Hakoniwa Shared Map S — Player Guide
Numbers throughout this guide are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
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.
AI nations and randomly placed new nations avoid sites with any army unit in the center or its six neighbors. When you choose the site yourself, foreign units in those seven cells withdraw. Soldiers, equipment and experience return to their original nation under the same rules as command 24, without scorching the land.
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 and Sea Mines 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 | Fuel (from production technology level 3 by default) |
| 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 | New 1 / reassign 0 |
| 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.
A Modern City may be built next to another Modern City. The site must be your own New Town, and the required money and materials must be available.
Name your own Modern Cities or valid capital only. A Metropolis is eligible only when it is the capital. Existing names are preserved.
Natural growth of large cities: Metropolises, New Towns, Modern Cities and Undersea Cities also grow naturally like towns up to their population caps, and grow faster during promotional campaigns. Population decreases during food shortages or on cells with at least 5,000 foreign troops.
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 preserves the existing troop type and corps. Other types than mountain troops remain trapped. 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 (default) | 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 | 50 | 38 |
| 6 | Ammunition | ×1,000 t | 50 | 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; levels 6–10: 115 + 1.5 × (level − 5) 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 0–10 by country. It multiplies the finished amount of Food, mining, timber harvesting and factory output by the technology multiplier (100 + 3 × level percent at levels 0–5; 115 + 1.5 × (level − 5) percent at levels 6–10, reaching 122.5% at level 10). 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.
Factory jobs count only the capacity that can operate with raw materials (Steel for heavy industry, Food for light industry), Fuel, and storage space for products. Refineries and Munitions Factories also need their own inputs, Fuel, and storage space. Shortages of materials or Fuel, or full product stores, reduce jobs and raise unemployment even when facilities exist. While Steel is scarce, command 132 with Quantity 0 switches industry policy to light industry (a change fee applies, effective next turn). When unemployment or labor shortage is marked "(estimate)", no operating record for that turn is available, so the value is estimated from current stocks. Jobs may therefore be estimated lower even if production succeeded and used up the materials during that turn.
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. With treasury funds of at least 12,000 units of 100 million yen, a CPU prioritizes research in all three fields (up to level 10) and existing industrial upgrades, mine upgrades, power plants and shortage-relief candidates over Fundraising. Mandatory and emergency responses retain precedence, and cash reserves, labor and Fuel requirements remain in force.
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 prices change by at most 10% per turn and stay within 0.4–2.5 times the current base price. After a world price stays at the floor or ceiling set by its current base price for six consecutive turns, the base price moves 3% toward the market each turn starting on the next turn. It stops when the price leaves the bound and does not revert. The base stays within 0.5–2 times its original value. World prices stay within 0.4–2.5 times the current base and change by at most 10% per turn. Local prices retain their 0.75–1.25 coefficient and use the current base for their absolute bounds.
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. Buyers pay more as their inventory falls further below its target. When sellers hold more than their target inventory, they lower their selling price according to the surplus, by up to 20%. This also applies to return cargo decisions. The coefficient rises when the country's private inventory is below its target and falls when it is above, also responds to imports and exports, and keeps local prices within 0.75–1.25 times world prices.
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 pulls the coefficient toward a level determined by private free inventory and its target, even without trade (by default, reducing the gap by 20%). Setting the stock adjustment speed to 0 restores the former rule, reducing the gap toward 1 by 2% per turn. 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.
Troops of 5,000 or more stop production income from farms, large farms, factories, large factories and mines only when their country is at war with the landowner. Peacetime troops, troops awaiting the start of war and formal camp allies do not stop it. This change does not remove or move peacetime troops already on foreign land.
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 0–10 multiply finished Food by the technology multiplier (100 + 3 × level percent at levels 0–5; 115 + 1.5 × (level − 5) percent at levels 6–10, reaching 122.5% at level 10), 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.
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
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
Dispatched periodic cargo also follows the separate contract capacity and handover rules.
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; the buyer can reject with the same command. After an acceptance or refusal is saved, the buttons disappear on the next display. Removing that command from the plan before execution restores the buttons while the offer is still valid. 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
A trade alliance is separate from a military Faction. Each nation's private sector joins as one company per nation and may belong to one trade alliance. Any nation can found one by naming it with command 112; the founder becomes its leader. Command 113 leaves; rejoining any trade alliance is blocked for 10 turns. Members may use each other's friends-only Ports, and the transit fee at a member's intermediate Port is halved. When credited to the Port nation treasury, a remainder below 100 million yen carries forward. The half-rate fee is still paid and cargo passes when the treasury is full; the excess disappears. War, embargoes and Port closures take precedence. Admission requires representative approval, with one application per country and the same expiry as military factions. Representatives can approve, reject and expel; expulsion also imposes a 10-turn wait. Applicants can cancel without a wait. CPU representatives (rule/llm) accept only same-faction countries or active friendship-treaty partners. Members share bank, port, private ship, purchase, scheduled shipment and economic plan details and a private meeting room. Military plans are excluded.
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. 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 0.001 (in 100 million yen), 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; the floor is used until there is a spending record. 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.
Starting 12 turns after a country is first detected as gone, the neutral bank collects its remaining private cash, deposits, domestic and warehouse stock, cargo in foreign ports or ships, and unpaid tourism revenue. Goods are converted to cash at world prices (food uses its fixed price). The proceeds repay that country's debt first; the remainder becomes bank reserves. Deposits cease to be payable and the same amount counts as collected assets. Any debt left is written off only within reserves; any shortfall remains recorded.
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.
Existing fish farms within one cell of a port or naval port are removed once, with the full construction cost of 40 Funds returned to the private owner. New port and naval-port construction removes all fish farms within one cell, domestic or foreign, refunds the full construction cost to each private owner, and notifies that country. Nearshore boats fishing within one cell or heading to fish in one of those cells, domestic or foreign, cancel fishing there and use the normal return-to-port process, keeping their hulls and catch. On their next departure they choose a fishing destination away from port and naval-port entrances. Boats returning to port and distant-water boats are unaffected. Replacing a domestic farm directly with a naval port also refunds the full cost. Distance rules for new fishing grounds and fish farms are unchanged.
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. Distant grounds are reconsidered at the four seasonal boundaries each year (turns 8, 20, 32, 44, and so on), following fronts, upwelling and cold currents. Fish remain in their sea cells; a new centre never refills them. Newly included cells with no recorded stock start at zero and recover through the usual rule. Cells outside a ground keep their stock without recovery until included again. Reduced capacity never discards fish; recovery pauses while stock is at or above capacity. Once at the season boundary, distant boats whose target leaves their ground check nearby alternatives within the existing search limit and select the reachable route with the lowest civilian sailing cost and sufficient remaining fuel. If none is found, they return home with their cargo. Nearshore fishing rules are unchanged. 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
The Development screen’s “Expected private trades (decided automatically)” shows forecasts calculated from each nation’s trade prices. No acceptance is needed. The private sector decides actual trades automatically each turn.
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
By default, each country may own eight small and eight large 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.
Separate cargo waiting: 1 (1 = on, 0 = off). When on, a private merchant ship with no cargo or destination at its home port, including a foreign temporary home, takes at most one step to adjacent free water within 2 hexes of the port even if another entrance is free. It does not wait at another ordinary or military port entrance. With no suitable free cell it stays in place. A distance setting of 0 or 1 disables the step. Handling capacity and processing order stay as before; no waiting-space reservation or new priority for warships or cruise ships is added.
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 through separate contract transport. 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. It still keeps back the build price for its current merchant count 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. Private trade uses at most 64 containers per border pair per turn (both directions combined), separately from contract capacity. 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 | Base build cost is 100 ×100M JPY for a small merchant ship (capacity 256 containers) and 400 ×100M JPY for a large one (capacity 2,048 containers); no Industrial Goods are needed. Each nation may own up to 8 small and 8 large ships, and both sizes have a base speed of 8 hexes per turn. Large ships can pass shallows and still require level-2 Ports at both ends (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; the amount stays on record. |
| Automatic scrapping | Private sea shipping allows 8 small and 8 large ships per country. Private merchants that neither carry cargo nor move for 20 consecutive turns are scrapped anywhere, regardless of status, returning 50% of construction cost to the private sector. Scrapping during war: 1 (0 = off, 1 = on). Owners retain at least two private merchants (excluding fishing ships and free contract ships from the count). Cargo, trade involving stored cargo or diplomatic assignments restart the count. Fishing, contract and state ships are excluded. Waiting under the old rule is not counted. Remaining cash, food and whole fuel units return to stock; fuel fractions below one unit are lost. Scrapping waits if cash or stock would exceed its limit. |
| Fictional containers | Ship, port and land capacity is counted in fictional containers, rounding up for each resource. Small merchant ships 256, large merchant ships 2,048, legacy ships 510; regular ports 256 and large ports 2,048 per turn; land 64 per country pair per turn in both directions combined. Land freight costs 0.15 Funds per container, paid by the private seller to its national treasury. Treasury fractions below 1 Fund carry forward to the next payment. Cargo still moves when the treasury is full: the seller pays the usual freight, and any excess disappears; the amount stays on record. 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. |
Contract ships and national merchants carry return cargo from the same contract. The cargo owner pays per voyage and each arrival is handed over immediately. Private trading ships are not hired. See the capacity, freight and expiry rules.
Seasonal 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. Current bands shift in position, width and strength each season, retaining the coastal warm/cold pattern without reversing the whole circulation. 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; both small and large merchants may enter them. Base cost is 2 in deep water and 4 on shoals. Large merchants still require level-2 ports for cargo handling. 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. The basic bands follow the fixed climate rows; seasonal currents shift and widen them slightly. 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). Current strength is 0.8–1.2 times normal and scales the following/opposing adjustments below, keeping the minimum cost. Wind adds no separate sailing cost. Upwelling, warm/cold fronts and water temperature determine fertility F (0.8–1.2), applied only to nearshore and distant fish recovery and rounded to the nearest integer, never directly to catch. The suitable temperatures, 10–26 C nearshore and 5–20 C offshore, are game assumptions. Nearshore stocks use the sea next to their port; distant stocks use the ground average. Distant grounds are reconsidered at the four seasonal boundaries each year (turns 8, 20, 32, 44, and so on), following fronts, upwelling and cold currents. Fish remain in their sea cells; a new centre never refills them. Newly included cells with no recorded stock start at zero and recover through the usual rule. Cells outside a ground keep their stock without recovery until included again. Reduced capacity never discards fish; recovery pauses while stock is at or above capacity. Once at the season boundary, distant boats whose target leaves their ground check nearby alternatives within the existing search limit and select the reachable route with the lowest civilian sailing cost and sufficient remaining fuel. If none is found, they return home with their cargo. Nearshore fishing rules are unchanged.
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) is transported after the contract is established; 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 each arriving shipment is handed over and can be used immediately. 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.
4.7a Contract transport
Land transport uses borders where land cells touch. Shoals, offshore oilfields, breakwaters, sea mines and ships do not count as land connections; onshore oilfields still count. Transit through another nation requires connected land between its entry and exit shores. Cargo continues from the shore it reached, without jumping to another island. If no land route exists, sea transport is sought; cargo waits if no usable port or ship is available. Older cargo whose holding shore cannot be identified is returned once to its owner’s stock in the first transport processing after this update; reserve troops return to the owner’s reserves. Both parties receive private notices, and the sender can arrange a new shipment under these rules. Located cargo still waits if no route is available.
- Aid, exchanges, periodic deliveries and auction handovers use ships, port handling and border capacity separate from private trade. They do not hire private ships or reduce private capacity.
- Default capacity per turn is 64 containers per border pair, 256 per small port and 2048 per large port, with up to 15 contract ships per nation. One contract may use one third of each limit: 21 at a border, 85 at a small port, 682 at a large port and 5 ships. All contracts together may use the full limits. The private border limit of 64 is separate.
- An idle national merchant beside the cargo owner’s loading port is used first, without freight for its own national cargo. Any shortfall is served immediately by contract ships with no construction charge. Both ports large: a large merchant (2048 containers); otherwise a small merchant (256). Ship numbers match the handling capacity available to that contract.
- Contract ships and national merchants shuttle between the two ports, taking home cargo outward and the same contract’s opposite cargo back. National merchants can also carry the partner’s cargo.
- Freight uses upkeep, food, fuel and approach charges, with voyage days calculated from ship speed. The cargo owner pays per voyage; an empty voyage is paid by the nation that supplied the ship. A partner using a national merchant pays freight to its owner nation. Payment uses held freight first, then the treasury. If both are insufficient, the voyage waits at port with an insufficient-freight reason. Unused held freight is refunded when the contract ends.
- Each arrival is handed over that turn, including a proportional money transfer. An exchange does not wait for the other side to arrive. Cargo exceeding the recipient’s storage limit waits at port.
- At expiry or cancellation, unshipped cargo returns to its owner; cargo already sailing continues to delivery. Completed handovers remain valid. Contract ships are scrapped after the last unloading, or at their current port if empty. National merchants are retained. Existing war-related blocking rules remain in force.
