Hakoniwa Shared Map S — Player Guide
1. Getting started
To improve the game's AI, we record each nation's commands and results in a private location and use them for review after the season ends. We do not record passwords, connection source information, or message board text.
Hakoniwa Shared Map S is a nation-building game on one shared 90×90 hexagonal map. Development, resource production, trade, diplomacy and land and naval warfare all take place in this world. Start by founding a nation, then check its population, Food and Funds.
The standard turn interval is 6 hours; check the next update time on the home page. You can queue up to 50 commands. They are processed in order during a turn update. A command that does not consume a turn still runs during an update; it lets processing continue to the next command.
Register a comment within 1 hour of founding your nation. Automatic removal currently applies before the game starts (turn 1 or earlier) if a nation still has no registered comment after that hour.
1.1 Winning and continuing play
The normal ranking is by population. The last surviving nation receives a world-conquest record. If an end turn is configured, the population leader on that turn receives the world-largest record. The standard configuration has no end-turn limit. Faction membership does not itself provide a faction-victory condition.
In worlds that use seasons, the turn-limit ranking uses territory 60%, population 25% and treasury 15% (each as a share of the total among surviving nations). From seasons that start after version 1.64 is installed, economic assets 15% replace treasury 15%. Economic assets are the treasury and private cash and goods, including goods in transit, goods in warehouses and amounts held for payments, valued at common prices (world prices for the eight resources and a fixed price for food), averaged over the latest 12 turns. Country-specific market prices, ships and buildings are not counted. The value is recorded at the end of every turn; turns before recording began are not counted, and a nation that joined later counts as zero before it joined. The season section of the top page shows the rule of the current season and the turn when recording began.
At the end of a season, surviving nations can receive two awards separate from the overall winner: economic assets leader and trade volume leader. Economic assets use the same latest 12-turn average as scoring. With fewer than 12 recorded turns, the available records are averaged and their count is saved. Turns before a nation joins count as zero; missing records after it joins are excluded from the average and its denominator. Trade volume is the quantity of completed private trades during the season, combined across goods. Delivered quantities count for both seller and buyer; they are not revenue or profit. Equal values share the award. If all nations have zero trade volume, no trade award is given. There is no prize money or ability bonus. Early territory victories use results up to that turn. Nation names, values, achievement turns, counted periods and the rule version are saved separately for each season and shown in the top season section and season records. An award is withheld if the required historical records are unavailable.
A nation with no population is subject to the survival check, with an exception for an eligible government in exile whose capital is an Undersea City. Losing a capital is not immediate defeat, but it affects territorial resistance. Maintaining Food and productive land is essential to continued play.
2. Founding a nation
2.1 Choosing a site
Open the founding page from the home page and choose from the current site list. A + on the world map marks an available founding site. The center must be Wasteland or Forest. All 7 cells—the center and its 6 neighbors—must be unused, unowned Wasteland, Plains or Forest. Any Mountain, Sea or Shoal makes the site unsuitable, even if it contains resources.
A location must be on the site list even if its terrain appears suitable. Specified coordinates are checked against the current list again when you submit. Another nation may have founded or developed there in the meantime. If rejected, choose from the refreshed list. Enter a nation name, ruler name and password, and make the password confirmation match.
2.2 Initial layout
You start with a 6,000-person Town as the capital, two neighboring Villages of 2,000 people each, one Farm and one Supply Depot. The other 2 adjacent cells become yours with their natural terrain intact. Founding does not automatically place mining facilities in these 7 cells.
Initial Funds are 6,000 ×100M JPY, Food is 3,000 units of 100 t, and reserves are 200 units of 100 people. Initial resource stocks are listed in 4.1. Register your comment, check your Farm and Food supply, then submit a development plan.
3. Territory and development
3.1 Reading terrain
| Icon | Terrain | How to read it |
|---|---|---|
| Wasteland | Clear it to create Plains for development. | |
| Plains | A starting point for facilities and planned cities. | |
| Forest | Use Extract Resources / Log to obtain Timber. | |
| Mountain | Mountains may have a resource deposit or none. Mountains without deposits produce 1 unit of wood every 4 turns without logging. Production stops under 5,000 or more foreign troops, except troops of the same formal camp, and never exceeds the wood storage limit. | |
| Shoal | Water terrain; an Oil deposit permits Oilfield construction. | |
| Sea | Water terrain used for sea travel and marine facilities. |
Use the detail panel to check the owner, coordinates, population or scale, resource deposit and resistance. A unit and the land under it may belong to different nations. Flags and colors alone do not establish that occupation is complete. In public views such as Sightseeing, Missile Bases, Defense Facilities and Supply Depots appear as Forest, while Undersea Bases appear as Sea.
Public maps on the home page, full world map and sightseeing pages show the end of the last completed turn. The map label gives that turn number. Only the + markers for available founding sites use current information when the page opens. Country names, country colors, faction colors and legends belong to the same saved map; renaming or changing factions between turns appears on the next map. Color switching takes place in the browser.
3.2 From natural deposits to extraction facilities
A resource deposit is not a facility. Mountains can contain iron, stone, coal, surface deposits or Uranium; Sea and Shoal cells can contain Oil, as can waste cells after a survey. Undeveloped deposits provide no extraction income. Execute Build Mine / Oilfield (14) to create the corresponding facility, then use Extract Resources / Log (79) to obtain resources.
Only new-world creation uses fixed climate belts, independent of seasons and weather, for supplemental mineral placement. All input deposits remain; each gets one trial at a vacant candidate, with a default base probability of 10%. Iron ore in polar and subpolar belts and oil in tropical and subtropical belts use a 1.2 multiplier (12%); all other combinations use 1.0 (10%). The configurable range is 0.8–1.2; opposite belts are not automatically reduced to 0.8. Iron ore, stone, coal, surface deposits and uranium require mountains; oil requires sea or shoal. Rivers are excluded. Richness is copied together with the original substrate; extraction yields do not change. No deposit is added if candidates run out. Existing worlds remain unchanged by this correction when loaded, saved or advanced through turns. Actual deposit counts are not guaranteed to change by ±20%. See the resource settings for current values.
Geological Survey (109) examines one mountain or waste cell for 100 Funds (10 billion JPY) and 1 turn. A mountain survey still costs 100 Funds and a turn but reveals nothing. On waste, oil discovery is normally 10%, or 20% within 2 hexes of sea or shoal (configurable). Coastal land is used as an indicator of sedimentary basins. Surveys never reveal surface deposits. Initial deposit value is 500 in existing storage units, with level digit 0. Requires owned or adjacent neutral land without enemy troops, a known deposit or a facility. A miss still costs 100 Funds and 1 turn, but may be retried. Invalid targets and insufficient funds incur no charge. Quantity and target are 0. After discovery, Construction 14 builds a land Oilfield for a separate 120 Funds and 1 turn. Land Oilfields use land-oil.gif and a land map color; Offshore Oilfields retain the existing sea image and color. Sea and shoal cannot be surveyed; initial resource placement in new worlds is unchanged.
| Deposit | Facility after construction | Extracted resource |
|---|---|---|
| Iron | Mine / Large Mine | Steel |
| Stone | Quarry | Stone |
| Coal | Coal Mine | Fuel |
| Surface deposit | Surface Deposit | Ore |
| Uranium | Uranium Mine | None (no output until refining is unlocked) |
| Oil | Oilfield (waste) / Offshore Oilfield (sea) | Oil |
An offshore deposit can be developed beside any own ship or own cell, including a built offshore oilfield, allowing oilfields to be chained farther offshore.
Construction costs 120 ×100M JPY and consumes a turn. The site must be your territory or neutral land adjacent to yours. Sites with foreign troops or without a deposit are rejected. Extraction depends on accumulated reserves and other facility conditions; the yield is not fixed for every operation.
Upgrade Mine / Oilfield (128) raises an owned facility by one level, up to level 10, in one turn. The execution cost is 100 Funds per current level, 10 Stone and 10 Timber; Quantity and Target must be 0. A higher level raises the reserve cap and recovery under the existing formulas: cap = 10 × level × facility scale; recovery = ceil(level/4) × facility scale (large mines use scale 2). Each staffed mine or oilfield gets one cave-in roll per turn: by default 11% at level 1, falling linearly to 2% at level 10. A cave-in lowers the level by one, stopping at 1, and discards reserves above the new cap. Deposit richness is the initial reserve when the facility is built; extraction never depletes the deposit itself. Administrators can set HmineCaveInPermilleLevel1 and HmineCaveInPermilleLevel10 to 0 to disable cave-ins. Current rates appear in Resource Settings.
3.3 Main development commands
The table lists standard base costs. Terrain, expansion, quantity, materials or timing can change a command’s actual requirements. Consult the command description and Settings for the full command list and parameters. A 0-turn command still occupies a position in the plan.
| ID | Command | Base cost (×100M JPY) | Turns consumed |
|---|---|---|---|
| 1 | Clear Land | 5 | 1 |
| 2 | Level Land | 50 | 0 |
| 3 | Reclaim Land | Unavailable (900 if restored by the administrator) | 1 |
| 4 | Excavate | 90 (mountains unavailable) | 1 |
| 5 | Tunnel | 900 (after unlocking) | 1 |
| 7 | Build Farm Instantly | 180 | 0 |
| 8 | Build Factory Instantly | 180 | 0 |
| 11 | Plant Forest | 30 | 1 |
| 12 | Develop Farm | 20 | 1 |
| 13 | Build Factory | 60 | 1 |
| 14 | Build Mine / Oilfield | 120 | 1 |
| 15 | Build Missile Base | 100 | 1 |
| 16 | Build Defense Facility | 150 | 1 |
| 17 | Build Undersea Base | 500 | 1 |
| 18 | Build Wall | 40 | 1 |
| 21 | Build Supply Depot | 10 | 1 |
| 128 | Upgrade Mine / Oilfield | 100 × current level + 10 Stone + 10 Timber | 1 |
| 132 | Industry policy | 25 (provisional) | 1 |
| 133 | Build / Upgrade Power Plant | Build 300 / upgrade 150 (provisional) | 1 |
Clearing and construction check terrain, neighboring territory and troop presence. Only your own land and port cells count as neighboring territory; sea cells holding your merchant ships or warships do not (the exception is offshore deposits, which you can develop when your own ship is adjacent). From version 1.64, land reclamation is unavailable by default. Administrators can restore allow or auto in local-init.cgi (cost: 900). Only auto unlocks reclamation once the neutral-land share reaches 5% or less. When expanding your border, check the owner and execution log. Mountains cannot be excavated. Use tunnels (a separate command) to pass through mountains. If the administrator restores mountain excavation with auto or allow, mountains alone cost 900.
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.
3.4 Resistance and ownership
After an occupation-capable unit enters foreign or neutral territory, a later army phase reduces resistance. Ownership changes when resistance falls below 1, and resistance is then set to 10. Infantry and Mountain Troops are suited to occupation; Marines have limited occupation ability. Your occupation-capable troops can restore resistance on your land.
Encirclement can also affect ownership. Entering a cell and actually taking ownership are separate events. A newly lost capital triggers a reduction of 2 in the resistance of remaining national territory.
The capital can be moved to one of your Town-type cells with Move Capital (command 89, 200 ×100M JPY, 1 turn). The capital cell is not hit by natural disasters such as fire, earthquake, eruption, meteorite and tsunami (damage from missiles and monsters still applies as before). If the capital town is lost but its cell is still your territory, the capital moves automatically to one of your remaining towns, and resistance does not drop. The capital becomes fallen only when another nation takes it.
