at closing; if trade is not allowed, the sale is called off and the goods and payment go back.

AI countries (rule AI and LLM countries) list and bid once each turn. They list the item with the largest value among goods they may still sell to their private sector: the smaller of 50% of that limit and 600 ×100M JPY worth, at a minimum price of 90% of their trade price, for 6 turns. They skip an item that already has 2 open lots in the world. Under threat they do not list ammunition, fuel or steel. They bid on items below their treasury purchase target when the lot is at most twice the shortfall, up to 115% of their trade price including the freight share. They hold at most 20% of their money in bids (with the freight share) and keep 1000 ×100M JPY in the treasury.

Entering from the auction box on the Trade and ports tab of the development page fills the command fields. When writing a command directly: for listing (92), x is the item number (0 to 7 are resources, 8 is food), y is the period, the quantity field is the quantity and the target field is the minimum price. For bidding (93), the target field is the lot number and the quantity field is the amount.

  • List for Auction: Put treasury goods up for auction. Enter it from the auction box on the Trade and ports tab of the development page (item, quantity, minimum price, period). The listed quantity is held from the treasury until the auction closes.
  • Place Auction Bid: Bid on a lot listed by another country. Enter it from the auction box on the Trade and ports tab of the development page (lot number, amount). The amount and a freight share are held from the treasury and returned if another country bids higher. The buyer pays the freight, and the unused part comes back.

Coalition

Coalition: a coalition can form only while one dominant power exists. The dominant power is the nation that holds at least 30% of all land in the world, neutral land included (water tiles such as sea, shallows, ports, ships and sea mines are not land), and at least 2 times the land of the second-largest nation. Each land tile taken in war within the last 48 turns counts 1 points and each war it declared counts 10 points; the points fall steadily to zero over time. When the dominant power reaches 30 points, a coalition forms. When it stops being the dominant power, the coalition dissolves and current wars end under the normal ceasefire rules.

AI nations (rule AI and LLM nations) join on their own. Human nations receive an invitation and join with command 134 and leave with command 135. The dominant power, nations in its military faction and nations with a friendship treaty with it cannot join, and members that become so leave. Faction rules come first: an AI nation whose faction includes a nation with a friendship treaty with the dominant power does not join on its own.

Defence pledge: when the dominant power declares war on a coalition nation, every coalition nation joins that war (never against its own faction). Embargo: private trade, land routes, port trade, periodic transport and diplomatic transport between coalition nations and the dominant power stop, and they cannot enter each other's ports. Joint declaration: when the coalition's combined strength (population / 100 + army strength) exceeds the dominant power's, AI coalition nations declare war together and human nations are notified (they decide for themselves). Joint declarations by the coalition do not count toward the three-nation limit on declarations received. Ordinary declarations are limited to three attacking nations. The next joint declaration can come only after all those wars have ended and 24 turns have passed since the previous one.

Turn Processing Order

  1. Prepare AI plans, then advance the clock and turn. Initialize resource accounting, reclamation unlocking, faction, naval, market and land-transport turn state, then accumulate natural resources and spawn neutral enemies.
  2. Determine country order, then process diplomacy, national income, consumption, industry, naval supply and plans. Zero-turn commands advance to the next plan. After all national plans, process private shipping upkeep, diplomatic transport, domestic trade and private maintenance, then private land trade and shipping plans.
  3. Process ports, early naval units, ports, terrain growth and single-hex disasters, normal naval units, ports, land movement and combat, then national and global disasters and updates to territory, income and survival. Private ships follow class movement limits, routes and handling capacity; unfinished work carries over with cargo ownership preserved.
  4. Settle domestic sales from private stocks to households, then finalize faction operations using country survival status. Clear abandoned territory, rank population, and check victory and game-end conditions.
  5. Take a backup and update world prices. Record population and troop statistics, reflect treasury changes in the accounts, and finalize resource accounting.
  6. Finalize processed-plan markers, history and logs, and save the world data together. Then record one statistics row and update the logs and public pages.

Saving and Backups

The world map, nations, factions, Markets, plans and visitor boards are saved together so that they always belong to the same turn. If a save goes wrong, the previous consistent save is restored.

Backups are taken every 1 turns and 6 copies are kept. Restoring the world to an earlier state does not roll back Meeting Room posts or published logs and statistics. Statistics are not used to decide victory or inventories.

LLM Mode

Human countries do not receive AI fallback. This policy takes effect after an administrator enables AI, or when AI fallback runs in LLM mode.