- Submitting aid (123), an exchange offer (124) or acceptance (125) checks whether both directions can finish by the turn before expiry, using capacity, ships, speed and return voyages. An impossible quantity or missing route is rejected with the maximum quantity, estimated freight for each nation and the reason. Treasury balance alone does not cause rejection.
- Previously accepted contracts continue under the new capacity rules with their original expiry and are not rejected by a new submission estimate. Cargo already sailing on a previously hired private ship is delivered by that ship.
- If neither a ship’s position nor the quantity delivered changes for 6 consecutive turns, the voyage is cancelled and the cargo returns through a sender port; if the ship cannot return, it keeps the cargo aboard and continues waiting.
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; breach of a long supply agreement; and accepted exchange or periodic trade agreements. 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. Cancellation, including a periodic trade buyer's rejection, is recorded for the acting nation only; agreement acceptance, expiry and transport failure are recorded for both nations. Exchange and periodic trade records also show the offer number and type. 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.
When the treasury buys a shortage from the world market, the part of its unchanged total invoice above the goods’ base world price is paid to its domestic private economy as an import service fee, including invoice rounding. Any amount that cannot fit under the private cash cap remains an external expense; it does not discount the treasury payment. This fee is not added again to domestic goods trades, private world purchases, or ship freight and refueling.
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.
Since 1.66, human nations choosing “Match current needs” also aim to buy back 3 turns of a full army and warship volley in peace, or 6 turns during war, a pending declaration or a home threat this turn. The target is the greatest of that amount, six turns of recent use and at least 10 (30 under a defensive policy). “Up to reserve targets” keeps its previous rules. Army ammunition is strength divided by 100, rounded up per unit; each warship uses its type’s shots times ammunition per shot.
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, trade forecasts, 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 shared land and naval reconnaissance, retaining each observer type’s range. 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
The safety limit is reached when the combined land area of all nations is at least 95% of the world's land (national land plus unowned land). Warships, merchant ships, fishing boats, cruise ships and other vessels count toward neither area. Areas are counted each turn before commands are processed. By default, the meteorite rate rises from 1% to 2.3% and the huge meteorite rate from 0% to 0.2% (one third of the previous increase, rounded to the nearest part per thousand). Land reclamation is controlled by a separate setting and is forbidden by default. See the settings list for the current threshold and rates.
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, then run early Destroyer attacks and movement.
- 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 → Destroyers with queued Hold or steering → 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.
- “Warships”, next to “Losses” in the country table, is the public total of DD through SS. State and private merchants are excluded. Counts use the observation for each update; old observations without a count show “—”.
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.
CPU defence and plan revision (R02)
Rule AI and AI fallback for LLM nations follow the shared levelling rule that forbids levelling mines and use their own command failures in later decisions. Defence takes priority over the first port or factory when war is declared against the nation or visible enemy troops, excluding friendly and allied nations, are on home territory, or combat strength is insufficient during fighting. Offensive targets pause during defence or a budget shortage; three consecutive budget shortages cancel the target by default. Full AI control and the conditions for LLM fallback remain unchanged.
Plans preserve committed money and resources and avoid conflicting missions for the same fleet or corps. Before selection, the estimate conservatively counts the next consumption only and adds no future production to spendable stock. Candidate counts and searches also have limits.
Defaults (not the current values after customization): weak-strength ratio 0.8; consecutive budget shortages 3; candidates 64; candidate floor per system 1; forecast candidates 1; forecast turns 1; search cells 97,200 and search calls 16; stored mission groups 1; war preparation food 6 turns and cash 300 Funds. These values can be changed together in one settings block.
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. The population-based peacetime army goal below also triggers routine drafting.
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.
For fuel exchanges between CPUs, the provider checks its own reserves, useful payment, freight costs and benefit before disclosing only a limited quantity, payment resource and amount, and freight budget. It does not share whole inventories, hidden troops or plans. Human nations’ private information is excluded except for access already granted by formal permissions. Exchanges also use separate contract transport, national merchants first and contract ships without construction fees for the shortfall. The same contract supplies return cargo. Cargo owners pay per voyage and arrivals are immediately usable. See contract transport.
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 its first port on coastal Plains if it has none. 5. Turn unguarded border Plains into forest. Only when none is possible does it raise funds.
CPU nations add Ports when ships cannot enter a full port or are diverted to a free port within 2 cells. Congestion must occur for 2 consecutive turns within the latest 10 turns, after the previous Port or Naval Port construction plan. They add Naval Ports during war or when a visible hostile warship is within 2 cells of their coast. The limits are 4 Ports and 2 Naval Ports in peace, or 3 Naval Ports during war. Ports and Naval Ports share an interval of at least 10 turns between construction plans, including plans that fail. Expansion needs at least 4 turns of food and the existing cost, materials and reserves; emergency work comes first. The existing conditions for first ports and overseas preparation still apply, along with the common construction interval. The numbers are in the settings list.
New Ports and Naval Ports cannot be built next to each other, regardless of ownership. CPU warships and troops avoid water beside their own Ports and move to free cells if already there. CPUs rebuild their own Naval Ports adjoining any Port, one at a time, at sites meeting the normal cost and spacing rules. The new Naval Port is built first; warship return destinations are redirected before the old Naval Port becomes shallows. CPUs wait if funds or free sites are insufficient. Existing human Naval Ports remain.
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.
CPU city names
CPU city names: name at most 1 unnamed Modern Cities per nation per turn (0 disables naming). The ten nations added in 1.66 each use 40 fictional place names; initial CPU nations and nations transferred from human to CPU control share 200 names. Names are picked in list order, skipping city names already stored anywhere in the world. Naming pauses when a list is exhausted. A CPU capital whose name equals its nation name receives the first name of that turn, using one naming slot. Blank capitals, capitals with a different name, and player-named cities retain their names, except that seven specified old character forms in CPU city names are corrected to traditional Chinese. Names in human nations stay unchanged, as do names across display languages. New names in LLM nations are assigned only on turns when the AI prepares their plan.
CPU warships and blast warnings
CPU countries (rule AI and AI acting for LLM countries) use only self-destruct coordinates made public in the previous turn. For the next activation turn, ships and troops within 2 cells (19 cells including the centre) receive directions away from the centre. Ships choose destinations using public sea and shoal terrain without expanding land-army sight. Troops choose visible traversable land owned by their country. Visible troops and ships, fish farms, cruising ships, fuel and normal movement rules restrict destinations and movement. A direction that moves safe members of the same corps into a hazard area is rejected. The existing limit of 7 normal commands per turn means orders for everyone are not guaranteed, and one move may not take them outside the blast area. Hidden defence facilities and unpublished self-destruct orders are not read.
At most one land target per country per turn is designated for a volley: a currently visible enemy at war, still at a place recorded in the previous public battle record as attacking your country or a friendly country. Artillery comes first; same-camp and friendly countries are excluded. Selection requires the full volley cost and ammunition for every ship in range, including ships ordered to retreat, to be reserved for the plan. Naval-port candidates can also use fish farms owned by the home country’s private sector. Foreign and public farms cannot be used, nor can farms be used to build ships. The shared building interval, caps, costs, visibility and site conditions still apply. Removal and refund follow the fish-farm rules.
Retreat, target selection and fish-farm naval-port candidates are enabled by default. Retreat priority is 100 and target priority is 89. See Settings for current values and controls to disable each feature.
CPU troop kinds and land fronts
CPU nations (rule AI and AI fallback for LLM nations) choose among ten troop kinds before first placing a unit. Infantry holds and occupies land; Mountain Troops guard and attack through mountains; Artillery provides support and counterbattery fire; Armored Troops break through; Gun Batteries defend fixed positions; Marines land across water; Airborne Troops scout and counter enemy armor; Armor A, B and C match the enemy armor type. At least one corps able to occupy land is kept. Existing kinds that cannot change after placement, including Armored Troops, Gun Batteries and Armor A, B and C, remain immutable.
Both attackers and defenders prepare supply bases and troops in the first row of borders during war or after a declaration, leaving guards at the ends. At bases, existing reserves place or reinforce units up to 250 (25,000 people); offensive units wait at a base until 250. A border of at most 6 cells, or visible enemy troop strength over 1.2 times its own, calls for at most one extra second-row base. Every completed observation reassesses borders added by breakthroughs, reclamation or other changes.
These numbers are defaults. Ordinary peacetime reinforcement remains 50 at a time; the food gate is 4 turns, and refitting needs a 1.25-fold expected improvement. Artillery range is valued at 1.25 times and counterbattery at 1.5 times; exposure to artillery costs 100 points when choosing to close in, retreat or return fire with its own artillery. Hidden enemy troops and stocks are never read. Each decision advances base preparation by one stage and reinforces once. Ordinary construction commands, materials, construction conditions and the 32-corps limit can make front coverage take turns or remain incomplete. Current values and the setting to disable this preparation are in Game 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. Aid (123) to distant camp allies also uses separate contract transport. Naval ports and warships for marine landings are separate from aid transport. 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.
Diplomatic aid (123), including goods and reserve troops for a camp ally, uses separate contract transport. New aid does not require warships or hiring private ships. Each arrival is released immediately; only unshipped cargo is returned at expiry. See contract transport.
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 10. Quantity 1=Production, 2=Shipping, 3=Military. Target 0 means your own country; fixed coordinates (0,0) are not a construction site. One successful order raises one field by one level and uses one turn. Costs to reach levels 1 to 10: 100/200/400/800/1600/2400/3600/5400/8100/12150 units of 100 million yen. Levels 6 to 10 also require 40 × attained level Steel and 80 × attained level Stone (the same quantity of Goods replaces Steel when the steel economy is disabled). Registration is free of charge; the execution-time level determines payment. No payment at the cap, with insufficient funds or materials, or invalid arguments. Research is separate from troop and ship experience.
| Attained level | Funds (100 million yen) | Steel (Goods when disabled) | Stone |
|---|---|---|---|
| 1 | 100 | 0 | 0 |
| 2 | 200 | 0 | 0 |
| 3 | 400 | 0 | 0 |
| 4 | 800 | 0 | 0 |
| 5 | 1600 | 0 | 0 |
| 6 | 2400 | 240 | 480 |
| 7 | 3600 | 280 | 560 |
| 8 | 5400 | 320 | 640 |
| 9 | 8100 | 360 | 720 |
| 10 | 12150 | 400 | 800 |
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 0–10. Levels 1–5 add 3% of the base per level; levels 6–10 add 1.5% of the base per level, reaching 115% at level 5 and 122.5% at level 10. Effects do not compound by level. Fractions are dropped in the output or damage unit and never carried forward.
Military technology levels 0–10 multiply numerical damage dealt by normal attacks, artillery and ordinary counterattacks by the technology multiplier (100 + 3 × level percent at levels 0–5; 115 + 1.5 × (level − 5) percent at levels 6–10, reaching 122.5% at level 10). 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 0–10 multiply speed and capacity by the technology multiplier (100 + 3 × level percent at levels 0–5; 115 + 1.5 × (level − 5) percent at levels 6–10), rounded down to integers separately. Shipping technology does not change diplomatic transport capacity. Base merchant capacity is 256 containers for Small, 2048 for Large and 510 for Legacy hulls, including existing ships. Build price = class base cost × (1 + 0.5 × max(0, N − 1)). N counts merchants already held by the same owner before construction: national and private fleets of a country are counted separately; fishing boats are excluded, while docked ships and ships built earlier in the same turn are included. The first two ships cost the base price (100 Funds for Small, 400 for Large), the third costs 1.5 times and the fourth twice that price. The private first-ship rule still permits construction with positive voyage profit; later ships use the new price for profit and cash checks. Upkeep is unchanged. Initial and maximum HP are 2 for Small and Legacy, and 3 for Large. Existing saved HP is retained, with the new maximum applied when taking damage, repairing or displaying a ship. Registered Legacy cargo-ledger hulls use 510 containers, while the old unregistered eight-bit cargo layout remains limited to 255.
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. See weather for rain/snow combat factors and calculation order.
| 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
The Weather field on the top page and country screen shows the percentages of Clear, Cloudy, Rain, Snow and Thunder across owned land tiles. Warships and temporary occupation at sea are excluded. Rounded percentages total 100%. A nation without land shows “No territory”; unavailable weather shows “Unknown”. Capital weather is shown separately. Weather depends on the 48-turn seasonal cycle, hemisphere, elevation, distance from the coast, wind, moisture, and moving low- and high-pressure systems. Seasons are opposite in the two hemispheres. Seasonal rain belts are separate from the fixed land-combat climate belts. 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.
Air temperature, water temperature and wind update at seasonal boundaries; moisture and ground dryness update every four turns. Pressure centers move with the wind every turn. Moisture, mountain windward slopes, seasonal rain belts and pressure determine Clear, Cloudy or precipitation. Precipitation becomes Snow at air temperatures of 1°C or below, Thunder when warm and moist near a strong low-pressure center, and Rain otherwise. Moist tropical areas and windward mountain slopes can receive rain even without a pressure center. Rain belts are wetter toward their center; dry subtropical belts and mountain lee slopes tend to have more clear weather. Human and AI orders and disasters use the weather already displayed; the next turn’s weather is prepared at the end of the turn. Warship recovery rates based on fixed climate belts remain unchanged.