3.5 Two paths of urban development
With natural growth, a settlement below 3,000 people is a Village, one with 3,000–9,900 is a Town, and one with 10,000 or more is a City. At 20,000 people, this terrain becomes a Metropolis, whose population cap is 25,000.
Planned cities use a separate construction path. Build Planned City (87) converts your Plains to Reserved Land (Quantity 0), then New Town (1), then Modern City (2). A Metropolis does not automatically become a New Town. Reserved Land costs 10 ×100M JPY; a New Town costs 300 plus Stone 30 and Timber 20; a Modern City costs 600 plus Stone 60 and Timber 40. Funds use ×100M JPY and material quantities use the units in 4.1. A New Town holds up to 25,000 people and a Modern City up to 30,000. An Undersea City (Quantity 3) holds up to 15,000.
In a nation with at least 100,000 people, a fire can break out in a town hex with more than 5,000 people (Village, Town, City, Metropolis, New Town or Modern City). The fire does not destroy the town; it lowers the population instead. Villages, Towns, Cities and Metropolises lose half, 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). Fires never break out in the capital hex or in a hex with a Forest or Monument among its six neighbors, so a Forest next to a town protects it from fire. Factories, Large Factories and Warehouses still become Wasteland after a fire. The chance of a fire and the share of people lost appear in the settings list.
3.6 Detailed development rules
Prepare Land (1) turns wasteland and similar land into plains and makes the hex yours. The hex itself or a neighbor must be your own land or port. Sea, sea bases, mountains, monsters and mines cannot be prepared. On another nation's land only wasteland can be prepared; on neutral land any other land hex can be. Preparing your own plains or a village under 1,000 people is cancelled, so no money is wasted. Level Land (2) is preparation that uses no turn, but only on your own land (wasteland with your own unit on it is allowed even on neutral or foreign land). Preparing a forest gives wood equal to the forest value. Preparing land has a 1% chance to find buried treasure (100–500 ×100M JPY). You cannot prepare or build where another nation's unit stands or on a friendly nation's land.
Plant Forest (11), Farm (12), Factory (13), Quick Farm (7), Quick Factory (8), Missile Base (15), Wall (18), Supply Base (21) and Defense Facility (16) are built on plains or on your own towns. Plains may be neutral or foreign if a neighbor is your own land or port, and the built hex becomes yours. Quick Farm and Quick Factory work only on your own land and use no turn. A farm starts at a scale of 10,000 people, grows by 5,000 per addition and stops at 60,000. A factory starts at 30,000, grows by 15,000 and stops at 120,000. You can also add to another nation's farm or factory, and that hex becomes yours. Farms and factories take a repeat count in Quantity. For a Supply Base, Quantity sets the corps number (1–32); building again on your own supply base changes only its corps and uses no turn. Building a wall makes units that cannot stand on it withdraw. A Sea Base (17) can be built on any sea except shallows, even away from your territory, and that sea becomes yours. The log does not show its coordinates.
Defense Facility (16) runs only when it is the first command carried out in the turn. Entering it again on your own defense facility arms a self-destruct device at four times the cost; it explodes at the end of the next update and damages everything within 2 hexes. Self-destruct is not allowed during the first 30 turns after founding, and it is cancelled when a friendly nation owns land other than wasteland or sea in the second ring. By default a defense facility also self-destructs when a monster steps on it.
Land also changes by itself. Wasteland becomes plains with a 10% chance each turn (neutral wasteland too). Plains next to a town of 200 people or more, or next to a farm, sometimes become a village of 100 people and belong to that town's or farm's nation. This spreads onto other nations' plains too, but less often than onto your own, and never onto a friendly nation's plains, plains with another nation's unit, or neutral plains. Towns grow on their own up to 20,000 people (see 3.5 for what follows). A town with another nation's unit of 5,000 people or more, or a town in a nation short of food, loses people and turns back into plains at 0. Neutral towns, forests and facilities (supply bases, missile bases, defense facilities, walls and so on) turn into wasteland, and a neutral sea base returns to sea. Forests grow every turn; when the forest value reaches 40, it pays 200 ×100M JPY and returns to 1.
The standard world uses "globe mode": the top and bottom of the map and its left and right edges are joined. The neighbor of an edge hex is the hex on the opposite edge, and movement, development adjacency and disaster ranges are all counted across the joined edges.
4. Resources and economy
4.1 Eight resources and their units
| ID | Resource | Unit for quantity 1 | Initial stock | Base price (×100M JPY) |
|---|---|---|---|---|
| 0 | Timber | ×10,000 t | 500 | 8 |
| 1 | Stone | ×10,000 t | 500 | 14 |
| 2 | Ore | ×10,000 t | 500 | 12 |
| 3 | Oil | ×100,000 bbl | 1000 | 18 |
| 4 | Fuel | ×10,000 kL | 1000 | 17 |
| 5 | Industrial Goods | ×10,000 t | 0 | 38 |
| 6 | Ammunition | ×1,000 t | 0 | 43 |
| 7 | Steel | t | 0 | 30 |
In 1.64, resource ID 7 changed from Uranium to Steel. Existing Uranium stock, wherever it was held, was converted once into Fuel (1 Uranium = 3 Fuel, equal in value at base price 120 against about 42.5 for Fuel). Steel starts at 0 and is produced by iron Mines and Large Mines. One container holds 1 t of Steel.
Ore represents rare earths and other uncommon metals. Surface Deposits yield Ore, with their output multiplier raised from 25 to 50. Iron Mines and Large Mines yield Steel directly; an own Coal Mine in any of the six adjacent hexes raises Steel output by 50%. These are provisional settings. The private Steel holding floor is 32, but world purchases cover actual consumption only.
Funds and Food are separate treasury items, outside these eight resources. Funds use ×100M JPY; Food values use 100 t; population and troop-strength values use 100 people. The UI suffixes “00 t” and “00 people” express those display units. Prices are per quantity 1 of each resource, not per equal weight across all resources.
After rations, 0.5% of treasury Food above 18 times that turn's domestic production spoils each turn, rounded down to whole units; civilian stock is excluded.
4.2 Production and world prices
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.
The table below shows the default values. The configured values are in the Resources, Units and Base Prices section of Game Settings.
| Resource | Tropical | Subtropical | Temperate | Subpolar | Polar |
|---|---|---|---|---|---|
| Food | 1.2 x | 1.2 x | 1.0 x | 0.8 x | 0.8 x |
| Timber | 1.2 x | 0.8 x | 1.0 x | 1.2 x | 0.8 x |
| Stone | 1.0 x | 1.0 x | 1.0 x | 1.0 x | 1.0 x |
| Ore | 1.0 x | 1.0 x | 1.0 x | 1.0 x | 1.0 x |
| Oil | 1.0 x | 1.0 x | 1.0 x | 1.0 x | 1.0 x |
Forests provide Timber; extraction facilities provide Steel, Ore, Stone, Fuel or Oil (Uranium Mines yield Fuel from production research level 3). One advanced-industry Factory batch converts Ore 2 into Industrial Goods 1; a Refinery converts Oil 2 into Fuel 3; a Munitions Factory converts Industrial Goods 1 plus Steel 2 into Ammunition 6. Refineries use Oil from the treasury regardless of Oilfield distance. Production needs both inputs and available labor. Agricultural and industrial labor are not counted twice. Production technology has levels 0–5 by country. It multiplies the finished amount of Food, mining, timber harvesting and factory output by 100 + 3 × level percent (103% at level 1, 115% at level 5). The result is rounded down once in the output unit, so small amounts can stay unchanged. It does not multiply workers, deposits or their recovery, factory inputs, taxes, market receipts, subsidies, trade income or prices.
Industry policy (command 132) applies nationwide to Factories and Large Factories. Quantity 0 selects light industry: 2 Food to 1 Good (50% factory capacity, 45% Fuel rate). Quantity 1 selects heavy industry: 2 Steel to 1 Good plus 1 Ammunition (75% capacity, 150% Fuel rate). Quantity 2 selects advanced industry: 2 Ore to 1 Good (100% capacity, 75% Fuel rate). Capacity rounds up. Heavy industry unlocks at Production Research 1 and advanced industry at 3. Changing policy costs 25 Funds and takes effect the next turn. Countries that existed before industry policy start advanced regardless of research level; newly founded countries and countries in a new season start light. Refineries and Munitions Factories keep their recipes but use the national industry Fuel rate. The current values are in Game Settings.
An AI country raises a staffed Mine or Oilfield with command 128 when its resource is short or being purchased. With enough stock it also raises one when the new level gets workers and money is spare (see CPU resource development). It builds or upgrades a Power Plant only with enough industrial capacity and incoming Fuel to operate it, and stops at the national output-bonus cap. It chooses an industry mode from incoming materials and Production Research. A country in advanced industry changes only after repeated turns without Ore intake and with another input available; a cooldown prevents rapid reversals. Its Fuel reserve includes estimated sector and power demand, and heavy industry adds factory Steel input to its reserve. AI observes sector efficiency but does not reassign workers to change it. The planning thresholds are in Game Settings.
Agriculture, industry and commerce use treasury Fuel in proportion to the base-price value of their output. Food is valued at 1 Fund per unit; the other products use the base prices in section 4.1. Fuel demand is 45% of agricultural output, 75% of advanced-industry output and 30% of commercial sales, divided by the Fuel base price. Market price changes do not alter this demand. If Fuel is short, output and commercial receipts fall by the available share, rounded down to whole output units. Refineries may use part of the Fuel they have just made. Fuel use starts at zero on the first update and reaches full rate on the tenth. On the first update of a release, human countries alone receive one grant equal to 20 full-demand turns, capped at treasury storage; small coal deposits are also placed once in neutral mountains using fixed climate-belt multipliers. Rates and periods are provisional settings.
World reference prices (world prices) are shared by every nation and update once at turn end from recorded production, consumption and trade flows. Each turn, prices may rise or fall by at most 10%, and remain bounded between 0.4 and 2.5 times the base prices in the table in 4.1. That table gives base prices, not current executable quotes. Plan using the current prices shown on the home page or in the port and market panel.
For each of the 8 resources, your country's trade reference price equals world reference price × coefficient for that country and resource. Private international trade decisions apply a further inventory adjustment to the trade reference prices of the selling and buying countries. This also applies to return cargo decisions.
Exports that have actually been delivered and settled raise the coefficient; imports lower it. The change in the coefficient due to trade is limited to 0.03 per turn (equivalent to 3% of the world reference price). Each turn also adds a pull toward 1 that reduces the gap between the coefficient and 1 by 2%, even without trade. The 3% describes only the trade component, not a cap on the final price change including this pull, changes in world prices and inventory adjustments. The coefficient stays within 0.75 to 1.25 and updates once at turn end. Prices in existing contracts stay fixed.
Treasury purchases and sales, household prices, limit purchases, asset valuation and scoring continue to use world reference prices. Food has no country coefficient.
Factories, Refineries and Munitions Factories carry fractional work forward until it reaches one batch (10,000 workers). Carry is capped at 0.99 batches when materials or storage are insufficient.
Command 88 upgrades Refineries and Munitions Factories up to L3. Each step costs 500 hundred-million yen, Stone 30 and Industrial Goods 10.
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.
Provisional sector efficiency uses each sector's share p of non-overlapping staffed agriculture, mining and factories, and commerce. The 100% baselines are 73% agriculture, 26% industry and 0% commerce. Efficiency (%) is 100+35×(f(p)−f(baseline))/f(√0.75), where f(p)=p×sqrt(1.5−p²), with a 90% floor. It separately scales Food output, industrial output and commercial sale quantities, in addition to production research. The three percentages appear on the Civil and banking tab.
4.3 City markets and Demand Factor
Settlements provide built-in market capacity based on population and urban stage, added to capacity from Market facilities. Village, Town, City, Metropolis, New Town and Modern City stages have different efficiencies and agricultural shares. A populated nation can have city consumption demand even without a separate Market facility.
The Demand Factor is shared by all markets and ports of one nation. Population, market capacity and Industrial Goods accepted over the latest 5 turns determine a value from 0.3 to 1.2. Heavy deliveries to one nation reduce it; it can recover as older deliveries leave the history window. Zero population or capacity stops the market. Stock, capacity and available labor also limit actual sales.
Provisional household Industrial Goods demand starts at one unit per 500 population units (50,000 residents) and rises by up to 100% with treasury Funds per resident. The larger of this demand and physical market capacity is scaled by commerce efficiency and limited by private stock available for sale. Treasury Funds indicate prosperity; household sales do not debit them. Base Food and Fuel demand and private world purchase conditions stay the same.
4.4 Ports, routes and Tariff
A Port at scale 2 or higher becomes a Large port, increasing the cargo it can handle per turn from 256 to 2,048.
In the current version, the state trade commands in this section cannot be newly executed. The private economy (4.7) is always running. This covers Set Trade Route (81), Load Cargo in Bulk (80), Set Route Trading Mode (104), Set Port Purchase Limits (105), Build Merchant Class (118), Route Waypoint (119), Bonded deposit route (121), Bonded forwarding route (122), and building a Freighter with Build Ship (69). The private sector trades and ships goods between nations automatically. A nation decides where to build Ports (Build Trade Facility, 78), Set Port Access (102), Set Port Tariff (103), Port transit fee (120), embargoes with Set Checkpoint Policy (91), and its export limits to the private sector. The description below is kept for when these commands reopen.
Use Build Trade Facility (78) to establish Ports and related facilities, then Set Trade Route (81) to specify a Freighter route, its origin, destination and cargo. Cargo loads at your Port; sales or collection take place at the destination. Cargo aboard a ship is separate from treasury stock, and sinking destroys cargo and embarked troops.
The port and market panel queues Set Port Access (102), Set Port Tariff (103), Set Route Trading Mode (104) and Set Port Purchase Limits (105). Access choices are open to non-belligerents, friends only, or closed. Trade checks both nations’ policies and war status. Friends-only access admits members of the same military Faction or trade alliance. War, embargoes and Port closures take precedence.
For Industrial Goods consignment, world price, Demand Factor and market efficiency determine gross proceeds. After Tariff, 80% goes to the exporter and 20% to the host. Tariff is host income, ranges from 0 to 30%, and is waived within a Faction. Physical purchases instead transfer Funds from the host and add the resource to its stock. Purchase limits specify each resource’s per-turn quantity and stock ceiling.
4.5 Bilateral Contracts
In the current version, Bilateral Contract commands cannot be newly executed. Because the private economy (4.7) is always running, Propose Bilateral Contract (106), Accept Bilateral Contract (107) and Cancel Bilateral Contract (108) are not executed, and the private sector trades resources between nations automatically. The steps below are kept for when these commands reopen.
- The seller configures a standing route from its Port to the buyer’s Port, then selects the buyer, seller’s fleet, resource, per-turn quantity, price, price bounds, duration and automatic renewal in the contract panel.
- Queue Propose Bilateral Contract (106). Once executed, the proposal waits for acceptance for up to 24 turns. Quantity is 1–255 and duration is 1–240 turns. The specified bounds constrain the fixed unit price.
- The buyer executes Accept Bilateral Contract (107) and deposits one turn’s payment. The active contract settles against physical Freighter deliveries; acceptance does not deliver all resources for the entire contract at once.
- Either party may queue Cancel Bilateral Contract (108). War, port policies, changed or lost ports or routes, insufficient Funds and expiry can also end a contract. Check its status and remaining duration, and refresh the page before acting after conditions change.
4.5a Periodic shipments
In the development screen’s diplomacy panel, the seller uses Offer Periodic Shipment (129). Choose the partner, goods and quantity per shipment, payment per shipment, receiving port and seller freight limit. Goods include food and eight resources; the quantity limit matches diplomatic exchange. The input form shows an interval estimate using the same calculation as offer submission. The interval is calculated and saved when the offer is submitted, from one-way land travel or travel by the standard freighter. Terrain or port changes before submission may change the result; changes after submission do not change the saved interval. An offer expires after 10 turns. The seller can Withdraw Periodic Offer (131) only before acceptance. AI countries neither offer nor accept.
When the buyer submits Accept Periodic Shipment (130) with its freight limit, the agreement runs for 36 turns and cannot be cancelled. Each normal receiving port holds up to 10 agreements, and each large port up to 20. Insufficient goods or payment, war and embargo skip one dispatch, record it, and advance to the next scheduled turn. Loss of a port also skips dispatch without ending the agreement. Goods already dispatched use the existing diplomatic land or sea transport and cannot be used until arrival. The diplomacy panel lists the partner, goods, quantity, payment, interval, remaining turns and next dispatch turn.
4.6 Limit orders, Exchange and Auction
In the current version, limit order and Exchange commands cannot be newly executed. Because the private economy (4.7) is always running, Limit Sell (82), Limit Buy (83), Post Exchange Offer (85) and Bid on Exchange (86) are not executed, and the private sector trades between nations automatically. The descriptions below are kept for when these commands reopen. Auctions (92 and 93) were rebuilt in 1.65 to sell treasury goods (4.6a).
- Limit Sell (82) sells when the effective price reaches the minimum; Limit Buy (83) buys when it is at or below the maximum. Sale price is world price ×0.7; purchase price is ×1.25. Purchases are capped at 1 per resource per turn. Newly queued settings take effect for a later turn’s limit-order phase because that phase precedes commands.
- Post Exchange Offer (85) and Bid on Exchange (86) arrange resource-for-resource exchange. After matching, send an empty buyer Freighter to the seller’s Port; exchange settles at pickup and the ship carries the goods home. A bid specifies the offered amount of the requested resource and must exceed the current best bid.
4.6a Auctions
A nation can put treasury goods (the eight resources and food) up for auction, and other nations bid. In the auction box on the Trade and ports tab of the development screen, enter the item, quantity, minimum price (total) and period; this puts List for Auction (92) at the top of the plan. When the command runs, the quantity is held from the treasury. From the table of open lots in the same box, enter an amount for a lot to Place Auction Bid (93). The bid amount and a freight share are also held from the treasury and go back at once when another nation bids higher. Neither command uses up the turn.
On the closing turn the highest bid wins. A bid made when fewer than 2 turns remain moves the closing turn later (a limited number of times). The goods travel by land or merchant ship, the same way as diplomatic transport between nations, 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. 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. You cannot bid on a lot of a nation you are at war with or preparing war against, a nation under embargo, or a nation with a closed port. AI nations also list surplus goods and bid for goods they lack. The period, extension, minimum raise, freight share, number of open lots and other figures are in the Auctions section of Game Settings.
4.7 Private economy (automatic)
Trade alliance
Trade alliances are separate from military Factions. Each nation has one private company and may join one trade alliance. Any nation may create one with a name using command 112 and 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 one another'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. War, embargoes and Port closures take precedence. Submission adds a plan; execution occurs at the next turn update.
Coalition
Only when one dominant power appears do the other nations form a coalition. The dominant power 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 twice the land of the second-largest nation. Taking land in war or declaring war within the last 48 turns earns it points (which fade over time); past the limit, a coalition forms. AI nations join on their own and human nations receive an invitation (join with command 134, leave with 135). Nations in the dominant power's faction or with a friendship treaty with it cannot join. Faction rules come first.
Trade between coalition nations and the dominant power stops, and they cannot enter each other's ports. If the dominant power declares war on a coalition nation, every member joins that war. When the coalition's combined strength (population / 100 + army strength) exceeds the dominant power's, AI nations declare war together and human nations are notified. 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 coalition dissolves when the dominant power loses that status. The numbers are listed under "Coalition" in the settings.
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.
Defaults for unspecified details are simple interest (no interest on unpaid interest), carrying interest fractions below 1 milli, and rounding dividends down. The automatic deposit cash cap is 10000 units of 100 million yen. Working cash is the sum of private purchases and shipbuilding payments in the preceding four turns, with a floor of 2000; old saves use that floor until spending history accumulates. The provisional goods order is food, wood, stone, ore, oil, fuel, goods, ammunition, steel, in lots of one resource unit. Reserved stock is excluded. Food uses its fixed price and other goods use world prices; goods exceeding the debt value are not taken.
Credit is limited to the smallest of the working cash shortfall, household sales in the most recent 10 turns, half the value of privately owned stock (including warehouses and cargo in transit), bank cash, and the bank-wide cap. Food uses a 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.
These are saved balances. Your cash shortage, existing loan and balances at execution may prevent borrowing.
Private fishing boats
The private sector builds up to one fishing boat per home port and pays from private cash. There is no national command. A small merchant hull sails from its home port to open sea or shoals 3-4 cells away, fishes, and returns. It catches up to 10 per turn, carries up to 50, and fishes offshore for at most 5 turns. Fish enter private food stock with domestic origin when the boat lands; selling them brings in private cash. Other ships may pass through a fishing boat at sea but cannot stop on the same cell. Warships do not attack these near fishing boats, including in wartime. Fish farms still block ships.
Fish richness and remaining stock are recorded for each home port. The chosen sea cell gives richness 100, or 120 on shoals. Stock recovers by 5 on turns without fishing. The boat rests below 1 remaining and resumes at 50% of full stock. Fishing destinations and new fish farms avoid cells that would divide nearby waterways. Select a port to see the boat status and remaining fish. Construction costs 10 billion yen. 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. Sailing consumes private fuel. See Settings for current values.
Private fish farms
The private sector automatically builds fish farms on shallow water next to its own land (open sea only; not within 2 cells of a port or naval port, and not in rivers or narrow channels) and pays with private cash. There is no national command. A fish farm is shown with the fish farm image. Ships cannot enter it, but armies and marines can land on it as on shallow water. The catch is the same every turn and never runs down (smaller than a fishing boat). A cost is paid from private cash every turn; in a turn it cannot be paid, nothing is caught. The catch enters private food inventory with domestic origin. The farm stays with the private sector of the country that built it even if the nearby land changes hands in war or occupation. It is lost, and the owner is notified, when the cell ceases to be shallow water or later divides nearby waterways. New farms are not built on cells that divide waterways.
Construction costs 4 billion yen (40 ×100M JPY); catch 4 per turn; cost 1 ×100M JPY per turn; at most 3 farms per country and one new farm per country per turn; construction delay 1 turn. The private sector builds a farm only when the catch of the 20 turns after construction, sold at the private food price, minus the cost of each turn, covers the construction cost. Places are chosen by smaller x, then y. See Settings for current values.
Distant-water fishing
Shared fishing grounds that every country may use form in open sea at current fronts (where warm and cold currents are close) and along cold currents. The grounds are rebuilt only when the arrangement of water and land changes. Fish fall as they are caught and a part of a full ground comes back every turn. A ground that runs low rests, and no country can fish there until it opens again. Overfishing hurts everyone.