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.
National treasury caps are 20,000 Funds (×100M JPY) and 30,000 Food units (100 tonnes each, 3 million tonnes total). The build-price change does not alter money, food, fuel, ammunition or other upkeep and combat costs.
12.3 Fleets and ship types
Build warships with commands 136–140 (Destroyer, Cruiser, Battleship, Aircraft Carrier, Submarine).Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. Legacy command 69 quantities: 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 or fleet number 0 select the lowest-numbered fleet without state merchants. If none exists, construction fails as before. Warship limits are 40 per nation and 5 per naval base. The 10 ships per fleet limit keeps its existing counting rules. A full selected fleet prevents construction rather than redirecting it; its existing flagship is unchanged. CPU construction with an explicit fleet number keeps that number. Select your own Naval Port or a formal camp partner’s Naval Port on the map, then choose the fleet and ship type to queue construction. Adjacent water beside your own Naval Port remains a valid target. Naval Ports do not belong to fleets.
Legacy command 69 plans: Quantity 0 builds a naval base; quantities 1–5 build destroyers through submarines. Select a fleet with quantity 100 + fleet number (0–15) × 10 + ship type (1–5). Private operators decide new merchant ship construction.
Warships can be built by selecting your own Naval Port or a port belonging to a member of the same formal camp on the map. Ports of wartime enemies are excluded. The ship appears in adjacent empty sea or shallows; construction fails if none is available. The building nation supplies the funds and Steel (Industrial Goods when the steel economy is disabled), must meet the experience requirement, and owns the ship. Port capacity counts only your own Naval Ports; allied ports add no capacity. With no own Naval Port, you may build up to one port’s capacity at an allied port. National and per-fleet limits remain unchanged. Your own nation continues to pay supply costs; repair command 72 still requires an adjacent Naval Port of your own.
Buildable warship types are Destroyer, Cruiser, Battleship, Aircraft Carrier and Submarine. Build warships on Sea or Shoal next to your own or a formal camp partner’s Naval Port. Movement depth restrictions are separate: only Destroyers among warships can sail into shoals. 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 armies and 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. Army and naval reconnaissance is shared while each unit and ship type keeps its existing radius.
Typhoons, fires and supply
Of the five low-pressure and three high-pressure eyes, at most two lows can become typhoons. In local summer or autumn, a low at a distance of 5–25 rows from the equator (scaled to a 90-row map), with its centre and all six neighbours over water at a centre water temperature of at least 26.5 C, has a 50% chance per turn. It moves 2–3 cells with the wind, adding a weak poleward component every second turn. Strength is 1–5: warm water adds 1, cold water subtracts 1, and land subtracts 2. It ends at zero strength or after eight turns. These are simplified game rules.
Only Farms and Large Farms in the strong-wind passage, including intermediate movement cells with a radius of 1–3 cells depending on strength, face damage. A draw from 0 to 11 below 6 minus nearby Forests and Monuments converts the farm to plains: 50% without shelter, 25% with three, and 0% with six or more. Overlapping paths trigger one draw per cell per turn; another turn can cause another draw. Ports stay intact but lose 15% of their handling allowance for that turn.
Fire probability, including the population surcharge, is multiplied by a dryness-and-wind factor of 0.5–2. Before disasters, the mean factor is normalised to 1, weighted by the original probability across eligible cells not protected by a capital, Forest or Monument. Actual totals vary with draws and town growth. Town population loss, industrial destruction and existing protection remain the same.
Normal warship recovery uses the lower of the fixed climate-belt rate and 80% in strong winds, or 60% within one cell of a typhoon centre. Strong winds mean the typhoon passage or wind strength at least 1.2 times normal. Supply costs and command 72 repairs remain the same. The five weather types, land combat, missiles and warship speed retain their effects. Select Typhoons on the map for current centres, strong-wind passages and actual tracks from the last four turns. No forecast track is shown.
Base values in the ship type table
These are the Settings ship type table’s initial HP, maximum HP at experience 250, 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 | Max HP (experience 250) | Shots | Error | Range | Sight |
|---|---|---|---|---|---|---|
| Destroyer | 2 | 9 | Naval combat: 2; armies: 1 | 1 | Naval combat: 2; armies: 1 | 2 |
| Cruiser | 4 | 11 | 4 | 1 | 2 | 2 |
| Battleship | 8 | 15 | 6 | 2 | 3 | 3 |
| Aircraft Carrier | 7 | 15 | 10 | 3 | 4 | 4 |
| Submarine | 2 | 9 | 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 | 25 | 1 |
| Cruiser | 320 | 100 | 2 |
| Battleship | 640 | 200 | 3 |
| Aircraft Carrier | 1920 | 600 | 5 |
| Submarine | 640 | 200 | 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. Default holding limits are 40 warships per nation and 5 per Naval Port; state merchants have a separate limit of 30 per nation and 5 per Port. A Fleet holds up to 10 ships by default. 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. Merchants and warships may pass a friendly or non-hostile ship, including one carrying non-hostile troops, or non-hostile Marines or Airborne Troops on sea or shallows, only when they can reach empty water beyond it. They never stop or stack on an occupied cell. Merchants spend their remaining movement and fuel. When passing a hull, a warship overtakes one adjacent occupied cell and reaches its empty exit across two edges, consuming two movement opportunities. Ships limited to one movement opportunity, direct steering orders and Cruisers with one opportunity left cannot overtake. Destroyers and Cruisers also need the intermediate cell to rank later in the existing scan. Further movement from the exit requires an exit rank later than that intermediate rank. Normal class speeds, firing and per-turn military fuel remain unchanged. Hostile ships and troops, including declared opponents, and ownerless ships blockade passage. Hostile passengers block even on a non-hostile hull. Passing leaves every intermediate hull and passenger field unchanged. Draft, fishing areas and unexpired wrecks still restrict passage. A separate exception lets all five warship types traverse connected non-hostile Naval Ports atomically, using one movement opportunity and stopping only on empty water beyond. It works with automatic sailing and directional command70. The direction selects the entry port; manual steering chooses the nearest forward exit, while automatic sailing chooses an exit closer to its destination. Only the connected ports are searched. Hostile ports or garrisons and a lack of clear exits prevent passage. Heavy ships need deep-water exits. Ports and troops stay intact. Civilian Ports and merchants keep their existing passage, movement and fuel limits. Hidden garrisons are checked on actual contact. A chain of up to three own or nonbelligerent Marines or Airborne Troops (types 5 and 6) on sea or shallows is passed for the same movement cost as one troop cell, stopping on the first empty water beyond it. The same rule applies to port entry and departure. Four or more troop cells, hostile troops, ownerless troops and other troop types block passage. Ships never stop on troops and preserve every troop field. Warships use the first troop cell scan rank and still require two remaining movement opportunities. Fuel continues to count actual hexes crossed.
For Embark (74) and Disembark (75), select the ship and set Quantity 1–6 to choose an adjacent direction. Ships cannot stop on a troop-occupied cell. Non-hostile Marines and Airborne Troops on sea or shallows may be passed only with enough movement to reach an empty exit. Hostile troops and landed infantry still block water passage. Troops enter ships only with Embark (74). All mobile troop types can enter civilian and naval ports under the normal territory, war and corps-order rules, then board an adjacent own ship. Batteries remain immobile. A private ship previously sharing a cell leaves water-capable troops behind; it waits if they cannot stand on that water. A chain of up to three own or nonbelligerent Marines or Airborne Troops (types 5 and 6) on sea or shallows is passed for the same movement cost as one troop cell, stopping on the first empty water beyond it. The same rule applies to port entry and departure. Four or more troop cells, hostile troops, ownerless troops and other troop types block passage. Ships never stop on troops and preserve every troop field. Warships use the first troop cell scan rank and still require two remaining movement opportunities. Fuel continues to count actual hexes crossed. 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 |
Ports and Naval Ports are transit-only cells: ships cannot stop on them or pass while at war with the owner, including the declaration period. Merchants retain their ordinary movement, fuel and shallow-water rules and stop before a port if the remaining movement cannot reach empty water beyond it. The existing civilian-port exception is for automatic Destroyer sailing only: it crosses one adjacent civilian port to the next empty water cell. Manual directional steering into an adjacent civilian port is rejected. Separately, all five warship types may cross connected non-hostile Naval Ports without stopping, reaching empty water beyond them in one movement opportunity. This Naval Port exception works for both automatic sailing and directional command 70; heavy ships require a deep-water exit. Hostile garrisons or the absence of an empty exit prevent passage. A warship passing through an ordinary non-hostile ship or troops on water uses a separate rule: it consumes two actual movement opportunities and must satisfy the remaining move limit and cell-processing order. Directional command 70 cannot overtake ordinary ships or troops on water. Cargo handling and resupply take place from adjacent hexes. A chain of up to three own or nonbelligerent Marines or Airborne Troops (types 5 and 6) on sea or shallows is passed for the same movement cost as one troop cell, stopping on the first empty water beyond it. The same rule applies to port entry and departure. Four or more troop cells, hostile troops, ownerless troops and other troop types block passage. Ships never stop on troops and preserve every troop field. Warships use the first troop cell scan rank and still require two remaining movement opportunities. Fuel continues to count actual hexes crossed.
Ship roles and movement
| Ship type | Surface ships | Submarines | On land and land monsters | Sea monsters | Shoals and ports | Acts |
|---|---|---|---|---|---|---|
| Destroyer | Fires | Fires | Armies only (range 1 hex) | Fires | Can enter | Early |
| Cruiser | Fires | Surfaced only | Fires | Fires | Cannot enter | Later |
| Battleship | Fires | Surfaced only | Fires | Fires | Cannot enter | Later |
| Aircraft Carrier | Fires | Surfaced only | 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 payments and supply results 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 Sea Mines in deep Sea beside your territory or your warships, using their positions when the order executes. Merchants, pirates and cruise ships do not count. Mines cannot be laid within one hex of ports or naval ports of your nation, the same formal camp, or friends (YU>2). Beside other foreign ports or naval ports, active war with the owner is required; pending declarations do not count. Quantity 1–2 sets damage. Laying cost is damage ×300 ×100M JPY; clearing your existing mine costs 20% of that. Mines cannot be laid on fishing grounds. Actual routes use the flag nation’s sight: unseen mines count as deep sea and cause contact damage. Visible mines are avoided. Ships never enter or take damage from mines of their nation, formal camp or friends (YU>2). Placement is also forbidden if it removes an existing route from a friendly port or naval port to water more than six hexes from that port, without crossing land or friendly mines. Enemy mines count as sea for this exit check.
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, troops and Sea Mines 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.
Build Supply Depot (21) uses quantity 1–32 for the depot’s corps. New construction takes 1 turn; changing your existing depot takes 0 turns. Both cost 10 ×100M JPY. Changing the depot alone does not reassign or change the type of troops already there.
Deploy Unit (23) places new reserves or reinforces troops at your supply depots, walls, capital, modern cities, undersea cities and naval ports. Depots select their assigned corps; walls, capitals, modern cities, undersea cities and Naval Ports use the corps selected under Deployment in military settings and its type (default: 1). Fixed-type units (Armor, Battery and Armor A–C) keep their type. Quantity is in hundreds of people. New deployment requests at least 1,000 people, but actual deployment is capped by available reserves. Each cell holds at most 25,000 people. At least 100 reserves are required; a successful command costs 5 ×100M JPY and uses no turn. Foreign troops or pending withdrawal on the cell prevent deployment.
Use Deployment in military settings to select a corps for walls, capitals, modern cities, undersea cities and Naval Ports (default: 1). The capital setting takes priority when the capital is also a modern or undersea city; supply bases use their own corps. Saving alone does not change existing troops. The next Deploy Unit (23), including reinforcement, uses the selected corps; fixed troop types remain unchanged.
On an existing unit, Deploy Unit (23) with quantity 0 applies the depot or city’s corps and its changeable troop type without adding soldiers. It still needs at least 100 reserves and costs 5 ×100M JPY on success. Experience is recalculated: if reserve experience is higher, the unit gains one quarter of the difference, rounded down. With equal or lower reserve experience, quantity 0 does not lower unit experience.
Walls permit both new deployment and reinforcement. Construction preserves troops already there with their original type and corps; Deploy Unit (23) subsequently assigns the corps selected for walls, retaining fixed troop types. Wall troops may attack and counterattack. Mountain troops may also enter and leave by movement, relief, withdrawal, embarkation and landing. Other troop types cannot enter walls; those already inside cannot move normally or embark. Any troop type may withdraw from a wall with command 24 for 10 units of 100 million yen (1 billion yen) per order. Capitals and modern cities do not have that movement restriction. Armies cannot move into any ship’s cell, even if friendly; use Embark (74) to board your own ship.