Private owners build distant-water fishing boats at their own ports, only when the expected earnings after construction (round-trip days, fishing days, fuel price, hold, and the fish left on the ground shared among the boats heading there) cover the construction cost. A country with a distant-water boat waiting in port builds no more. A boat sails from its port to a ground, fishes until it is full or a set number of turns has passed, returns, and puts the fish into the private stock as home-grown food. Sailing uses fuel at the same rate per cell as merchant ships; without private fuel a boat stays in port.
The hull is a small private merchant, drawn with the distant-water fishing boat picture. Warships of countries at war attack it as they attack merchants. Neutral pirates raid it under the same rule as merchant and cruise ships: it sinks or loses fish on board. A boat does not sail when a pirate or an enemy warship is seen near its destination. Embargoes do not affect fishing. On the development screen, choose "Fishing grounds" among the map displays to colour fronts, cold-current grounds and resting grounds. See "Distant-water fishing" in the settings for the numbers.
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 settings: hex distance at most 1, raid chance 25% per turn, sinking in 10% of successful raids; otherwise 50% of unlooted revenue is stolen.
Each nation has a private sector separate from its treasury. The private sector holds its own cash and stock and takes national commands for trade alliance membership. Deposits, withdrawals, borrowing and repayment are handled automatically by the private sector. Purchases, sales and shipping also remain its own decisions.At every turn update it looks only at public information (terrain, Ports, policies, prices, and every nation’s private cash and stock) and decides its own purchases, sales and shipping. Private sectors in AI nations work the same way; in AI nations, export limits to the private sector are also set automatically every turn.
Export limits to the private sector
New human nations sell treasury stock above their reserve to the private sector by default. In Previous quantities mode, the numbers below are per-turn limits; zero forbids sales. Prices follow the world market.
When the private sector imports more than it exports, selling treasury surplus to it can give it goods to export. A negative Trade Net Balance in Statistics signals a shortage of goods for private export.
Match current needs buys non-food resources up to six turns of recent consumption. Food is bought when treasury stock falls below twenty turns of current consumption.
Private land trade and bilateral embargoes
Checkpoint 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.
Each border crossing takes one turn. State shipments use capacity first; private shipments use the remainder. Payment is held in escrow at departure and settled on arrival. Embargoed cargo waits; war declarations trigger seizure. Private owners bear transport losses.
Private merchant ships and sea transport
Each country may own eight private merchant ships, separate from its military fleet. Private owners pay for construction, upkeep and fuel without treasury support. They use port capacity left after three state handling passes. Bonded cargo remains the cargo owner's property. Private owners bear transport losses. 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.
When a private sector could not buy the same resource from anyone for two turns in a row, it buys that resource from the world market at 1.25 times the world price, up to half of the capped target based on recent consumption per turn and within its cash. Resources with no consumption are not bought from the world market; the minimum holding target applies only when buying from domestic or foreign sellers.
Long supply agreements Private sectors automatically make long agreements, carried by private ships, 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 is 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). Each delivery is 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, and payment is made on delivery. 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 interval 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 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, the seller loses the cargo, and both nations are told). If war, an embargo, a port closure or similar stops ordinary trade, the agreement stops without a penalty. 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). The agreements are listed there and on the All trades page. The numbers are in the settings list.
Because the private economy is always running, legacy trade commands (80–83, 85, 86, 104–108, 118, 119, 121, 122), building a Freighter with Build Ship (69), Export Food (42) and the legacy aid commands (43, 44) cannot be newly executed and do not appear in the command list. Reserve Aid (50), even in worlds with diplomacy, can be sent only to an ally in your camp whose land borders yours, and it arrives at once; allies in your camp that do not border you by land can receive reserves through national aid (123), item “Reserves”, carried on your own warships. Plans that still contain them show “This legacy logistics command cannot be executed.” The remaining national controls are Build Trade Facility (78), Set Port Access (102), Set Port Tariff (103), Port transit fee (120), Set Checkpoint Policy (91), “Export limits to the private sector” on the Development screen, and “Diplomatic aid and exchange” (123–126) in the port and market panel.
Money and goods move through the private sector as follows.
| Flow | Details |
|---|---|
| Buying from the treasury | The private sector buys resources from its own treasury at world prices (Food: 1 ×100M JPY per unit), and the payment goes to the treasury. Human nations choose Sell surplus, Previous quantities, or Do not sell on the Development screen. Sell surplus leaves a reserve in the treasury: 24 turns of population Food use, 50 Industrial Goods and Ammunition, and 100 of each other resource. When its stock of a resource falls to 64 or less, the private sector buys up to 128, one small merchant ship load. It still keeps back the ship price (100 ×100M JPY) and the cost of one round trip. |
| Household sales | Households are sold domestic goods first and imports afterward. Old stock with an unknown origin is treated as domestic. Tariff-bearing imports are more likely to remain unsold. In a populated nation, cities buy Industrial Goods, Food and Fuel from the private sector. The Industrial Goods limit follows the population, prosperity, physical market capacity and commerce efficiency described above; zero market labor stops the sale. The base Fuel limit is market capacity, and the Food limit is one quarter of population Food consumption (never less than market capacity); commerce efficiency scales their sale capacity. Prices are world price × Demand Factor (4.3) for Industrial Goods, world price for Fuel, and 1 ×100M JPY per unit for Food, each multiplied by city efficiency. Food and Fuel set aside for ships are not sold. Households pay, so treasury Funds do not decrease. Goods and fuel prices paid by households are further multiplied by 0.8; food prices are unchanged. |
| Trade with other nations’ private sectors | Goods for a neighbor sharing a land border cross the border and arrive the next turn. Each border pair carries at most 64 containers per turn (both directions combined), and state shipments use that capacity first. For distant nations, the seller’s private sector carries goods from Port to Port on its own merchant ships. By sea, the buyer pays only for the goods; the seller pays for the ship and the voyage. The seller receives the price minus the buyer nation’s Tariff, and the Tariff goes to the buyer nation’s treasury (no Tariff within a Faction). |
| Merchant ships and upkeep | A small merchant ship costs 100 ×100M JPY (capacity 128 containers) and a large one 400 ×100M JPY (capacity 1,024 containers); no Industrial Goods are needed. Each nation may own up to 8, and both sizes have a base speed of 8 hexes per turn. Large ships cannot pass shallows and are used only between level-2 Ports (upgraded with Build Trade Facility (78) at quantity 4). Each turn a small ship costs 0.5 ×100M JPY and Food 1, and a large ship 1 ×100M JPY and Food 2; Fuel use per hex moved is 0.025 (small) or 0.1 (large). The private sector as a whole also pays a small upkeep each turn: about 0.1% of its cash plus an amount based on its stock. When cargo is deposited in another nation’s Port (bonded), the carrier pays that Port’s transit fee (120) per unit to that nation’s treasury. Cargo still passes when the receiving treasury is full: the sender pays normally, and any excess fee disappears and is recorded in the money ledger. |
| Fictional containers | Ship, port and land capacity is counted in fictional containers, rounding up for each resource. Small ships 128, large ships 1,024, legacy ships 255; regular ports 256 and large ports 2,048 per turn; land 64 per country pair per turn in both directions combined. Land freight costs 150 milli per container, paid by the private seller to its national treasury. Treasury fractions below 1,000 milli remain in the ledger and carry forward. Cargo still moves when the treasury is full: the seller pays the usual freight, and any excess disappears and is recorded in the money ledger. Resource units per container — Wood, Stone, Ore, Industrial Goods, Fuel and Oil: 1; Ammunition: 10; Food: 20; Steel: 1. |
| Port handling and bonded cargo | Private relay trade (new bonded deposits) is currently paused; its mechanism is retained for future trade features. One administrator setting can enable it. Only port pairs without a direct route check up to two nearby host nations. When enabled, each Trade Port can hold 16,777,215 containers across all owners, with no resource restriction; the transit fee is charged on deposit. Existing cargo is reloaded and delivered by the same seller. If the ship is lost, another ship of that seller can take over within 6 turns; otherwise the cargo returns to its owner. Warehouse Operations (90), including construction, deposit and withdrawal, are unavailable. Old warehouses are cleared on the first turn update, while the terrain definition is retained for future land logistics. |
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. Following: base minus 1. Opposing: base plus 1. Minimum: 1. Each turn: base speed times 2 budget units. 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. Tropical: East to west. Subtropical: No current. Temperate: West to east. Subpolar: No current. Polar: East to west. Equatorial countercurrent (west to east): Rows counted north from the equator (2,3). Turning distance at continents: Large land within 3 cells ahead of the flow. Large land: 100 or more connected land cells (small islands do not turn the current). Open sea: At least 10 water cells within 2 cells (19 cells including itself).
Each turn, the treasury automatically buys resources it lacks from its own private sector. AI nations and human nations set to Match current needs may buy all nine resources. For non-food resources, the target is the greater of the existing reserve and six turns of recent consumption. Food is bought up to twenty turns of current population and soldier consumption only when treasury food falls below that level. Human nations default to Previous reserve targets, which keeps the former five-resource behavior; owners can change this in their policy form. Treasury food may be sold to the private sector only above twenty-four turns of consumption. Spending is limited to the smaller of 10% of treasury funds and the amount above 1,000. Supplies reserved for ships are excluded, and resources purchased this turn are not sold back to the private sector. Nobody can command private ships. The only way for a treasury to exchange resources or Funds with another nation’s treasury is diplomatic aid and exchange. Diplomatic aid (123) arrives when the other nation sends it; an exchange takes effect when the partner answers Propose diplomatic exchange (124) with Accept diplomatic exchange (125). From 1.64, AI nations may accept exchanges from nations sharing a direct land border. A proposal is eligible only when its received value at world prices covers the value given plus the AI nation’s transport cost, necessary cash and goods remain in reserve, and receipt fits treasury limits and the delivery deadline. War, embargoes and blocked land passage exclude a partner; the AI transport budget is zero. Each nation issues at most one new acceptance per turn, with existing human diplomatic orders taking priority. The AI responds at its next turn decision, never in the turn that executes the proposal. Unselected proposals remain until expiry, and received goods cannot be used until both shipments arrive. No Tariff applies. Shipments cross land borders or travel by paid ship transport over sea, so delivery takes several turns and can stall on the way.
The nation information panel on the sightseeing page shows diplomatic event counts by type, up to ten recent events (turn, type and counterpart nation or faction ID), and the turn when recording began. Records distinguish declaring war from receiving a declaration; voluntary faction departure, expulsion, dissolution and nation disappearance; personal cancellation before and after agreement; expiry; transport failure; and breach of a long supply agreement. An event is recorded once when it takes effect, not when a command is entered. Transport failure is recorded when any remaining cargo returns or is otherwise settled and the failure becomes final. Personal cancellation is recorded for the cancelling nation only; expiry and transport failure are recorded for both nations. A breach of a long supply agreement is recorded for the nation that failed only. Items, quantities, amounts and confidential terms are not shown. These records add no reputation penalty score or automatic entry into war. Events are recorded from the first one that happens after 1.64 is installed (that turn is the recording start turn); events before the recording start turn are not reconstructed.
An AI treasury buys ammunition toward three turns of full army and warship fire in peace, or six turns during war or a threat of attack (at least 10, or 30 under a defensive policy). During active war, AI treasuries buy ammunition from their private sector before fuel, within the existing budget. In active war, human and AI nations can buy up to 12 ammunition per turn from the world at 1.25 times the market price. The peacetime cap stays at 4; fuel and industrial goods keep their existing caps.
What a player can influence:
- Build Ports (Build Trade Facility, 78). A private sector without a Port can neither sell nor buy by sea. Set Port Access (102) also applies to private trade: if either nation is closed there is no sea trade, and friends-only allows members of the same military Faction or trade alliance. War, embargoes and Port closures take precedence.
- Set Tariffs (Set Port Tariff, 103: 0–30%, also per partner nation). Tariffs on goods imported by the private sector become treasury income.
- Grow cities and markets. Market capacity (built-in city markets plus Market facilities; 4.3) determines how much households buy. Working Factories add Industrial Goods to the treasury, which the private sector can buy within the export limits.
- Keep treasury stock and open “Export limits to the private sector”. The private sector can buy from the state only through its own treasury, so with an empty treasury or a limit of 0 it can sell only what it bought from other private sectors. New human nations default to Sell surplus. Previous quantities uses the former limits, such as Food 60 and Industrial Goods 6; previously saved settings remain in effect. When private imports exceed exports, selling treasury surplus gives the private sector goods to export. A negative Trade Net Balance in Statistics signals too few goods to sell.
- Embargoes with Set Checkpoint Policy (91), and war. There is no new land or sea trade with an embargoed nation or a nation at war. When war is declared, private land cargo in transit between the two nations is seized into the buyer nation’s treasury, and the buyer’s private sector gets its payment back. Land cargo under embargo waits until the embargo is lifted. Sea cargo is not seized, but if it cannot be unloaded for 6 turns the ship returns to the seller’s Port and the buyer’s private sector gets its payment back.
The private sector aims to hold four turns of each nation’s recent consumption, with a floor of 256 for Wood, Stone and Ore, 32 for Steel, 128 for other resources, and a ceiling of 4,096.
What to expect: private income comes from household sales and sales to other nations’ private sectors. Where the treasury sells little to the private sector, the private sector has little to sell and earns slowly. Merchant ships are built only when the private sector can pay for the ship and one round trip and a profitable route exists; from the second ship on, the profit must repay the ship price within 24 voyages. When a Port is busy, state handling goes first and the private sector uses the remaining capacity. At the first turn update after the 1.64 upgrade, the private sector of each human nation is topped up to 8,000 ×100M JPY in cash and to 1,024 Industrial Goods, 2,048 Food, and 512 Fuel of domestic stock (configurable).
Frequently asked questions
- Can I move private ships myself? No. The private sector decides construction, routes and cargo. The “Private merchant ships and sea transport” table on the Development screen shows each ship’s position, cargo, destination and status.
- I have Factories, but no Industrial Goods are produced. See “Subsistence agriculture and industry populations” in 4.2. Up to 45,000 people per nation go to subsistence agriculture first, and the rest are assigned to mining and then Factories. Even with fewer than 10,000 workers left for Factories, fractional work carries over until it totals one batch. No work accumulates if agriculture and mining use everyone. Without Industrial Goods, the private sector has no Industrial Goods to sell either.
- Can the treasury buy Fuel from the private sector?Yes. Each turn, the treasury automatically buys toward its reserve target if the private sector has saleable stock and the treasury has enough spending room.
- Where can I see private cash? The “Private economy and logistics” table on the Statistics screen lists each nation’s “Private cash and escrow”, “Private financial assets”, “Tariff revenue”, “Private ships” and more (money in ×100M JPY, ships as hulls). “Private land trade and bilateral embargoes” on the Development screen shows whether trade with each partner is allowed, proposals, and the land cargo in transit and recent trades in which your nation is the seller or the buyer (the 10 newest). Private trades of the whole world are on the “All trades” page in the common links.
5. Military
For troop and fleet controls and combat rules, see Military rules. Check the current values in Settings.
6. Factions
6.1 Creation, application and approval
An unaffiliated nation can use Create Faction (100), paying 1,000 ×100M JPY to form a Faction with itself as Leader. Up to 8 Factions may exist at once, and a nation may formally belong to only one. Enter the requested details in the Faction panel and queue the action.
Joining follows Apply to Faction (94), then approval by the Leader through Review Faction Application (96). Pending applicants are not members. Applications expire after 12 turns and can be withdrawn with Cancel Faction Application (95). Check both the plan and Faction status after submission; Faction operations are finalized at turn end.
An AI-led Faction rejects applications from nations with at least 2 recorded departures, expulsions, or diplomatic cancellations after agreement during the past 48 turns. Human applicants undergo the same review.
6.2 Leaving, expulsion and dissolution
Leave Faction (97) and Expel from Faction (98) preserve membership until turn-end settlement. After leaving, expulsion or dissolution, rejoining is subject to a 6-turn wait measured from the settlement turn. Transfer Faction Leadership (99) is also available through the Faction panel.
A Leader can announce dissolution through Manage Faction (101). Membership and the meeting room remain during a 3-turn grace period, and the Leader may cancel the notice. If more than half of the other formal members request replacement, leadership passes to the longest-standing requester, breaking ties by smallest nation ID, and dissolution is canceled. Replacement is checked before dissolution even on the deadline turn.
6.3 Meeting room and Faction map
The Faction meeting room and shared map require authentication as a formal member. An application alone does not grant access. Use the shared map for Faction information and the room for discussion. The public Faction-color map and authenticated shared information have different access rules. Dissolution archives the meeting room. 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. Anyone, including visitors, can read the public Diplomacy and Chat Board; sign in with a country password to post. The faction board is restricted to formal members. The public board shows Diplomacy above Chat; the faction board shows Faction diplomacy above Internal notices. Each section shows 10 threads ordered by the latest post. Use View all threads in this category to browse further pages. Choose a category when starting a thread; replies inherit it. Older faction threads without a category appear under Internal notices. The creator can change the category when editing the first post with its deletion key. Letters exchanged with other factions use a separate screen.
7. Turn processing order
Events within a turn are not simultaneous. Nation processing order is chosen afresh each turn. The main sequence for a normal turn is below.
- Prepare rule-AI plans from the completed pre-update world, including assistance for eligible LLM nations.
- Advance time, turn number and logs; initialize resource accounting, reclamation checks and Faction, navy and market state. Check contracts and deposits, accumulate developed extraction facilities and process neutral-enemy spawning.
- Choose nation order and update friendship and war status. Process each nation’s census, income and consumption, industries, existing limit orders and ship supply.
- Process queued commands from the front. Normally processing continues through 0-turn commands until a turn-consuming command resolves. Failure handling also depends on settings, so check the execution log.
- Freighter port handling → early navy phase → port handling → growth and per-hex disasters → normal naval attack and movement → port handling → land occupation, attack and movement.
- Resolve nation-wide and world-wide events and disasters, withdrawals, ownership and terrain adjustments, financial post-processing, capital status and national survival.
- Settle country markets together, then finalize Faction operations. Clean up abandoned territory, sort by population and check victory or end records.
- Back up, match Exchange offers, settle Auctions, update world prices and finalize resource accounting, then save the world. Statistics and public logs are updated too.
This order means a newly built processing facility misses that update’s industry phase. Market consignments are collected during travel and settled later, so distinguish arrival estimates from the final settlement.
8. Using the screens
8.1 Home page
- Use the world map to inspect the world and founding sites, changing coordinates or the view center to inspect an area.
- Read the selected cell’s owner, population and resources in terrain details. Nations share the same map rather than separate island maps.
- Use Faction status to check leaders, members and state; use nation status for population, economy, military information and comments.
- Select your nation, enter its password and use the Standard Mode, New Mode (Beta) or LLM Mode entry to open development.
8.2 Development screen
- Confirm target coordinates using the map and terrain details. The military information area places the army on the left and navy on the right and can be expanded or collapsed.
- Choose a command and fill in the quantity, coordinates, target nation and other fields as its description requests. Quantity may mean a ship type, direction or setting rather than a repetition count.
- Insert or overwrite commands, check their order and submit the plan. Do not leave after editing alone; verify the saved plan after the submission is accepted.
- Below military information are Faction, port and market, and Bilateral Contract controls. Check the plan and post-update state for actions queued by these forms too. Comments, names and AI Policy have their own save controls.
8.3 Sightseeing, Statistics, messages and Settings
Sightseeing shows another nation’s public map, recent events and visitor messages. Troops and private logs visible to an owner are not necessarily public. Statistics compares nation rankings and recorded trends. The visitor-message list collects national guestbook communications and is separate from the Faction meeting room. 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.
Everyday chat and contact: join our Discord (Discord)
Settings provides detailed terrain, command, resource, unit and ship tables. Use this guide to learn the workflow, and Settings to look up numerical parameters and conditions.
9. Language selection
Use the page header to choose Japanese, English or Traditional Chinese. On game pages, a language in the URL overrides the saved Cookie; the selected language is stored in HAKOS_LANG. Language-specific links still work without that Cookie. Enable browser Cookies for login and saved preferences.
Language links within this help open the matching static page; switching help pages alone does not change your Cookie. Each help page’s Home link returns to the game with that page’s language selected.
Nation and ruler names have optional English (en) and Traditional Chinese (zh) fields. If provided, they are used for that language; blank fields fall back to the original name. This is not automatic translation, so player names and free-form messages may remain in another language.
10. AI and LLM
10.1 AI nations and assistance
Nations marked 【AI】 use a rule-based planner. LLM nations accept plans submitted by a person or an external LLM. If an LLM nation has no effective queued commands, or no new plan submission since the last update, rule AI supplies a plan at the next update. Ordinary human nations do not receive this assistance.
On a turn assisted by AI, the nation list shows “LLM (AI assisting)”. Plan-source markers are H for human, L for LLM and A for AI. Check the resulting plan and execution log after assistance.
For nonemergency peacetime drafting, including war preparation, ordinary policies require farm and industrial workers to fill at least 80% of jobs and stop when a population decline is observed from the previous value. Military and pioneer personalities waive the worker requirement, but all personalities check population decline and food shortage risk. Total troops as a share of population are capped at military 120%, pioneer 80%, balanced 70% and merchant 50% (defensive and idle use 70%). Food balance after drafting is estimated production minus consumption by people, troops and ships. A deficit requires at least 20 turns of food remaining after drafting and a gap of at least 4 turns between drafts. Drafting to replenish reserves below 5,000 (internal value 50) remains unchanged. Other drafts follow these rules during war preparation; a threat alone does not waive them. These restrictions do not apply during war. No new routine drafting trigger is added.
Policy-driven farm expansion pauses when food covers at least 20 turns of population and troop needs and the food balance is in surplus. A deficit keeps farm expansion available even with ample stocks; below 20 turns, the existing rules apply. A CPU nation whose food exceeds 30 turns of what its population and troops eat adds no farms even in deficit. Under every policy, a nation with 0 industrial workers and vacant jobs prioritizes developing villages and towns over adding factories, farms or mines.
At peace without a threat of attack, the AI considers mercenary export (command 52) when at least 2 of these conditions hold: troops above the personality cap, a food deficit, or farm and industrial workers below 80% of jobs. Military must include the above-cap condition. Sales use whole 10,000-person lots, at most 10% of reserves per turn, retaining 5,000 reserves (internal value 50) and the deployed capital guard. These numbers are configurable. These rules apply to rule AI and its assistance for LLM nations; they do not change external LLM decisions or ordinary human control.
AI nations keep ammunition according to the size of their troops and the firepower of their warships: three full volleys in peace and six during war or a threat of attack. After declaring or receiving a declaration, including the waiting period, or seeing foreign troops near the capital or on home territory, they stop selling ammunition and fuel to their private sector until 12 turns have passed since the last threat. Human export rules do not change.
When a nation across the mountains declares war, AI nations place guards in advance at possible tunnel exits.