Units in the same corps share an order and direction; different corps can be directed independently. Directions are 0 hold, 1 upper right, 2 right, 3 lower right, 4 lower left, 5 left and 6 upper left. Attack (0) attacks enemies in range first, otherwise advances in its assigned direction. March (1) advances in that direction and attacks enemies along the way when blocked. Move (2) does not attack and enters only cells owned by your nation. Defend (3) attacks enemies in range, otherwise moves only into your own cells, and reduces damage received. Attack and March can enter cells outside your territory only when neutral or owned by a nation already at war with you; friendship, troop type, terrain and ZOC restrictions still apply. Zero resistance on sea or shoal does not waive ownership restrictions for Move or Defend. Change Unit Direction (48) uses quantity 1–32 for the corps and X for the direction, with no turn cost. All 32 corps slots are available in peacetime. The CPU’s selection budget is 16 direction commands in peace and 32 during war, war preparation or a threat; this is separate from the number of corps available.
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 3,000 people or more on your own land, or of 15,000 or more anywhere (5,000 or more with a 50% chance), turns the hex into wasteland as it leaves (scorched earth; a mountain stays a mountain, a sea base becomes sea, a naval port becomes shoal, and sea and shoal do not change).
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 after at least 15 turns since the previous occupation. Farms, large farms and towns of 5,000 people or more (except modern cities and capitals) 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.
Occupation of a port (including a naval port), modern city or capital has a 10% chance of looting, only after at least 15 turns since the previous occupation. Ports expose the previous owner's private stock and cargo stored at that port; modern cities expose private cash on hand; capitals expose private cash on hand and national funds. At most 10% is taken, capped at 100 funds in total for cash and 50 units per resource, combining cargo stored at the port and private stock, with no minimum. Bank deposits and cargo owned by third countries are untouched. Loot is deducted from the previous owner and added to the occupying country's treasury. This replaces food looting in modern cities and capitals; other towns and facilities keep their existing rules.
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 at most 1 hex per turn. The ceded hex must be adjacent to the recipient’s land; warships and merchant ships do not count as land. 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).
13. Weather and climate
13.1 How it fits together
Seasons repeat every 48 turns, with 12 turns per season. Winter, spring, summer and autumn in the north are reversed in the south. Season boundaries fall on turns 8, 20, 32, 44… Fixed climate belts stay in place; the seasonal rain belt moves. Climate belts and seasons set the background temperature and wind, seas and mountains change moisture, and moving pressure centres change local weather.
On a 90-row map, the equator is y=45 and smaller y is north. Distance in rows north or south of the equator defines tropical 0–9, subtropical 10–19, temperate 20–32, subarctic 33–40 and polar 41–45 belts. Other map sizes use the same proportions. See the fixed climate table.
13.2 How weather is decided
The sea adds moisture according to water temperature, and wind carries it inland. Rain is more likely on the windward side of mountains; air becomes drier after crossing them. Higher ground is colder, while nearby sea softens seasonal heat and cold. The tropical rain belt is wetter near its centre and shifts north and south with the seasons. Subtropical belts tend to be dry. Ground dryness rises with heat and wind and falls with recent precipitation.
Low-pressure centres encourage rain; high-pressure centres encourage clear skies. Moisture, mountain uplift, the seasonal rain belt and pressure together decide clear skies, cloud or precipitation. Precipitation becomes snow at 1°C or below. Near a strong low-pressure centre, it becomes thunder at 20°C or above with moisture at least 70%; otherwise it is rain. Rain and snow can occur without a pressure centre nearby.
Air temperature, water temperature and wind update at season boundaries. Moisture, ground dryness and changes such as reclamation update every 4 turns; pressure centres update every turn. Sea warmth also varies between years. Human and AI orders, battles and disasters use the weather displayed before the update. The next weather is prepared at the end. See weather and combat rules.
13.3 The sea
Current positions, widths and strengths shift slightly with the seasons, forming warm and cold currents along coasts. Warm currents raise water temperature; cold currents lower it. Upwelling happens when coastal winds move surface water offshore and colder water rises. Water temperature retains some influence from the previous season and also affects air moisture.
Upwelling and boundaries between warm and cold currents help fish stocks recover. Suitable water temperatures differ for coastal and distant-water fishing. These sea effects multiply recovery, not the catch directly. Distant-water grounds are relocated at season boundaries, but fish remaining in each sea cell stay there: moving a ground does not refill it. Previously unrecorded cells entering a ground recover from zero stock. For details and values, see merchant ships and currents, coastal fishing, distant-water fishing and its settings explanation.
13.4 Typhoons and fires
Typhoons can form from lows over warm open water a little away from the equator in each hemisphere’s summer and autumn. They follow the wind with occasional turns towards the pole, strengthen over warm water and weaken over cold water or land. They disappear when strength or lifetime runs out. Strong winds affect the passage along the way too. Dry, windy places are more prone to fire, while the worldwide average factor, weighted by original fire probability, is kept unchanged. See typhoons, fires and supply for formation rules, farm shelter and supply values.
13.5 Effects at a glance
| What is affected | Which location matters | Effect (defaults) | Details |
|---|---|---|---|
| Land damage reduction | Fixed belt of the unit receiving damage | Reduction depends on unit type and belt, together with terrain effects. | Climate table |
| Rain and snow in land combat | Tile of the unit dealing damage | Normal attacks, counterattacks and artillery deal 90% in rain, 90% in snow. | Calculation order |
| Missile scatter | Thunder on the aimed tile | Error radius increases by 1. Neither the launch base nor the actual impact tile decides it. | Scope and exceptions |
| Food and wood output | Fixed belt of the production tile | Favoured output ×1.2, unfavoured ×0.8. Seasons and weather do not change this. Stone, ore, oil and steel receive no belt adjustment. | Resource output |
| Minerals in new worlds | Fixed belt of the candidate tile | Changes placement probability, not existing deposits or extraction amounts. | Mineral placement |
| Farms and Large Farms | Typhoon strong-wind passage | Nearby Forests and Monuments provide shelter. Clear or rainy weather does not multiply harvests. | Farm damage |
| Port handling | Whether the port lies in a typhoon passage | Handling allowance is 85%. The port is not destroyed. | Ports and wind |
| Fire | Dryness and wind at the eligible tile | Original probability ×0.5–2. Existing protections still apply. | Fire draws |
| Normal warship recovery | Ship’s fixed belt and local wind or typhoon | Lower of the belt rate, 80% in strong winds and, within 1 cell of a typhoon centre, 60%. Repair orders and supply costs stay the same. | Recovery and supply |
| Merchant navigation cost | Current at the departure tile and travel direction | Following currents cost less; opposing currents cost more. Wind is not added directly; currents do not change fuel use. | Navigation cost |
| Coastal and distant-water fish recovery | Sea next to the home port for coastal fishing; mean across the ground for distant-water fishing | Recovery ×0.8–1.2, rounded to the nearest integer. No direct catch multiplier. Distant-water ground locations also change with seasons. | Stocks and closures |
| Naval gunfire and warship speed | No weather adjustment | Naval gunfire receives neither rain/snow damage factors nor extra thunder scatter. Weather and currents do not change warship speed. | Naval rules |
13.6 Where to look
- In the development map selector, choose Climate belts, Weather, Ocean currents, Fishing grounds or Typhoons. Legends explain colours and arrows. Typhoon lines show recent actual passages. The tourist map has no such selector.
- Weather on the top page and country page shows the proportions over that country’s land. Capital weather is separate; it does not describe every tile in the country.
- The Press Club’s World environment shows that issue’s weather and current totals. Its JSON also contains weather and currents for each cell. The issue may describe a different time from the live map.
- Select a port to see coastal fishing trips and remaining fish. For values, see army, navy, merchant ships and routes and resources. Each section links to current settings.
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. New plants may also replace your own non-capital village with fewer than 1,000 people. The village population is lost and is not moved elsewhere.
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. The CPU may build or upgrade plants when funds, fuel and industry meet the requirements. For new plants it prefers plains and uses a non-capital village only when no plains are available. Current settings appear in the settings list.
By default, a Uranium Mine yields Fuel once its country’s production technology 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.
Rules and operations from the settings reference
Game Overview
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Hakoniwa Shared Map S is a game of nation building, trade, diplomacy and land and naval warfare on a shared 90×90 hex map. The standard update interval is 6 hours. Each nation can queue up to 50 plans.
The last surviving nation receives a world-conquest finish record. There is no final-turn limit. If a final turn is set, the nation ranked first in population on that turn receives the largest-nation finish record. No additional faction-victory or spectator conditions are implemented yet.
Founded
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Choose from the suitable sites on the founding screen. The center must be Wasteland or Forest; it and all six adjacent cells must be unused Wasteland, Plains or Forest. Mountain, Sea and Shoal are excluded regardless of resources. Suitability is checked again when founding is executed. Nearby land, Forest, mineral deposits, water and spacing from existing sites also affect site selection.
The center starts as a capital with population 60 (6,000 people). Adjacent cells receive two Towns of population 20 each, a Farm of size 10 and one Supply Depot; the remaining adjacent cells retain their natural terrain under your ownership. Initial Funds: 6000 ×100M JPY; Food: 3000 (100 t units); reserves: 200 (100 people units). Initial stocks of the eight resources are listed below.
Enter a comment within one hour of registration. Automatic deletion applies to nations with no registered comment before the game starts (turn 1 or earlier).
Press club
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
New issues list events, city events and fallen countries for their own turn only; use back numbers for earlier turns. Losses show season totals and the issue turn only. The map page summarizes countries; cell values are in JSON. Public information is saved once after each update and saved issues are served when viewed. Resistance summaries count cells below 50; current warship locations and private unit details are excluded. All public text for the issue’s turn and all open auctions are included; trade, sailing and sinking rankings show the top three countries. Issues also include factions, human-country stance tags, rankings, weather, public ships and fishing, bank rules and aggregate cash and lending availability, and per-cell weather, currents and distant grounds shared by all players. History defaults: repeat wars combined by country pair; loss totals initially count up to 17 retained public-record turns, possibly incomplete; unconfirmed capital occupations shown as towns. HpressHistoryPolicy in init-game.cgi controls grouping, the initial loss-total period and unconfirmed town occupations. Issues remain with season records. Ship numbers stay unchanged from creation and are never reused; cruise ships use a separate numbering sequence.
Terrain List
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Resource-bearing mountains overlay iron, stone, coal, surface-deposit or U markers on the mountain image. Oil-bearing sea, shoal and waste cells display an oil marker. Undeveloped natural resources generate neither income nor extraction reserves. Use Build Mine / Oilfield to develop the matching facility before extraction. A land oilfield is drawn over waste. Sites without a resource attribute or occupied by foreign troops cannot be developed.
Land reclamation is unavailable.
Neighboring territory: when clearing, reclamation, digging or construction (including supply bases) checks whether a cell borders your territory, only your own land and port cells count. Sea cells holding your merchant ships or warships do not count. Only offshore deposits (candidate oil seas) can be developed when your own ship of any type is adjacent.
Mountains without deposits produce wood every 4 turns, yielding 1 unit(s).
A Town becomes a Metropolis at 20,000 people. Population caps are 25,000 people for a Metropolis, 25,000 for a New Town, 30,000 for a Modern City and 15,000 for an Undersea City.
Build an undersea city with command 87, quantity 3, in deep sea (value 0) next to an owned cell other than sea, shoal or ship; owned oilfields and aquaculture count. It costs 800 units of 100 million yen, 80 Stone and 20 Goods, and takes one turn. Initial population is 8,000; the cap is 15,000. Troops can be deployed or replenished even outside the capital, using the Modern / Undersea City corps setting in Military Information’s Deployment table (the Capital setting applies at the capital). Ships may pass over it under the same rules as ports, but cannot stop, dock or use it as a disembarkation foothold. Passage is forbidden over a wartime enemy city or a city subject to the coalition embargo. Other countries see it as sea, with no terrain owner, even through reconnaissance, just like a submarine base. Construction, fleet organization and events on undersea-city cells remain in public logs, with coordinates shown as (?, ?).
Power plants: command 133 builds one on owned plains for 300 Funds or upgrades it for 150 Funds in one turn. Each plant can reach level 10. Each level adds 4% to national industrial output, capped at 80%. Each level consumes 1 Fuel per turn; a shortage scales down the bonus. Generation capacity shown in the country status is the level sum times 40 thousand kW. New plants may also replace your own non-capital village with fewer than 1,000 people. The village population is lost and is not moved elsewhere.
Command List
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Total: 91 commands. A zero-turn command advances to the next plan in the same turn. Costs shown are base values; see each section for costs by quantity, ship type, terrain and trading terms. Early-game price changes apply during the first 100 turns.
- 1 Clear Land: Turn wasteland into plains.
- 2 Level Land: Clear land without consuming a turn, at a higher cost.
- 3 Reclaim Land: Reclaim land: turn sea into shoals, and shoals into wasteland.
- 4 Excavate: Turn mountains into wasteland, wasteland into shoals, and shoals into sea.