During war or a threat of attack, and also in peace for defensive or military policies, AI nations with ammunition below their reserve target upgrade munitions factories first, then build more once all existing factories reach the maximum level. They consider at most one upgrade or new factory per turn until production reaches half a full volley, provided materials, funds and workers are available.
Rule AI and its assistance for LLM nations do not propose land reclamation. When no adjacent neutral land can be developed and no usable home plain or wasteland remains, military personalities choose war, while pioneer, balanced and merchant personalities choose overseas expansion. Defensive military nations choose overseas expansion instead. If no visible neutral destination or coast suitable for a naval port is available, balanced nations choose war, while pioneer and merchant nations focus on trade and domestic work. The AI prepares a Naval Port, one warship able to carry a unit, then an occupying unit, one step per turn. For overseas expansion, the AI selects one visible, nearby unowned land cell, gathers one occupying unit beside one warship, boards with command 74, sails to adjacent water with 71, and lands on an empty cell with 75. Existing land army rules then occupy and expand around it. No escort is required for a peaceful neutral landing; war and return to port take priority. Joint wartime operations share the boarding step but still require an escort and land only on the opponent's territory. Aggressive nations consider a new declaration about every 12 turns regardless of land; neutral nations that choose war because of a shortage do so about every 24 turns. A declaration still requires preparation, and defensive nations do not declare war.
CPU nations (the rule AI and the AI stand-in for LLM nations) build mines (command 14) on deposits shown on the public map, in their own cells and in unowned cells touching their territory. When a resource is short they build as before and also consider a second facility beside extraction (79). Even with enough stock, when 1,000 Funds remain after the cost and the new mine gets workers (at least 1,000 people remain after farms and current mines, and miners stay within half of the workers outside farms), they build a mine or raise a staffed Mine or Oilfield (command 128), at most once every 3 turns (new deposits first; on a turn that would otherwise do nothing, without waiting). Uranium waits for the research. Under the current rules mines take workers before factories, so these workers move from factories or commerce. When expanding into neutral land they prefer cells near land deposits that do not yet touch their territory (offshore Oil is not counted). A deposit on wasteland is not levelled; they take it with command 14. A CPU nation whose food exceeds 30 turns of what its population and troops eat adds no farms even in deficit, takes neutral plains by levelling, and creates mine jobs for people without work. During that time its worker order also changes: mines and factories (including Refineries and Munitions Factories) take workers before farms and townspeople's farming, and 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, so food falls by at most one turn's worth per turn and never runs out. The numbers are settings. The rules and controls of human nations are unchanged.
On a turn when a CPU nation has no other turn-using command and would only raise funds, it picks one alternative in this order if it can pay (after the idle-turn resource development). 1. Expand into unowned land. 2. 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, never a cell with visible troops or a Wasteland with a deposit; taken Plains become forest). 3. Prepare a naval port, a ship and troops, and send troops by ship to unowned land across the sea. 4. Build a port if it has few. 5. Turn unguarded border Plains into forest. Only when none is possible does it raise funds.
A neighbouring nation can take your Plains by building on them, your Farm or Factory by adding a Farm or Factory, and your Wasteland by levelling it, when the cell touches its territory (not while your troops stand there, and not if it counts your nation as friendly). Every turn a CPU nation counts its cells that can be taken this way and places troops on them, starting with higher-level factories and farms, cells near the capital and cells near land taken last turn. The troops stay there; when troops are short, it prepares a supply base and a unit. It also builds no new Plains, Farm or Factory on a cell touching a neighbour unless its troops stand there (forests, towns, ports, mines and the like cannot be taken). During a war or war preparation, the existing military decisions come first. The numbers, and settings that turn each part off, are in the settings list.
A CPU nation keeps a minimum defence even while it has no declared war. For each border with a neighbour's land (except camp and friendship-treaty partners and nations that count it as friendly), it keeps at least one unit with a total strength of at least 50 (5,000 people) within 2 cells of the border cells, and separately a strength of at least 50 within 2 cells of the capital. Starting with the border that lacks troops, it places a unit on a supply base near the most valuable takeable cell (command 23), builds a base on nearby plains if there is none (command 21), and drafts from a large town within the current rules when reserves are short (command 22). It does this before resource development and the like, and after food emergencies. Counted units stay where they are. Once war is declared on it, the war preparation takes over. The numbers are settings.
A rule-AI nation sends reserves with Reserve Aid (command 50) to an ally in its camp whose land borders its own, when that ally has been declared upon (including the 5 turns before the war starts) or is at war. So that it never gives away too many of its own troops, 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 10,000 reserves, sends at most half of the rest, and never lets its reserves plus troops fall below 30,000. Placed troops are not moved. One ally per turn, the one weakest against its enemy first. It sends to distant camp allies aboard its own warships through diplomatic aid (123). If it cannot send them because it lacks the naval port or warships for that, 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. It builds only on water connected to the open sea, and builds nothing 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. Once the land route exists, reserves go by land. The numbers are settings.
To send reserves to a distant camp ally, choose Reserve troops in diplomatic aid (123). Load them onto an empty warship beside your naval port. Order its fleet to sail beside the ally’s port; it unloads automatically. One box is 100 people, with a limit of 200 boxes per request. If the ship sinks, 30% return to the sender and the rest are lost. If the countries split camps, go to war or impose an embargo before delivery, reserves are released before loading or carried back to a sending port. Goods aid may also hire an idle private merchant ship within 6 sea cells of the sending port, with an extra call charge of 5 money per cell. These values are settings.
10.2 Entering LLM Mode
Choose LLM Mode in the nation login area. After authentication, it presents national state, nearby terrain, available commands and plan entry in a form suited to an LLM. Text view and detailed help are available. This is an observation and plan-submission interface for an external LLM; simply opening the page does not automatically call an external model.
Use Validate Only to check the input, then Send to save it. A successful plan submission or adoption of an AI proposal sets the nation’s control type to LLM. Validation checks conditions visible at that moment, not a guaranteed future outcome: other nations or prices may change before execution. If the turn or plan has changed, reload current state and rebuild the submission.
10.3 Selecting an AI Policy
AI Policy lets you select focus (Follow personality, Expansion, Trade, Military or Balanced), stance (Defensive, Neutral or Aggressive), a Priority resource and a Target country, then save the policy. Resource choices are None, Timber, Stone, Ore, Oil, Fuel and Industrial Goods. This is a set of choices, not a free-form instruction field.
The policy guides rule AI and assistance for LLM nations. Saving a policy for an ordinary human nation does not start automatic AI control. Saving a policy and submitting a plan are separate actions; check each confirmation.
11. Troubleshooting
11.1 Common rejections
| Symptom or reason | What to check |
|---|---|
| Unsuitable founding site | Refresh the founding page and choose a currently listed site. Check all 7 cells’ terrain and ownership. |
| Wrong password or disabled Cookies | Check the selected nation and password. Enable Cookies, open the home page, then sign in again. |
| Insufficient Funds, resources or reserves | Check quantity and units. Account for construction materials, upkeep, earlier commands, deposits and cargo aboard ships. |
| Closed checkpoint or no migrants | Set Checkpoint Policy (91) controls migrant acceptance. For a rejected trade, inspect Port Access and the other nation’s policy. |
| Port closed or friends only | Check both port policies, shared military Faction or trade alliance, purchase limits, and whether ports and routes still exist. |
| War active or not yet active | Trade with an active enemy is blocked, while direct attacks on another nation require active war. Check preparation and protection periods. |
| Wrong terrain or owner | Refresh the map and check coordinates. You cannot build a resource facility on a deposit-free Mountain or a New Town without Reserved Land. |
| Application cooldown or stale action | Check post-departure cooldown, application expiry and current permissions. Reload current state instead of resending stale contracts or plans. |
11.2 Logs and disasters
Distinguish submission acceptance from execution during an update. In recent events, compare the turn, nation, command, coordinates and rejection reason. Read owner-only logs such as troop-direction changes while authenticated in development. Absence from a sightseeing page or world log does not prove that a command did not run.
The standard recent-event display and log-retention settings are 16 turns, so inspect important events promptly. Fire, earthquakes, food shortages and Monsters can also reduce population, facilities or troops. For a loss, check disaster and upkeep-shortage logs as well as attacks, then plan Food, Fuel and reconstruction.
If the cause remains unclear, report the nation ID, turn, coordinates, command and displayed error to the administrator. Do not include your password.
12. Military rules
This chapter explains how to read the army and navy settings tables. Abilities and ranges here are current base values; battlefield conditions and each nation’s technology also affect actual damage.
12.1 Research and technology
Technology research(117): Use 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. Provisional 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.
Technology is national: Production raises finished Food, mining, timber and factory output; Shipping raises ship speed and cargo capacity; Military raises numerical damage dealt on actual hits. Each field has levels 0–5 and adds 3% of the base at each level, reaching 115% at level 5. Effects do not compound by level. Fractions are dropped in the output or damage unit and never carried forward.
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.
The settings table shows base values; an owner sees base / national effective values. Shipping technology levels 0–5 multiply speed and capacity by 100 + 3 × level percent, rounded down to integers separately. Shipping technology does not change diplomatic transport capacity.
12.2 Corps and unit types
There are 32 Corps slots and 16 Fleet slots; these are separate organizations. Use the military panel to check names, colors, unit types, directions and orders. Conscript (22) prepares reserves, and Deploy Unit (23) places or reinforces troops at a Supply Depot or another eligible site. Conscription reduces city population, so watch your productive workforce.
| Unit type | Basic role |
|---|---|
| Infantry | Occupation and holding the front. |
| Mountain Troops | Can move through Mountains and occupy land. |
| Artillery | Artillery fire; no occupation ability. |
| Armored Troops | Up to 2-cell movement; ignores ZOC; no occupation. |
| Gun Battery | Stationary firing unit. |
| Marines | Sea movement and limited occupation. |
| Airborne Troops | Search radius 3; ignores ZOC; no occupation. |
| Armor A | Up to 2-cell movement; ignores ZOC; no occupation. |
| Armor B | Up to 2-cell movement; ignores ZOC; no occupation. |
| Armor C | Up to 2-cell movement; ignores ZOC; no occupation. |
Reading the unit ability table
As in Settings, each row is one unit type. Occupation 2 is full occupation, 1 is limited and 0 means none. Artillery 2 marks artillery attacks that do not receive counterattacks. Movement is the maximum where terrain permits; 0 means stationary.
| Unit | Occupation | Artillery | ZOC | Ignores ZOC | Sight | Max move |
|---|---|---|---|---|---|---|
| Infantry | 2 | 0 | Yes | No | 2 | 1 |
| Mountain Troops | 2 | 0 | Yes | No | 2 | 1 |
| Artillery | 0 | 2 | Yes | No | 2 | 1 |
| Armored Troops | 0 | 0 | No | Yes | 2 | 2 |
| Gun Battery | 0 | 2 | No | No | 2 | 0 |
| Marines | 1 | 0 | No | No | 2 | 1 |
| Airborne Troops | 0 | 0 | No | Yes | 3 | 1 |
| Armor A | 0 | 0 | No | Yes | 2 | 2 |
| Armor B | 0 | 0 | No | Yes | 2 | 2 |
| Armor C | 0 | 0 | No | Yes | 2 | 2 |
Rows and columns in the matchup and terrain tables
In the Settings unit matchup table, rows are attacking unit types and columns are defending unit types. A value of 10 is neutral. For example, Infantry against Armored Troops has value 4, or 4/10 of base damage; Armored Troops against Infantry has value 14, or 14/10. Reversing attacker and defender changes the lookup. Experience and other factors apply separately.
In the terrain effects table, rows are defending unit types and columns are the terrain occupied by that defender. A value of 10 is neutral. Infantry defending in Forest has value 6, or 6/10; Mountain Troops defending in Mountain has value 4, or 4/10. It is not a lookup of the attacker’s terrain. In the movement table, rows are moving units and columns are destination terrain: 0 forbids movement, 1 allows one cell and 2 allows up to two.
The Settings correspondence list maps added S terrain to base terrain columns. Large Farms use the Farm column, and Large Factories use the Factory column for movement and terrain effects. Movement through a tunneled Mountain has separate eligibility rules.
ZOC (zone of control) restricts movement. A unit adjacent to an enemy ZOC cannot move to another cell that is also in enemy ZOC unless its type or equipment ignores it. A direction order does not guarantee movement: terrain, foreign ownership, other units and ZOC can block the route.
Land combat damage reduction by fixed climate belt
In land combat, damage received is reduced by the percentage below according to the fixed climate belt of the tile occupied by the unit taking damage. This means 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. The reduction applies together with existing terrain effects. Belts do not change with the seasons. On a 90-row map the equator is at y=45, and north-south distance from it defines the five belts. These are gameplay roles and do not represent the performance of real military forces. 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, then the attacking unit's weather, dropping fractions at each step; the one-quarter ammunition-shortage factor, military technology, equipment, minimum damage and remaining troop caps follow. Fixed retreat retaliation of 1 and artillery exemptions stay unchanged. Clear, cloudy and thunder weather leave land damage unchanged. Missing weather is logged and uses a neutral effect.
| Climate belt | Distance from equator | Mountain Troops | Marines | Other units |
|---|---|---|---|---|
| Tropical | 0–9 | 0% | 10% | 0% |
| Subtropical | 10–19 | 0% | 5% | 0% |
| Temperate | 20–32 | 0% | 0% | 0% |
| Subpolar | 33–40 | 5% | 0% | 0% |
| Polar | 41–45 | 10% | 0% | 0% |
Above the development map, the fourth choice, “Climate belts”, colors cells by the five fixed belts. The fifth, “Weather”, colors each cell for Clear, Cloudy, Rain, Snow or Thunder. The sixth, “Ocean currents”, marks the direction with one of six arrows on sea cells where a current affects merchant cost, red for warm currents and blue for cold ones; shoals follow the current setting. Each choice shows a legend. “Show Troops” remains the default, and changing choices clears the previous marks. These controls are absent from sightseeing. Land tile details continue to show only the belt name.
Weather (since 1.63)
The Weather field on the top page and country screen shows the weather at the capital. It depends on climate belts, seasons that complete a cycle in 48 turns, proximity to the sea, mountain rain shadows, and moving low- and high-pressure systems. The weather belts shift with seasons and are separate from the fixed land combat belts. 1.64: 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, then the attacking unit's weather, dropping fractions at each step; equipment, minimum damage and remaining troop caps follow. Fixed retreat retaliation of 1 and artillery exemptions stay unchanged. Clear, cloudy and thunder weather leave land damage unchanged. Missing weather is logged and uses a neutral effect. Thunder at the aimed tile adds 1 to missile scatter radius. Radii 0, 1 and 2 become 1, 2 and 3, with candidate counts 1, 7 and 19 becoming 7, 19 and 37 at the default setting. PP counts the center twice. The expanded candidates use the existing friendly-country check with its existing scope and exceptions, before Funds or ammunition are spent. Neither the launch base nor the actual impact determines thunder; naval gunfire is unaffected.
Example: with neutral terrain and fixed climate, a unit attacking from a Rain cell without enough ammunition, at Military Technology level 5 and with equipment that doubles inflicted damage, changes base damage 100 to 90 for weather, 22 for ammunition, 25 for technology and 50 for equipment. Round down to an integer at each step. A normal counterattack uses the counterattacking nation’s technology and the counterattacker’s weather; the existing minimum of 1 before equipment also remains. Fixed climate uses the damaged unit’s cell, Rain and Snow use the damaging unit’s cell, and Thunder expands missile error according to the aimed cell.
12.3 Fleets and ship types
Quantity 0 builds a naval base; legacy quantities 1–5 build destroyers through submarines in Fleet 1 (stored as 0). Select a fleet with quantity 100 + fleet number (0–15) × 10 + ship type (1–5). Private operators decide new merchant ship construction. 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. Select the construction location on the map, then choose the fleet and ship type and queue construction. Naval bases have no fleet.
Buildable warship types are Destroyer, Cruiser, Battleship, Aircraft Carrier and Submarine. Build warships on Sea or Shoal next to your Naval Port. Freighters carry cargo and do not attack. Neutral pirate ships raid merchant ships, private and national (including distant fishing boats), under the same rule as cruise ships: they sink the ship or steal part of its cargo (the numbers are in the merchant section of Game Settings). Pirate Ships and Cruise Ships are not normally buildable. Sight is the distance at which you can detect warships; Range is the distance at which a ship can attack. Both use hexes, and the Range column shows 0 for types that cannot fire. Sight ranges are Naval Port 3 / Destroyer 2 / Cruiser 2 / Battleship 3 / Aircraft Carrier 4 / Submarine 2 / Freighter 2. Freighters provide sight but do not attack.
Base values in the ship type table
These are the Settings ship type table’s initial HP, ordinary maximum HP, shots per attack, error, firing range and sight range. Range and sight are separate hex distances. The legacy Freighter row is a reference for saved hulls, not permission for state shipbuilding. Base numeric hit damage is 1. Military Technology is applied once to actual numeric hit damage and rounded down to an integer.
| Ship type | Initial HP | Ordinary max HP | Shots | Error | Range | Sight |
|---|---|---|---|---|---|---|
| Destroyer | 2 | 4 | 2 | 1 | 2 | 2 |
| Cruiser | 4 | 6 | 4 | 1 | 2 | 2 |
| Battleship | 8 | 10 | 6 | 2 | 3 | 3 |
| Aircraft Carrier | 7 | 10 | 10 | 3 | 4 | 4 |
| Submarine | 2 | 4 | 2 | 1 | 2 | 2 |
| Freighter (legacy) | 3 | 4 | 0 | 1 | 0 | 2 |
Cruise ships cannot be built by national orders; private operators build them automatically. See Private cruise ships.
| Ship type | Build cost (×100M JPY) | Steel (warships) / Industrial Goods (legacy freighter) | Fuel/turn (×10,000 kL) |
|---|---|---|---|
| Destroyer | 80 | 1 | 1 |
| Cruiser | 320 | 2 | 2 |
| Battleship | 640 | 4 | 3 |
| Aircraft Carrier | 1920 | 13 | 5 |
| Submarine | 640 | 4 | 2 |
| Freighter (legacy hull reference) | 160 | 1 | 1 |
A Naval Port costs 500 ×100M JPY. A legacy Freighter carries up to 255 units. Its listed cost is a legacy hull reference; state construction is closed. The nation-wide cap is 15 ships and a Fleet holds up to 5; construction also checks capacity based on your number of Ports. Use Organize Fleet (70) and Set Destination (71); ships continue toward their destination on later turns. Check the displayed Corps and Fleet choices and use the exact IDs requested by each numeric field. Innocent passage allows Freighters to pass through hexes occupied by your own ships or ships of non-hostile nations, but ships cannot stop in the same hex or stack. Passage is possible only if the remaining movement allowance for that turn reaches an empty hex beyond them; a line of ships or insufficient movement can block passage. Ships of nations preparing for war or already at war with you, and unaffiliated ships, cannot be crossed. If ships block a route, the Freighter waits 1 turn and tries to replan or detour on the next turn. A detected hostile ship triggers an immediate search for a detour. Warship movement does not use this passage rule.
For Embark (74) and Disembark (75), select the ship and set Quantity 1–6 to choose an adjacent direction. 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). Naval targets depend on range and anti-ship or anti-submarine capability. A ship sinks at HP 0 or below, losing its troops and cargo. Foreign warships (Destroyers, Cruisers, Battleships, Aircraft Carriers and Submarines) outside your nation’s sight appear as Sea. Their nationality, HP, Fleet and embarked troops are also hidden. Submerged Submarines follow the same rule. Your own warships remain visible. Freighters, Pirate Ships and Cruise Ships are always visible, including their nationality, regardless of sight range.
Select a warship in the fleet controls to add temporary movement hold, one of six directions, or flagship selection to the plan. All are free and use no turn. For command 70, amount 3000 holds movement, 3001-3006 select directions 1-6, and 4000 selects the flagship. Temporary movement hold differs from Stop. Hold movement pauses movement for this turn only; attacks still follow the current action. A blocked direction leaves the ship in place. The destination is retained and normal movement resumes next turn. Change the action first if the ship is stopped. Each fleet has one flagship. If it sinks, the fleet has no flagship and no successor is selected automatically. The fleet destination is retained.
Action states and a one-turn hold
Normal and Hunt attack ships and Monsters and move. Cruise moves without attacking. Stop neither attacks nor moves. Hold (command 70, Quantity 3000) prevents movement for this turn only; a ship in Normal or Hunt can still attack. Being in range does not cause fire while the action state forbids it.
| State | Attacks ships and Monsters | Moves |
|---|---|---|
| Normal (0) | Yes | Yes |
| Hunt (1) | Yes | Yes |
| Cruise (2) | No | Yes |
| Stop (3) | No | No |
Ships may pass through ports and naval bases but cannot stop on them. Ships at war with the owner, including the declaration period, cannot pass; the usual shallow-water restrictions still apply. A merchant ship stops before a port if its remaining movement cannot reach empty water beyond it. During automatic sailing, a warship may cross one adjacent port to the next empty hex (Destroyers are the only warships that can enter ports, as they are the only ones that can enter shoals). A manual one-hex move onto a port is rejected. Cargo handling and resupply take place from adjacent hexes.
Ship roles and movement
| Ship type | Surface ships | Submarines | On land and land monsters | Sea monsters | Shoals and ports | Acts |
|---|---|---|---|---|---|---|
| Destroyer | Fires | Fires | No | Fires | Can enter | Early |
| Cruiser | Fires | No | Fires | Fires | Cannot enter | Later |
| Battleship | Fires | No | Fires | Fires | Cannot enter | Later |
| Aircraft Carrier | Fires | No | Fires | Fires | Cannot enter | Later |
| Submarine | Fires | Fires | No | Fires | Cannot enter | Later |
12.4 Supply and ammunition
Ships consume their owner’s Funds, Food and Fuel each turn. A Fuel shortage causes 1 HP damage. Resupply and Repair (72) repairs 1 HP next to your Naval Port, consuming ten times the ship type’s normal Funds and Food maintenance. Reinforcing land troops at a Supply Depot is separate from ship supply paid from national stocks. 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. A failed recovery leaves payment, ledgers and successful supply counts unchanged. Merchants, liners and fishing boats have no climate correction. Repair order 72 retains certain recovery.
Attacks consume Ammunition. A land attack uses the attacking unit’s strength value divided by 100, rounded up; each strength point represents 100 people. Thus strength 150 (15,000 people) uses Ammunition 2. One naval attack uses Destroyer 1, Cruiser 1, Battleship 2, Aircraft Carrier 3 or Submarine 1. Each land attack, including artillery, needs 1 Ammunition per 10,000 troops, rounded up. If stocks are insufficient, troops fight with swords and spears at one-quarter damage (rounded down, minimum 100 troops), consuming no ammunition, including any remaining stock. Counterattacks use the same shortage factor based on surviving strength and never consume ammunition. Fixed retreat counterattacks and artillery counterattack exemptions are unchanged. Naval and missile attacks still stop when ammunition is insufficient; movement and occupation have separate checks. Firing also has its own Funds costs.