- 5 Tunnel: Tunnel. Costs 900. After unlocking, build on your own mountain bordering at least two mountains without tunnels.
- 7 Build Farm Instantly: Build or expand a farm without consuming a turn.
- 8 Build Factory Instantly: Build or expand a factory without consuming a turn.
- 11 Plant Forest: Turn plains into forest.
- 12 Develop Farm: Build a farm. Existing farms can be expanded.
- 13 Build Factory: Build a factory. Existing factories can be expanded.
- 14 Build Mine / Oilfield: Build the matching mine or oilfield on a deposit in mountain, waste, sea or shoal terrain. Levels are fixed. Workers serve agriculture, mining, factories, then markets; staffed mines extract automatically. Barren mountains retain their scouting and movement roles.
- 15 Build Missile Base: Required to launch missiles.
- 16 Build Defense Facility: Build a defense facility. Rebuilding it to self-destruct costs four times as much.
- 17 Build Undersea Base: Can be built in any sea, regardless of ownership. Shoals are excluded.
- 18 Build Wall: Build a wall or monument. Troops on the cell keep their type and corps. Mountain troops may enter, leave, relieve, embark and disembark. Any troop type may withdraw from a wall.
- 20 Cede Territory: Quantity 1 also transfers the unit. Does not consume a turn.
- 21 Build Supply Depot: Quantity 1–32 selects the depot’s corps. New construction takes 1 turn; reassignment of your existing supply depot takes 0. Both cost 10 ×100M JPY. This command alone does not change troops already on the tile.
- 22 Conscript: Conscript half the population of a town-type cell into reserves. Does not consume a turn.
- 23 Deploy Unit: Deploy or replenish at your depot, wall, capital, modern city, undersea city or naval port. Depots use their own corps; other sites use the corps number selected in Military Information’s Deployment table (default 1). Quantity: hundreds; cost: 5 ×100M JPY; 0 turns. Quantity 0 on an existing unit still requires 100 reserves and recalculates corps, changeable type and experience.
- 24 Withdraw Unit: Withdraw a unit for 10 units of 100 million yen per order (1 billion yen). Any troop type may withdraw from a wall. Above the required strength, quantity 1 leaves wasteland. Uses no turn; withdrawal occurs at turn end.
- 25 Equip Item: Does not consume a turn. Quantity=item type. You must already own the item.
- 31 Launch Missiles: Scatter radius: 1 cell. Specify the target coordinates.
- 32 Launch Precision Missiles: Scatter radius: 1 cell, with twice the chance of hitting the center. Specify the target coordinates.
- 33 Launch Scatter Missiles: Scatter radius: 2 cells. Specify the target coordinates.
- 34 Launch Anti-personnel Missiles: Scatter radius: 0. Specify the target coordinates. Fires exactly one missile within your territory; damages only town-type cells and troops.
- 35 Launch Ballistic Missiles: Scatter radius: 1 cell. Specify the target coordinates. Range increases by 5 cells.
- 41 Raise Funds: Raise funds: gain a small amount of funds.
- 45 Attract Settlers: Attract settlers to increase the population.
- 46 Abandon Nation: Abandon your nation and leave the game.
- 47 Offer Friendship: Does not consume a turn.
- 48 Change Unit Direction: Does not consume a turn. Quantity=corps; X=direction (0 standby, 1 upper right, 2 right, 3 lower right, 4 lower left, 5 left, 6 upper left).
- 49 Declare War: Does not consume a turn.
- 50 Send Reserves: Send reserves to a land-bordering ally in your camp. Does not consume a turn.
- 51 Offer Ceasefire: Does not consume a turn.
- 52 Export Mercenaries: Sell reserves. Does not consume a turn.
- 61 Auto-fill Clearing:
- 62 Auto-fill Leveling:
- 68 Clear All Plans:
- 69 Build Ship: Quantity 0 builds a naval base. Quantity 100 + fleet number (0–15) × 10 + ship type (1–5) builds a destroyer through submarine in that fleet. Private operators decide new merchant ship construction.
- 70 Organize Fleet: Set the ship's fleet number with quantity 0–15.
- 71 Set Destination: Sets a fleet's destination; the fleet keeps moving toward it on later turns. On the development screen, choose the fleet in Fleet controls and use "Pick destination on map" (the quantity is filled in automatically). "Clear destination" cancels it.
- 72 Resupply and Repair: Repair a ship by 1 HP at an adjacent naval port owned by your nation.
- 73 Decommission: Decommission a ship you own with no troops aboard.
- 74 Embark: Set Quantity to a direction from 1 to 6 to embark adjacent land troops onto the selected ship.
- 75 Disembark: Set Quantity to a direction from 1 to 6 to disembark the selected ship's land troops. Shallow water is allowed; deep sea is not. Landings are allowed only on land owned by a current wartime opponent, no country, your country, a formal camp ally or a friendly country. Other foreign land is unavailable in peacetime, including the declaration waiting period.
- 76 Build Breakwater: Build on shoals to protect all cells within a 2-hex radius from tsunamis.
- 77 Lay / Clear Sea Mines: Lay in deep sea beside your territory or warships. No mines within one hex of ports/naval ports of your nation, formal camp or friends (YU>2). Other foreign ports require active war, not pending war. Quantity 1–2 sets damage; clear own mines. Do not close a friendly port exit to outer waters.
- 78 Build Trade Facility: Quantity: 0=refinery, 1=munitions factory, 2=market, 3=port. Build on owned plains. Markets/ports may replace owned towns (including metropolises, new towns and modern cities; excluding capitals and sea cities). Tile population is lost. Ports need adjacent sea or shoal. Quantity 4 upgrades an owned port to level 2 (300 money, 40 stone, 20 wood, 10 goods). Refineries and munitions factories may also replace your own non-capital village with fewer than 1,000 people. The village or town population is lost and is not moved elsewhere.
- 79 Extract Resources / Log: Log a forest, or extract all current reserves from a staffed mine. Automatic extraction uses only staffed capacity each turn; manual extraction takes the accumulated reserves in bulk.
- 84 Assign Escort: Select an escort ship. Quantity 1 follows its fleet flagship; 0 cancels.
- 87 Build Planned City: Quantity 0=reserved land, 1=new town, 2=modern city, 3=undersea city. A Modern City may be built next to another Modern City. The site must be your own New Town, and the required money and materials must be available. Build an undersea city with command 87, quantity 3, in deep sea (value 0) next to an owned cell other than sea, shoal or ship; owned sea facilities such as aquaculture count. It costs 800 units of 100 million yen, 80 Stone and 20 Goods, and takes one turn. Initial population is 8,000; the cap is 15,000. Ships may pass over it under the same rules as ports, but cannot stop, dock or use it as a disembarkation foothold. Passage is forbidden over a wartime enemy city or a city subject to the coalition embargo. Quantity 0 reserves your own plains or non-capital village with fewer than 1,000 people. The village population is lost and is not moved elsewhere.
- 88 Expand Industry: Upgrade your farm, factory or mine to its large version.
- 89 Move Capital: Move your capital to a town-type hex you own.
- 91 Set Checkpoint Policy: 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.
- 92 List for Auction: Put treasury goods up for auction. Enter it from the auction box on the Trade and ports tab of the development page (item, quantity, minimum price, period). The listed quantity is held from the treasury until the auction closes. Currency unit: ×100M JPY.
- 93 Place Auction Bid: Bid on a lot listed by another country. Enter it from the auction box on the Trade and ports tab of the development page (lot number, amount). The amount and a freight share are held from the treasury and returned if another country bids higher. The buyer pays the freight, and the unused part comes back. Currency unit: ×100M JPY.
- 94 Apply to Faction: Target=faction ID. Application expires in 12 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 95 Cancel Faction Application: Target=the faction ID you applied to. You may apply again next turn after cancellation. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 96 Review Faction Application: Target=applicant nation ID. X=1 approve, 2 reject. Leader only. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 97 Leave Faction: Target=current faction ID. Leave at turn end; reapply after 6 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 98 Expel from Faction: Target=member nation ID. Leader only. A 6-turn wait follows expulsion. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 99 Transfer Faction Leadership: X=1 request, 2 accept, 3 cancel. Target=successor/current leader nation ID. Expires in 3 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 100 Create Faction: Target=0. One nation can create a faction. The 1,000 fee is charged only on success. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 101 Manage Faction: Target=current faction ID. X=1 rename, 2 dissolve. Leader only. Rename cooldown: 12 turns. Y=0; quantity=authenticated operation ticket ID. Issue it on the dedicated screen.
- 102 Set Port Access: Quantity 0=allow nations not at war with you, 1=friendly nations only, 2=closed. X=Y=0.
- 103 Set Port Tariff: Quantity=tariff rate 0–30%; X=Y=0. Target 0 or self sets the default rate; a country target sets the rate on imports from that partner. Collected from the tax-inclusive private trade payment as revenue for the importing treasury. Same-faction trade is exempt.
- 109 Geological survey: Survey one mountain or waste cell for 100 Funds and 1 turn. Oil discovery on waste is 10% normally, or 20% within 2 hexes of sea or shoal (configurable). A mountain survey still costs 100 Funds and 1 turn but reveals nothing; surveys do not reveal outcrops. Requires owned or adjacent neutral land without enemy troops, a known deposit or a facility. A miss still costs 100 and allows another attempt. Quantity and target are 0. Initial deposit value is 500 with level digit 0. Construction 14 separately costs 120 Funds and 1 turn.
- 110 Reconnaissance: 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.
- 111 Recover Wreck: Command 111: set x and y to the wreck cell; target and amount are 0. An adjacent own warship recovers it. Wrecks remain valid for 10 turns after sinking. The treasury receives 20% of the ship type's build steel, rounded up. Fee 0; success uses 1 turn, failure 0. Merchant cargo is not returned and the ship is not repaired.
- 112 Join trade alliance: Target 0: name and found an alliance as representative (allowed while applying; cancels the application). Other target: apply to that alliance (one application per country, faction request lifetime, representative approval required). x/quantity=0. Representatives approve with x=1 or reject with x=2, target=applicant, quantity=issued ticket. Both 112/113: y=0, no fee or turn cost; leaving/expulsion blocks joining for 10 turns.
- 113 Leave trade alliance: x/target/quantity=0: leave. Representatives expel with x=1, target=member, quantity=issued ticket. x=2 and target/quantity=0: cancel application without changing the leave turn.
- 117 Technology research: Use the national treasury to research Production, Shipping or Military from level 0 to 10. Quantity 1=Production, 2=Shipping, 3=Military. Target 0 means your own country; fixed coordinates (0,0) are not a construction site. One successful order raises one field by one level and uses one turn. Costs to reach levels 1 to 10: 100/200/400/800/1600/2400/3600/5400/8100/12150 units of 100 million yen. Levels 6 to 10 also require 40 × attained level Steel and 80 × attained level Stone (the same quantity of Goods replaces Steel when the steel economy is disabled). Registration is free of charge; the execution-time level determines payment. No payment at the cap, with insufficient funds or materials, or invalid arguments. Research is separate from troop and ship experience.
- 120 Port transit fee: Amount: transit fee (0–100 money per cargo unit). Coordinates and target: 0. Charged only on deposit.
- 123 Diplomatic aid: Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
- 124 Propose diplomatic exchange: Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
- 125 Accept diplomatic exchange: Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
- 126 Cancel diplomatic shipment: Target: diplomatic request ID; coordinates: 0,0; argument: operation ticket ID. Aid and exchanges require transport and are tax exempt.
- 127 Close Mine / Suspend Oilfield: Return an owned mine to mountain, a land oilfield to waste, or an offshore oilfield to sea. Free, 1 turn. Deposit type, fixed level, reserves and large-mine type are retained; rebuild with command 14. Workers become available at the next production phase.
- 128 Upgrade Mine / Oilfield: Raise an owned built mine or oilfield by one level (maximum 10). Cost at execution: 100 Funds per current level, 10 Stone and 10 Timber. Uses 1 turn; Quantity and Target must be 0. A higher level raises the reserve cap and recovery each turn.
- 129 Offer periodic shipment: In the diplomacy panel, choose partner, goods, quantity and payment per shipment, receiving port, and seller freight limit. The interval follows one-way travel time; offers expire after 10 turns.
- 130 Accept periodic shipment: The buyer accepts by offer ID and revision. Shipments recur for 36 turns from acceptance.
- 131 Withdraw periodic offer: The seller may withdraw a pending offer and the buyer may reject it. Either party may cancel an active agreement. Loaded cargo is delivered, unshipped cargo and unused freight are refunded, and charter ships are dismantled after the final unloading.
- 132 Industry policy: Change the national industry policy. Quantity 0: light industry (Food to Goods); 1: heavy industry (Steel to Goods and Ammunition); 2: advanced industry (Ore to Goods). Heavy unlocks at Production Research 1 and advanced at 3. Costs 25 Funds and 1 turn; takes effect next turn. Coordinates and Target must be 0.