12.5 Missiles and sea defenses
| Command | Base Funds/shot (×100M JPY) | Ammunition | Fuel |
|---|---|---|---|
| Launch Missiles | 25 | 1 | 0 |
| Launch Precision Missiles | 30 | 1 | 0 |
| Launch Scatter Missiles | 25 | 1 | 0 |
| Launch Anti-personnel Missiles | 70 | 2 | 0 |
| Launch Ballistic Missiles | 100 | 4 | 3 |
Missiles require your own base in range, Funds and Ammunition. Ballistic Missiles additionally use Fuel 3 per shot. Range depends on base type and level, with Ballistic Missiles extending it by 5. Scatter and effects vary by missile type, and direct attacks on another nation require active war. The current firing check requires more Funds than exactly the cost of one shot.
Build Breakwater (76) targets Shoal next to your territory and costs 500 ×100M JPY. It protects nearby owned land from tsunami damage, and ships cannot cross its cell. Lay / Clear Sea Mines (77) places mines in Sea next to your territory and uses Quantity 1–2 for strength; placement costs strength ×300 ×100M JPY. Removing an existing mine you own costs 20% of its placement cost. Contact with a Sea Mine damages a ship.
12.6 War and ceasefires
Once Declare War (49) executes, the standard preparation period schedules war for 5 turns later. Founding protection and friendship conditions can prevent a declaration. An ordinary declaration is allowed only while the target has received declarations from fewer than three nations. Joint declarations by a coalition are outside that limit. Submitting it does not immediately permit combat; check the scheduled start and current diplomatic status.
Use Offer Ceasefire (51) to seek peace. A one-sided offer waits for the other nation; peace takes effect after the other side also executes the ceasefire action. Agreement during preparation can avert the war. An agreement written only in a message does not change the game’s war state.
12.7 Reconnaissance and sight
Reconnaissance(110): Costs 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.
With ordinary land sight, you see your own units and units on your own territory. Units are also visible within one of your units’ search ranges (normally 2, or 3 for Airborne Troops), or within radius 2 of your own Supply Base or Mountain. See the unit table and Settings for each search value.
Example: queueing Reconnaissance (110) during turn 99 does not immediately expand sight. If the command succeeds in the update from 99 to 100, only the authenticated issuing nation can see within hex radius 2 of the chosen cell during saved turn 100. The record expires after the update from 100 to 101. A later command from the same nation replaces the previous location.
Reconnaissance sight is added only to the authenticated issuing nation’s owner screen. It is not published to visitors, the public map, the target nation or the shared Faction map. Ordinary visibility and facility disguises remain in place; a hidden unit does not become visible on a public screen.
Reconnaissance requires Quantity and Target Nation 0, costs 50 ×100M JPY and takes one turn on success. AI does not use it and the target is not notified. For command 117, see Research and technology; for command 111 and steel from sunk warships, see Wreck recovery.
12.8 Placing, moving and training units
Units are made in the order Draft (22) → reserves → Deploy Unit (23). Draft turns half of the people of one of your towns into reserves, and the town loses that half. The reserves are added at the end of that update, so deploy in a later turn. It costs 10 ×100M JPY and uses no turn. Reserves and units do not work, but they eat food. Reserve experience rises by 1 with a one-in-three chance each turn.
Deploy Unit places reserves on your own supply base or wall. On a supply base the unit takes the troop type of that base's corps. A new unit needs at least 1,000 people, one hex holds at most 25,000, and if your unit is already there the troops reinforce it. On a wall only reinforcement is possible. Units with a fixed type (Armor, Battery, Armor A–C) keep their type when reinforced. It costs 5 ×100M JPY and uses no turn. Where another nation's unit stands you can neither deploy nor develop.
Units move by corps, not one by one. Each corps has a direction (0 hold, 1 upper right, 2 right, 3 lower right, 4 lower left, 5 left, 6 upper left) and an order. The four orders are Attack (look for nearby enemies and attack, otherwise advance), March (advance into other nations as well and attack only enemies blocking the way), Move (move only inside your own nation and never attack) and Defend (attack nearby enemies, otherwise move only inside your own nation; damage taken is slightly lower). Change Unit Direction (48) lets you plan direction changes while you are away (Quantity is the corps, X is the direction; no turn used). Units only move over terrain and do not destroy facilities.
Withdraw Unit (24) returns one of your units to the reserves at the end of that update (10 ×100M JPY, no turn used). The withdrawing unit does not act that turn, and its counterattack when attacked is 1. Withdrawal adds 5 experience, which is averaged into the reserves' experience. Items the unit carried come back to you. With Quantity 1, a unit of 5,000 people or more on your own land, or of 20,000 or more anywhere (15,000 or more with a 50% chance), turns the hex into wasteland as it leaves (scorched earth; a mountain stays a mountain and a sea base becomes sea).
A unit gains 1 experience with a 50% chance each turn, and when experience passes 100 its level rises by 1 (up to 15). Each level adds 5 to its matchup value (unit characteristic). A withdrawn unit brings back one "Elite Unit" item for every two levels. You also get one Elite Unit for every 200,000 people of damage dealt to enemies in total; using it on your unit on a supply base raises that unit's level by 1 (experience stays).
Equip Item (25) gives one of your items to your own unit on your own supply base (30 ×100M JPY, no turn used, one item per unit; replacing an item returns the old one to you). Items are handed out at the Turn Cup every 25 turns and are taken back at the next Turn Cup, including items already given to units (nothing is taken back at the first Turn Cup, and Elite Units are never taken back). Who receives what: the lowest-ranked nation (Sword of the War God and Iron Wall Shield), the nation that dealt the most damage in the period (Sword of the War God: damage dealt ×2), the nation that took the most damage (Iron Wall Shield: damage taken halved), the nation with the most wounded soldiers (Weak Shield: damage from troop types it is weak against becomes ordinary), the nation with the largest damage dealt minus damage taken (Cloak that Ignores ZOC), the nation with the largest opposite value (ZOC Charm), and the nation with the most reclamation (Water-Walking Boots: can enter sea and sea bases). You can also choose one item when founding a nation (except the Water-Walking Boots and the Elite Unit). The Turn Cup itself goes to the nation ranked first at that time.
A troop type that can occupy (occupy 2 is normal, 1 is weak) lowers the resistance of the foreign or neutral land hex it stands on every turn. The amount depends on troop strength: 4 under 5,000 people (1 for weak occupiers), 5 under 10,000 (2), 7 under 20,000 (4) and 8 above that (5). Below 1 the hex becomes that nation's land and its resistance returns to 10. An occupying unit on its own land raises resistance by 3. A land hex without your own unit loses 1 resistance each turn (3 when all six neighbors are not yours) when five or more of its six neighbors are not yours (neutral land and sea count) and the most common neighbor is another nation; below 1 it becomes that nation's land with resistance 2. It does not change when that nation is friendly or when an occupying unit stands there. Other hexes recover 1 per turn up to 10. A missile hit lowers resistance by 2, and land received by cession starts at 5.
When your unit takes another nation's land by occupation, it loots only if the previous owner had held the hex for 15 turns or more. Farms, large farms and towns of 5,000 people or more give food (one tenth of the loser's stock, 1,000–50,000 tons), supply bases and missile bases give reserves (one tenth, 1,000–10,000 people), factories and defense facilities give funds (one tenth, 10–100 ×100M JPY), and mountains with resources give funds (50–250 ×100M JPY). The looted amount is taken from the loser.
Declare War (49) can be issued only once per turn. You may declare war on up to three nations, including wars still in preparation, and a nation can receive declarations from up to three nations. You cannot declare war on a friendly nation, nor while either nation is within 15 turns of founding. To withdraw a ceasefire offer you made, enter Declare War again. If both sides offer a ceasefire before the war starts, the war ends without starting. Even without war you can build on adjoining foreign plains and prepare adjoining foreign wasteland.
When two or more nations have declared war on you (including wars in preparation) and their combined national power exceeds yours, you receive a handicap. C (more than 1×): wounded soldiers return 2.5 times faster and population grows about twice as fast. B (1.5× or more): C plus no earthquakes, eruptions, tsunamis, meteorites, huge meteorites, fires or monsters in your nation. A (more than 2×): B plus your workers count double. Your current handicap is shown in the war column of your nation's information.
Offer Friendship (47) names a partner and a period (turns, set in Quantity). When the partner accepts from the notice on the development screen, the two become friends and the friendship cannot be cancelled until the period ends. Between friends: no war declarations, no preparing or building on the partner's land, towns do not spread onto the partner's plains, encirclement does not transfer land to the partner, missiles cannot be fired when the partner's towns or facilities are inside the spread range (mountains, wasteland, plains and sea bases do not count, and no check is made when aiming at a monster), and units on the partner's land withdraw. Friendship ends automatically when only two nations remain. It cannot be offered while either nation is within 15 turns of founding.
Cede Territory (20) gives one of your hexes to the nation you name. It costs nothing, uses no turn and allows up to 10 hexes per turn. With Quantity 1 your unit on that hex goes over to the receiving nation; otherwise the unit returns to your reserves (its item comes back too). The ceded hex starts at resistance 5. You cannot cede a hex where a unit of another nation outside your camp stands, nor during your first 15 turns.
Missiles aim at coordinates and are fired from your missile bases or sea bases that have the target in range. Range and number of shots grow with base experience (table in the settings list). Spread: Missile and PP Missile hit within 1 hex around the target (PP hits the center more often), Spread Missile within 2 hexes, and the Anti-personnel Missile hits exactly. The Anti-personnel Missile (34) fires one shot and uses no turn. It lands only on your own land (over other land it breaks up in the air) and reduces the town's people and the unit on that hex by 5,000 each (against another nation's unit it hits harder, by the firing nation's Military Technology). It has no effect on ships. The people lost become wounded soldiers of the firing nation; a town that reaches 0 becomes plains, and an Undersea City becomes sea. In a turn when you fire it, no other missiles can be fired.
These systems of Hakoniwa Common Map N do not exist in hakoS: Send Monster and Land Destruction Bomb (no such commands), Money Aid and Food Aid (nations hand goods over by transporting them with Diplomatic Aid 123), the Gunboat (sea battles are fought with fleets), Ragnarok (a mode that puts every nation at war; not used by default), and corruption (a per-turn cost for large nations).
1.64 Power plants and uranium mines
Command 133 builds a level 1 Power Plant on owned plains or raises an owned plant by one level (maximum 10). Quantity and target must be 0; it takes one turn. Building costs 300 Funds and upgrading costs 150 Funds, both provisional settings. Generation capacity in the country status and home list is the national level sum times 40,000 kW.
Each level adds 4% to the output of Factories, Large Factories, Refineries and Munitions Factories, capped at 80% nationally. Inputs stay the same. Each level consumes 1 Fuel per turn; a shortage reduces the bonus in proportion to Fuel spent. AI does not yet choose this command. Current settings appear in the settings list.
A Uranium Mine yields Fuel once its country’s production research reaches level 3. Its extraction multiplier is five times a Coal Mine’s, with a provisional limit of 100 Fuel per extraction. Before unlocking it retains its reserve, employs no workers and yields nothing. Administrators can disable either feature separately.