- 133 Build / Upgrade Power Plant: Build a level 1 power plant on your own plains, or raise your own plant by one level (maximum 10). Cost: build 300 Funds, upgrade 150 Funds. Quantity and target must be 0; one turn. Plants consume Fuel each turn and increase national industrial output. A Fuel shortage reduces the bonus proportionally. New plants may also replace your own non-capital village with fewer than 1,000 people. The village population is lost and is not moved elsewhere.
- 134 Join coalition: Join the coalitions against the dominant power or a leading faction. The surrounded side and nations with a friendship treaty with it cannot join. Target, x, y and amount must be 0. Cost 0; turns 0.
- 135 Leave coalition: Leave the coalition. Target, x, y and amount must be 0. Cost 0; turns 0.
- 136 Build Destroyer: Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged.
- 137 Build Cruiser: Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged.
- 138 Build Battleship: Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged.
- 139 Build Aircraft Carrier: Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged.
- 140 Build Submarine: Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged.
Terrain and command reference
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
These candidates come from the map popup. Cell conditions further restrict them. Reclamation and tunnels include candidates that appear when allowed in this world. Execution also checks funds, resources and relations.
| Name | Own territory | Foreign or neutral territory |
|---|---|---|
| Sea |
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| Undersea Base |
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| Monster |
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| Monument / Wall |
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| Mountain |
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| Wasteland |
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| Plains |
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| Town Types |
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| Forest |
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| Farm |
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| Factory |
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| Missile Base |
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| Defense Facility |
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| Supply Depot |
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| Shoal |
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| Reserved Land |
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| Refinery |
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| Munitions Factory |
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| Market |
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| Mine |
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| Quarry |
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| Coal Mine |
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| Surface Deposit |
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| Uranium Mine |
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| Offshore Oilfield |
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| Port |
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| Naval Port |
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| Lighthouse |
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| Undersea City |
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| New Town |
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| Modern City |
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| Metropolis |
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| Large Farm |
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| Large Factory |
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| Large Mine |
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| Warehouse |
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| Destroyer |
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| Cruiser |
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| Battleship |
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| Aircraft Carrier |
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| Submarine |
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| Freighter |
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| Pirate Ship |
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| Cruise Ship |
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| Breakwater |
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| Sea Mine |
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| Power Plant |
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National, dedicated-input and trade commands
A village cannot replace a port. Current periodic deliveries specify the partner’s port and check a land or sea route and capacity. Selecting a village does not invalidate national tariffs or policies.
| ID | Name | Requirements |
|---|---|---|
| 41 | Raise Funds | No port, terrain or partner requirement. |
| 42 | Export Food | Unavailable under the current logistics rules. Food stock required; exports are capped by stock. |
| 43 | Send Funds | Unavailable under the current logistics rules. Legacy: no aid already sent this turn. Sender must hold at least as much money or food as the recipient; stock and aid caps apply. |
| 44 | Send Food | Unavailable under the current logistics rules. Legacy: no aid already sent this turn. Sender must hold at least as much money or food as the recipient; stock and aid caps apply. |
| 45 | Attract Settlers | Funds for the command cost; no port or terrain target required. |
| 46 | Abandon Nation | No aid or cession already performed this turn. |
| 47 | Offer Friendship | Another existing country; both protection periods ended, no war between them, and no Ragnarok. |
| 48 | Change Unit Direction | Quantity selects the unit; horizontal coordinate selects direction 0–6 (0 stops). These are not map coordinates. |
| 49 | Declare War | Existing foreign country; both protection periods ended. New declarations require no friendship, at most three outgoing/incoming wars per side, and at most one declaration per turn. Unavailable during Ragnarok. |
| 50 | Send Reserves | Sender protection period ended; no prior aid this turn; reserve stock and aid cap apply. Current rules require a same-camp, land-adjacent partner permitted to trade by land. |
| 51 | Offer Ceasefire | Existing foreign country, both protection periods ended, and an existing war relation. Agreement requires the other side to accept; unavailable during Ragnarok. |
| 52 | Export Mercenaries | At least 10,000 reserves; exports are capped by stock. |
| 80 | Load Cargo in Bulk | Unavailable under the current logistics rules. Own port, adjacent own freighters and loading capacity; villages do not qualify. |
| 81 | Set Trade Route | Unavailable under the current logistics rules. Own freighter, own origin port and foreign destination port. |
| 82 | Limit Sell | Unavailable under the current logistics rules. Valid resource, positive quantity and price; no port cell is required. |
| 83 | Limit Buy | Unavailable under the current logistics rules. Valid resource, positive quantity and price; no port cell is required. |
| 85 | Post Exchange Offer | Unavailable under the current logistics rules. Legacy: two different valid resources, positive quantities within ship capacity, and stock of the offered goods. |
| 86 | Bid on Exchange | Unavailable under the current logistics rules. Legacy: an open foreign offer, permitted trade and payment stock. Quantity must meet the requested amount, fit ship capacity and exceed any prior bid. |
| 91 | Set Checkpoint Policy | Quantity 0 opens, any nonzero value closes. Target 0 or self applies nationally; another target must be a valid existing country. Coordinates and ports are not required. |
| 92 | List for Auction | Auctions enabled; valid resource and period, positive quantity and minimum price, free stock, listing fee and an available lot slot. |
| 93 | Place Auction Bid | An open foreign lot where you are not the highest bidder; permitted trade, the required bid increase, and funds for the bid plus freight. |
| 94 | Apply to Faction | No current faction or pending application, rejoin cooldown finished, active target faction. |
| 95 | Cancel Faction Application | Own pending application with matching revision. |
| 96 | Review Faction Application | Faction leader, unexpired application, at least one turn after submission. |
| 97 | Leave Faction | Current faction member; leaders of multi-country factions must transfer leadership first. |
| 98 | Expel from Faction | Faction leader targeting another member of the same faction. |
| 99 | Transfer Faction Leadership | Leader proposes a fellow member; the recipient accepts before expiry, from the next turn onward. |
| 100 | Create Faction | No faction or application, rejoin cooldown finished and creation funds. |
| 101 | Manage Faction | Normally faction leader; members may leave during pending dissolution. |
| 102 | Set Port Access | National setting: coordinates zero, value within the input range. No port or village target is required. |
| 103 | Set Port Tariff | National setting: coordinates zero, value within the input range. No port or village target is required. |
| 104 | Set Route Trading Mode | Unavailable under the current logistics rules. Legacy: a valid fleet index in the horizontal field, vertical field 0, and quantity 0 or 1. |
| 105 | Set Port Purchase Limits | Unavailable under the current logistics rules. Legacy: resource index 0–7 in the horizontal field; vertical field and quantity are nonnegative integers within the resource cap. |
| 106 | Propose Bilateral Contract | Unavailable under the current logistics rules. Legacy: an unused current operation slip belonging to you, coordinates zero, a queued contract, permitted trade policy and a valid route. |
| 107 | Accept Bilateral Contract | Unavailable under the current logistics rules. Legacy: an unused current operation slip belonging to you, coordinates zero, a pending contract, permitted policy, valid route and funds for the deposit. |
| 108 | Cancel Bilateral Contract | Unavailable under the current logistics rules. Legacy: your unused current operation slip matching the command and contract ID; coordinates zero. |
| 112 | Join trade alliance | Target 0: name and found an alliance as representative (allowed while applying; cancels the application). Other target: apply to that alliance (one application per country, faction request lifetime, representative approval required). x/quantity=0. Representatives approve with x=1 or reject with x=2, target=applicant, quantity=issued ticket. Both 112/113: y=0, no fee or turn cost; leaving/expulsion blocks joining for 10 turns. |
| 113 | Leave trade alliance | x/target/quantity=0: leave. Representatives expel with x=1, target=member, quantity=issued ticket. x=2 and target/quantity=0: cancel application without changing the leave turn. |
| 114 | Deposit / withdrawal | Unavailable under the current logistics rules. Valid dedicated input; deposits need cash, withdrawals need an account balance. |
| 115 | Borrow / repay | Unavailable under the current logistics rules. Valid input; loans obey credit, existing-loan and cooldown limits; repayments need funds and outstanding debt. |
| 117 | Technology research | Valid research field and next level, with funds for its cost and, from level 6, the required Steel (Goods when disabled) and Stone. |
| 118 | Build Merchant Class | Unavailable under the current logistics rules. Legacy: upgrading requires your level-1 port, funds and materials. Building requires passable water beside your port of the required level, funds, goods, a fleet slot and ship allowance. |
| 119 | Route Waypoint | Unavailable under the current logistics rules. Legacy: a fleet with a configured route and a valid waypoint slot; added points must be passable for the ship. Slot 0 clears all waypoints. |
| 120 | Port transit fee | National setting: coordinates zero, value within the input range. No port or village target is required. |
| 121 | Bonded deposit route | Unavailable under the current logistics rules. Legacy: valid fleet, warehouse beside a foreign port, a valid destination different from the host, permitted trade and no fleet contract. Target 0 clears it. |
| 122 | Bonded forwarding route | Unavailable under the current logistics rules. Legacy: valid fleet, warehouse beside your port, an existing foreign destination and no fleet contract. Target 0 clears it. |
| 123 | Diplomatic aid | Valid dedicated ticket, surviving partner, stock and permitted route. Reserves are for camp allies only. Capacity before expiry is checked; freight is paid per voyage. |
| 124 | Propose diplomatic exchange | Valid dedicated ticket, surviving partner, goods and expiry. Reserves cannot be exchanged. Capacity before expiry is checked; freight is paid per voyage. War or blockade may stop transport. |
| 125 | Accept diplomatic exchange | Recipient’s current, unexpired pending exchange ticket. Capacity before expiry is checked; freight is paid per voyage. |
| 126 | Cancel diplomatic shipment | Party’s current unexpired ticket; use the separate interfaces for periodic deliveries and auctions. |
| 129 | Offer periodic shipment | Specify the partner’s port in the dedicated form. Without a land route, both countries need ports, a sea route and ships. Positive quantity/payment, stock, budget and available port/border capacity are required. |
| 130 | Accept periodic shipment | Recipient’s current unexpired offer, existing ports, spare capacity, quantity limit, transport budget and permitted relations. |
| 131 | Withdraw periodic offer | A party to a pending or active agreement with a current unexpired ticket. |
| 132 | Industry policy | Required production-technology level and funds to change policy. |
| 134 | Join coalition | Active coalition and no membership; the hegemon, its faction and friendly countries are ineligible. |
| 135 | Leave coalition | Membership in an active coalition. |
| 136 | Build Destroyer | Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. |
| 137 | Build Cruiser | Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. |
| 138 | Build Battleship | Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. |
| 139 | Build Aircraft Carrier | Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. |
| 140 | Build Submarine | Quantity 0 automatically selects the lowest-numbered fleet without merchants; 1–16 select Fleet 1–16. Values above 16 are invalid. Construction conditions, costs, experience requirements and turns are unchanged. |
Resources, Units and Base Prices
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Units: Funds 1 = 100M JPY; population and troops 1 = 100 people; Food 1 = 100 t; area in Hex. Base prices are in 100M JPY per displayed resource unit.
After rations, treasury Food above 18 times that turn's domestic production spoils by 0.5% each turn, rounded down to whole units (0% disables spoilage), while civilian stock is excluded.
Resource quantities do not represent equal weights across resources. Production technology levels 0–10 multiply finished mining, timber and factory quantities by the technology multiplier (100 + 3 × level percent at levels 0–5; 115 + 1.5 × (level − 5) percent at levels 6–10, reaching 122.5% at level 10), rounded down once to whole output units. Small quantities can stay unchanged; output beyond the stock cap is lost. Deposits, natural recovery, factory inputs, prices and cash income do not receive the multiplier.
Only when creating a new world, the map's own deposits are kept and each resource receives one trial for an extra deposit at a vacant candidate. The base probability is 10%. The table shows multipliers and actual probabilities in parentheses (0% when not used). Multipliers range from 0.8 to 1.2. Belts do not shift with seasons or weather. Iron ore, stone, coal, surface deposits and uranium require mountains; oil requires sea or shoal. Rivers are excluded. Existing deposits, richness and extraction yields are unchanged; no deposit is added when candidates run out. A world already in play never receives this addition. When industrial fuel starts, small coal deposits are separately added to neutral mountains once. Actual deposit counts are not guaranteed to change by ±20%.
Geological survey 109: 100 Funds and 1 turn. Waste can reveal an oil deposit. Discovery chance is normally 10%; within 2 hexes of sea or shoal it is 20%. A mountain survey still costs the stated Funds and turn but reveals nothing; surveys do not reveal outcrops. A discovered deposit has richness 500. Requires owned or adjacent neutral land without enemy troops, a known deposit or a facility. A miss allows another attempt. Quantity and target are 0. Construction 14 is charged separately.
An offshore deposit can be developed beside any own ship or own cell, including a built offshore oilfield, so oilfields can be chained farther offshore.
Industry policy: command 132 Quantity 0 selects light, 1 heavy, and 2 advanced. Changing costs 25 Funds and takes effect next turn. Heavy unlocks at Production Research 1; advanced at 3. Countries that existed before industry policy start advanced; newly founded countries and countries in a new season start light.
Light industry: 2 Food to 1 Good, factory capacity 50%, industrial Fuel rate 45%.
Heavy industry: 2 Steel to 1 Good and 1 Ammunition, factory capacity 75%, industrial Fuel rate 150%.
Advanced industry: 2 Ore to 1 Good, factory capacity 100%, industrial Fuel rate 75%. Refinery and Munitions Factory inputs do not change with policy.
AI economy planning: estimated agriculture, industry, commerce and power-plant Fuel demand is kept for 4 turns. A power plant is expanded only when industrial facilities total at least 4 levels, incoming Fuel covers demand, and the national output bonus has room. A country in advanced industry considers another mode only after 3 consecutive turns without Ore intake and with another material available. Changes are at least 8 turns apart. The mine / urgent Fuel / power / policy priorities are 78 / 84 / 66 / 74. Heavy factories add Steel to the reserve. AI does not reassign workers by sector share. See CPU defence and plan revision for target suspension during defence or budget shortages, failure feedback and defaults. With treasury funds of at least 12,000 units of 100 million yen, a CPU prioritizes research in all three fields (up to level 10) and existing industrial upgrades, mine upgrades, power plants and shortage-relief candidates over Fundraising. Mandatory and emergency responses retain precedence, and cash reserves, labor and Fuel requirements remain in force. CPU defence and plan revision
CPU resource development: the rule AI and the AI stand-in for LLM nations build mines on public deposits in their own cells and in unowned cells touching their territory. Even with enough stock, when 1000 Funds remain after the cost, workers for one more level (1,000 people) remain after farms and current mines, and miners stay within 50% of the workers outside farms, it considers a new mine or raising a staffed Mine or Oilfield at priority 70 (once every 3 turns, new deposits first, and without waiting on a turn that would otherwise do nothing; Uranium only after the research). When a resource is short, a second facility is considered beside extraction. When expanding into neutral land, a cell next to a land deposit not yet touching its territory scores 16 points higher, and one two cells away 8 points higher (offshore Oil is not counted). A CPU nation whose food exceeds 30 turns of consumption adds no farms and creates mine jobs for people without work. Human nations are unchanged.
CPU nations' worker order: while food exceeds 30 turns of what the population and troops eat, rule-AI nations and LLM nations whose plan the AI filled this turn staff mines and factories (including Refineries and Munitions Factories) before farms and townspeople's farming. Farming gets the people left over. At 30 turns or less, farms and townspeople's farming come first again as before. The order is decided once per nation at the start of each turn. Human nations are unchanged.
CPU port expansion: up to 4 ordinary Ports and 2 Naval Ports in peace, or 3 Naval Ports during war. Ordinary and Naval Ports share a minimum interval of 10 turns after a construction plan is entered, including a plan that fails. After the previous construction plan, if ships unable to enter a full port or diverted to a free port within 2 cells appear within the latest 10 turns for 2 consecutive turns, another Port is considered. Another Naval Port is considered during war or when a visible hostile warship is within 2 cells of its coast. Expansion needs at least 4 turns of food, along with the existing cost, materials and reserves. Emergency work comes first. First ports and overseas preparation follow their existing rules and the common construction interval.
CPU port and shipping clearance: anti-personnel missiles (34, targeting its own country) clear observed troops on own or unowned sea/shoal cells at port entrances or ahead of stopped warships and merchants, including private and charter ships. Own, same-camp and treaty-partner troops are excluded. Only troops that ships cannot pass from this CPU country are blockers; nonbelligerent foreign marines and airborne troops are excluded even at port entrances. Combat missiles come first. Shots respect base capacity, 2 Ammo each, a maximum of 3 per turn and reserved stock. If no base reaches a blocked port, it considers one missile base (15) on own plains. Without plains, it prepares one own forest or wasteland cell and continues building at the same site on later turns, preserving towns, farms and factories.
CPU instead of doing nothing: on a turn when the rule AI or the AI stand-in for LLM nations has no other turn-using command and would do nothing (raise funds), it picks one of the following in this order if it can pay (after the idle-turn resource development): expand into unowned land (the usual pacing and priority conditions are relaxed for that turn) → take a neighbouring nation's Plains, Farm, Factory or Wasteland with a build, extension or levelling command, not by war (highest value after taking first; never from camp, friendship-treaty, trade-alliance or coalition partners or friendly nations, and never a cell with visible troops or a Wasteland with a deposit) → prepare a naval port, a ship and troops, and send troops by ship to unowned land across the sea → build its first port on its own Plains next to sea or shallows when it has none (the idle-turn port count setting is 2; later ports require congestion and follow the common limits and construction interval) → turn unguarded border Plains into forest, lowest value first. Only when none is possible does it raise funds. Human nations are unchanged.
CPU border watch: every turn the rule AI and the AI stand-in for LLM nations count their cells that a neighbour can take with a development command (Plains, Farm, Factory and Wasteland; forests, towns, mines, ports and the like cannot be taken) and place troops on them, starting with higher-level factories and farms, cells near the capital and cells near land taken last turn (target score base 40). Troops on such a cell stay there; when troops are short, it prepares a supply base and a unit. During a war or war preparation, the existing military decisions come first. On a cell touching a neighbouring nation it does not level or clear land into Plains or build a Farm or Factory unless its troops stand there (except the first port and factory and food emergencies). Plains taken from a neighbour become forest.
CPU peacetime minimum defence: while it has no declared war, the rule AI and the AI stand-in for LLM nations keep, for each border with a neighbour's land (except camp and friendship-treaty partners and nations that count it as friendly), within 2 cells of the border cells at least 1 units with a total strength of at least 50 (100 = 10,000 people), and separately a strength of at least 50 within 2 cells of the capital. Starting with the most valuable border that lacks troops, it places a unit on a supply base near the most valuable takeable cell, builds a base on nearby plains if there is none, and drafts from a large town within the current rules when reserves are short (priority 90: before resource development and the like, after food emergencies). Counted units stay where they are. Once war is declared on it, the war preparation takes over.
CPU total troop/population floors (reserves plus deployed troops): military 0.5, balanced 0.45, defensive 0.45, merchant 0.3, pioneer 0.3, idle 0.4. Use the greater of this floor and the median published human troop/population ratio among land neighbours or countries within national/camp sight, multiplied by military 1.0, balanced/defensive 0.9, idle 0.8, merchant/pioneer 0.7. Without human contacts, use the world human median. The ratio changes by at most 0.05 per turn, with existing profile caps (1.2/0.7/0.7/0.5/0.8/0.7 in the same order). During declaration grace, war, defence and campaign preparation, also aim to match the largest opponent published troop total; the same caps and rate limit apply. Added drafts retain 20 turns of food, workforce, population decline, costs, the four-turn interval and the post-draft cap. Food-blocked expansion may grow existing farms or add a farm on safe plains. Preserve village recovery when only one populated tile remains, fronts and troop sites. Do not add farms when food is sufficient. Existing defence and campaign candidates come first. Declaration decisions, camp aid, fleet movement and human behaviour are unchanged.
CPU army: before first placing a unit, it chooses among all ten troop kinds for occupation, mountain guard, artillery, breakthrough, fixed defence, landing and scouting roles, keeping at least one corps able to occupy land. Both attackers and defenders prepare supply bases and troops in the first row of borders during war or after a declaration, and leave guards at the ends. Bases reinforce from existing reserves up to 250 strength (100 = 10,000 people); offensive units wait at a base until 250. A border of at most 6 cells, or visible enemy troop strength over 1.2 times its own, calls for at most 1 extra second-row bases. Every completed observation reassesses new borders. Ordinary peacetime reinforcement remains 50 at a time, with a food gate of 4 turns. Refitting requires an expected improvement of 1.25 times; artillery range is valued at 1.25 times, counterbattery at 1.5 times, and exposure to artillery costs 100 points. It reads no hidden enemy troops or stocks. Each decision advances base preparation by one stage and reinforces once, so materials, construction conditions and the 32-corps limit can make coverage take turns or remain incomplete. It uses ordinary construction commands. Existing troop kinds that cannot change after placement still cannot change. CPU army
CPU siege defence: it places guards directly in the capital and directly places or reinforces troops in modern cities, undersea cities and defensive walls on the front line. The CPU chooses dedicated garrison corps with no troops on land or ships, no supply base or operation reservation, and movement direction 0. A nation with a wall or a queued wall build assigns its lowest-numbered free corps to mountain wall guards, choosing from the movement and terrain-damage tables the wall-entering type with the least damage. Capitals and cities use garrison corps separate from the wall corps that preserve the current city guards' troop types. Undersea cities use the modern-city setting. Choices persist while these conditions hold; a shortage of free corps keeps the previous selection policy for affected sites. Existing guards change corps through paid reinforcement of quantity 0, prioritizing sites next to enemies and the capital. Fixed-type units change only their corps. Once the old corps has no remaining garrison, its outside troops can move under the usual decisions. Dedicated garrison corps are excluded from ordinary field deployment, supply bases and overseas operations. The guard target is 5,000 people, each placement or reinforcement adds 1,000 people, and 5,000 reserve soldiers are kept after placing offensive troops. Guard reinforcement may use these reserves. Outside the capital, only cells next to an enemy or already holding guards are considered. Enemy mountain troops are allowed to enter and leave walls when estimating arrival and capture risk. At its own walls with neither adjacent land of a wartime opponent nor adjacent enemy troops, the CPU returns troops unable to move normally to reserves when it can pay the withdrawal fee. The CPU does not use walls as transit routes and excludes all wall troops, including mountain troops, from offensive strength. A dedicated mountain wall corps with just one unit may sortie against wartime troops or land within 1–2 cells when no visible enemy can reach the wall next turn, the capital is safe and the counterattack strength threshold is met. It uses Attack against troops, Advance to take land, Move to return, and Defend while waiting at the wall or an occupation site. It returns when the objective is secured, enemies approach, troops are lost, a truce begins or the capital is threatened; after 12 turns it ends the counterattack and keeps returning. If the return remains blocked after 14 turns, it uses normal withdrawal to the reserves. Shared corps with multiple units and troops unable to enter walls do not sortie. Wall guards wait with direction 0 and Defend. It uses the army to occupy cities and gives land combat priority when a city has troops.
Reserve aid: even in worlds with diplomacy, Reserve Aid (command 50) can be sent to an ally in your camp whose land borders yours (it arrives at once; up to 20000 people per command, once per turn). A distant ally in your camp can receive reserves aboard your warship through diplomatic aid (123). Nations outside your camp cannot receive reserve aid. A rule-AI nation sends reserves to such an ally that has been declared upon (including the 5 turns before the war starts) or is at war. It sends nothing while it is itself declared upon (including before the war starts) or under visible threat, but it does send during a war it joined itself; it keeps its reserve floor, the missing part of its capital guard and another 10000 people, sends at most 50% of the rest, and never lets its reserves plus troops fall below 30000 people. Placed troops are not moved.
Marine landing preparation : naval ports and destroyers are prepared when warships for marine landings are missing. New aid (123) uses separate contract transport and does not require building warships. 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. When a relief or other transport mission ends, CPU nations redirect embarked troops to surprise landings against current war opponents. If no shore meets terrain, strength, fuel and sea-route conditions, they return home and disembark. They respect the 12-turn truce after peace and prioritize returning to an inadequately guarded capital in danger.
Aid (123), including goods and reserves for camp allies, uses separate contract transport. Idle national merchants are used first, followed by contract ships with no construction charge. New aid does not require warships or hiring private ships.
Steel economy: Iron Mines and Large Mines yield Steel directly (multiplier 50); Surface Deposits yield Ore, meaning rare earth metals (multiplier 50). An own Coal Mine in any of the six adjacent hexes adds 50% to Steel output. A Munitions Factory uses 1 Industrial Good and 2 Steel for 6 Ammunition. Warships use the same quantity of Steel instead of Industrial Goods, and wrecks return 20% of build Steel. The private Steel holding floor is 32; shortfalls must be procured through trade or agreements with other nations. AI retains 3/6 turns of munitions input and Steel needed for domestic production, with a minimum reserve of 10. It chooses one unlocked next ship suited to its actual mission and available resources, then adds the shortfall to its procurement target.
Industrial fuel: agriculture 45%, advanced industry 75%, commerce 30%. Convert finished output to Funds at fixed base prices, take that share, then divide by the Fuel base price of 17 Funds to debit the national treasury (Food base price: 1 Funds). A shortage scales output and commercial receipts by the available share. Use is zero on the first turn this system runs and reaches full rate on turn 10. At that start, human countries alone receive a one-time grant for 20 full-rate turns, capped at treasury storage, and neutral mountains receive small coal deposits once, with base placement chance 8% times the coal climate-belt multiplier and richness 30.
Sector efficiency: each non-overlapping staffed share p uses f(p)=p×sqrt(1.5−p²). The 100% baselines are agriculture 73%, industry 26% and commerce 0%. Efficiency is 100+35×(f(p)−f(baseline))/f(√0.75) percent, with a 90% floor. It separately scales Food, factory output and commercial sales; production research is independent.
Household Industrial Goods demand: one unit per 500 population units (each unit is 100 residents), with a prosperity factor of treasury Funds divided by population and 1, capped between zero and one, giving up to +100%. The larger of this demand and market capacity is multiplied by commerce efficiency to set the standard allowance. A reference-price basket including Food and Fuel, multiplied by 0.5 + 0.5 × employment rate, gives a turn-local budget proxy. High prices reduce desired quantities; households buy Food, then Fuel, then Goods within budget and stock limits. Treasury Funds indicate prosperity but are not debited. This approximation saves neither wages nor a household wallet. Treasury food maintenance and world purchases are separate.
Food that households buy from private sellers and that originates in their own country reduces national civilian rations once, on the next turn. The reduction is capped at civilian rations and does not reduce rations for soldiers or wounded soldiers. Foreign-origin and world-market food do not qualify. Private sales revenue and inventory settlement follow the existing rules.
Uranium mine Fuel: production research level 3 unlocks extraction at 5 times the coal-mine yield multiplier. Each extraction produces at most 100 Fuel. Before unlocking, the mine retains its reserve and uses no workers or output.
Mines and oilfields have levels 1–10. Command 128 raises one level for 100 Funds per current level, 10 Stone and 10 Timber. Reserve cap = 10 × level × facility scale; recovery each turn = ceil(level/4) × facility scale (large mines use scale 2). Each staffed mine has one cave-in roll per turn: 5.5% at level 1, 1% at level 10, linearly interpolated between. A cave-in lowers the level by one (minimum 1) and removes reserves above the new cap. Deposit richness supplies the initial reserve on construction and never runs out. Set both endpoint rates to 0 to disable cave-ins.
Markets, Demand, Ports, Tariffs and Bilateral Contracts
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Governments set port access, tariffs and transit fees. Private operators decide trade and transport.
Handling per turn: regular port 256, large port 2048 containers (loading and unloading combined). Scale 2 or higher is large. Each port holds up to 16777215 bonded containers across all owners, with no resource restriction. The transit fee is charged on deposit. Cargo still passes when the receiving treasury is full: the sender pays normally, and the excess disappears. Overflow stays in the original stock or ship; unfinished handling continues next turn.
Private relay trade (new bonded deposits) is paused. Cargo already deposited continues through delivery, takeover or return.
Only Food and Fuel can be bought from the world, at a premium over procurement from existing nations. The same premium price applies to treasuries and private sectors in both player and CPU nations. Obtain Timber, Stone, Ore, Oil, Industrial Goods, Steel, Ammunition and other goods through trade or agreements between nations. A purchase order without a supplier does not buy these other goods from the world.
Ammunition cannot be bought from the world; procure it through trade or agreements with other nations. Human nations choosing “Match current needs” also aim to buy back 3 turns of a full army and warship volley in peace, or 6 turns during war, a pending declaration or a home threat this turn. The target is the greatest of that amount, six turns of recent use and at least 10 (30 under a defensive policy). “Up to reserve targets” keeps its previous rules. Army ammunition is strength divided by 100, rounded up per unit; each warship uses its type’s shots times ammunition per shot.
Reading the market status in "Trade and ports" on the development screen and the market rows of the country table when sightseeing:
- For private trade estimates, consult public prices, stocks, transport conditions and country-specific tariffs.
- Unit prices are displayed to two decimal places. Receipts are rounded per resource during settlement. A shortage of treasury fuel for commerce can further reduce quantities and receipts.
- . These are current indicative quotes. Demand uses current population, the standard purchase allowance and purchases before this turn; prices and efficiency use current values. Actual purchases this turn do not reset its quoted demand factor. These are neither saved transaction prices nor guaranteed next-turn prices.
- Even when a port is open, ships of nations at war with you are refused automatically.
- The transit fee is per cargo unit and is charged only on deposit.
- Active and unstaffed mining sites are counted in capacity (1 capacity = 1,000 residents).
Neutral bank
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Interest 1% per turn; 50% of cash interest collected is distributed. Loan ceiling 50%, term 20 turns, disappearance wait 12 turns.
Automatic deposit cash cap 10000 in 100 million yen. Working cash is the sum of private purchases and shipbuilding payments in the preceding four turns, with a floor of 2000 in 100 million yen. Goods lot size 1, goods order Food, Timber, Stone, Ore, Oil, Fuel, Industrial Goods, Ammunition, Steel. Interest is simple; interest fractions below 0.001 (in 100 million yen) carry forward, and dividend fractions are rounded down.
A loan is limited to the smallest of the working-cash shortfall, household sales in the most recent 10 turns, 50% of the value of privately owned stock (including warehouses and cargo in transit), available bank cash, and the bank-wide lending cap. Food uses its fixed price; other goods use world prices. A due-date cash shortfall blocks new loans for the following 12 turns. Automatic private borrowing is checked against these conditions.
Marine Insurance
Civil merchant hulls and civil cargo are enrolled automatically. State cargo is excluded. Coverage continues in bonded storage, on return voyages and while premiums are unpaid.
Covered losses include attacks, occupation, confiscation, mines, terrorism, piracy, monsters, eruptions, meteors, natural disasters, earthquakes, lightning and fire. Fuel-shortage losses cover cargo only. The exclusions below take precedence.
Owner intent (including attacks by the owner and intentional retirement), loss of the owning country, ordinary shrinkage, inherent quality and delay alone are excluded. Hull losses due to fuel shortage are excluded too. Unknown causes remain under investigation without payment.
A total hull loss covers construction value (class construction cost for existing ships at activation), with no deductible. Cargo is valued at 110% of the trade amount. Total cargo loss has no deductible. Partial loss deducts the greater of 0.5% of remaining value and the minimum deductible, limited to the loss value. Claims repay neutral-bank interest and principal first.
Basic and war rates are reviewed every 12 turns using claims actually paid and insured exposure over the last 60 turns, targeting a 55% loss ratio. Annual hull basic premiums are split over 12 turns; cargo basic premiums are per shipment. War premiums reflect route risk and are capped as a share of value. Current rates appear in the Press Club and Statistics.
Premiums and half of collected cash interest on neutral-bank loans fund the reserve. Shortfalls use neutral-bank advances, then newly issued money (External issuance). Deposits are promises to repay, distinct from cash on hand; advances may delay withdrawals or new loans.
The reserve cap is the greater of the minimum and average claims paid per turn over 60 turns multiplied by the reserve horizon. With no outstanding advances or pending claims, excess is rebated to civil premium payers that turn in proportion to their payments.
Your Development screen, Neutral Bank panel shows your unpaid premiums, pending claims and contracts. The Press Club shows world totals and saved accident counts for the last 12 turns; Statistics shows world totals and up to 60 turns of premiums and claims. Country accounts and contracts are private. See Settings for current activation and configured values.
Corps, Fleets, Unit Types, Ammunition and Fuel
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Corps: 32 (internal indices 0–31); Fleets: 16 (IDs 0–15). Each Corps has its own name, color, direction and orders. All 32 corps slots are available in peacetime. The CPU’s selection budget is 16 direction commands in peace and 32 during war, war preparation or a threat; this is separate from the number of corps available. Units in the same corps share an order and direction; different corps can be directed independently. Commands 21 and 48 use quantities 1–32 for corps. Attack 0 and March 1 may enter neutral cells or cells owned by a nation already at war with you. Move 2 does not attack and enters only your own cells; Defend 3 attacks if an enemy is in range, otherwise moves only into your own cells. Friendship, terrain, troop type and ZOC restrictions also apply.
- Occupation: 0 cannot occupy, 1 occupies weakly, 2 occupies. A unit on land owned by a nation it is currently at war with (not Sea or Shoal) lowers that hex's resistance every turn and takes the hex for its nation when it reaches 0 (faster with more troops, and 2 is faster than 1). Pending declarations do not permit occupation. Neutral land and land of extinct nations remain capturable. Land of campmates or friendly nations cannot be occupied; on its own land a unit restores resistance. When leaving, expulsion or dissolution ends camp membership between two nations, troops of both nations on the other's land return to reserves free during the turn update. This does not apply to nations currently at war; nations with a friendship treaty follow the existing friendly-nation withdrawal process.
- Artillery: 0 attacks adjacent hexes only. 1 and 2 can also attack hexes two away; 1 receives no counterattack when attacking two hexes away, and 2 never receives a counterattack.
- ZOC: a unit next to an enemy unit that exerts ZOC cannot move to a hex that is also next to that enemy (types that ignore ZOC and units carrying the ZOC Bypass Cloak are exempt).
- Move between non-own hexes: a type marked No cannot move from a hex its nation does not own to another hex its nation does not own. If either hex is sea-type (Sea, Undersea Base, or a terrain listed below as the same as Sea), every type may move.
- Type change on reinforcement: for a type marked No, placing an additional unit on it only reinforces it and the unit type does not change.
- Movement: 0 cannot enter, 1 moves one hex, 2 moves up to two hexes. Units may board their own nation's ships. A unit carrying the Waterwalking Boots can enter Sea and Undersea Base. Wall passage follows the troop movement table. Mountain troops may enter, leave, relieve friendly troops and withdraw. Other troop types cannot enter; those inside cannot move normally or embark. Any troop type may withdraw from a wall with command 24 for 10 units of 100 million yen (1 billion yen) per order. Water-walking equipment does not change wall access. Deploy or replenish reserves at your walls, capital, modern cities, undersea cities and naval ports using the corps selected in Military Information’s Deployment table (default 1) and its troop type. Replenishing fixed-type units keeps their original type. Wall construction retains the troops already there with their original type and corps. Troops in the capital and modern cities can move and withdraw normally. Mountain troops may embark from walls and disembark onto walls. Other troop types may not. Capitals and modern cities permit boarding and disembarking. Armies cannot move into any ship’s cell, regardless of friendship; boarding requires command 74. Zero resistance on water does not grant movement permission or remove an order’s ownership restrictions.
Terrains not in the tables above use the same movement and terrain effect values as these terrains.
- Same as Sea: Shoal, Offshore Oilfield, Undersea City, Destroyer, Cruiser, Battleship, Aircraft Carrier, Submarine, Freighter, Pirate Ship, Cruise Ship, Breakwater, Sea Mine
- Same as Mountain: Mine, Quarry, Coal Mine, Surface Deposit, Uranium Mine, Large Mine
- Same as Plains: Reserved Land, Port, Lighthouse
- Same as Town Types: Market, New Town, Modern City, Metropolis
- Same as Farm: Large Farm
- Same as Factory: Refinery, Munitions Factory, Large Factory, Warehouse, Power Plant
- Same as Missile Base: Naval Port
On a 90-row map the equator is at y=45. The table shows damage reduction (0% means no change). Belts stay fixed all year and use the tile of the unit taking damage: the defender for normal attacks, the original attacker for counterattacks, and the unit hit by artillery. Nationality and capital location do not determine the belt. This applies together with terrain effects. These are game roles, not claims about real military performance. Effects from changing tile weather apply separately as described below.
Normal attacks, counterattacks and artillery deal 90% damage when the attacking unit is on a rainy tile and 90% on a snowy tile. Apply the receiving unit's terrain, its fixed climate, the attacking unit's weather, a one-quarter factor if ammunition is short, then military technology, dropping fractions at each step; equipment, minimum damage and remaining troop caps follow. Weather does not change the fixed retreat retaliation of 1 or artillery exemptions. Clear, cloudy and thunder weather leave land damage unchanged. A tile with unknown weather has no weather effect.
Attack damage = (troops + random 0 to experience−1) ÷ 10 × (matchup + unit level × 5) ÷ 10 × support × (target terrain effect − defense) ÷ 10 × receiving unit fixed climate factor × attacking unit weather factor × one quarter if short of Ammunition × attacking country military technology factor
Fractions are dropped along the way. The result is at least 1 and never more than the target's troops. Defense is 1 when the target corps has the Defend order, otherwise 0. If the target carries the Weakness Shield, a matchup above 10 counts as 10. Carrying the War God's Sword doubles the damage, and a target carrying the Ironwall Shield halves it.
Support = (100 + 30 × count) ÷ 100. The count is the number of own units in the adjacent hexes checked before the target is found (the checking order changes every turn, so it is anywhere from 0 to the number of adjacent own units). Types with the artillery attribute check up to two hexes away and use (100 + 15 × count) ÷ 100.
Counterattack damage = (remaining troops + random 0 to experience−1) ÷ 20 × (matchup + unit level × 5) ÷ 10 × attacker terrain effect ÷ 10 × receiving unit fixed climate factor × counterattacking unit weather factor × one quarter if short of Ammunition × counterattacking country military technology factor
A counterattack happens only if the target survives. There is none against artillery attribute 2, or against artillery attribute 1 attacking from two hexes away. A retreating unit counterattacks for 1. Items work the same way as in an attack.
Ammunition is consumed in land combat, naval combat and missile attacks. Normal missiles use 1, anti-personnel missiles 2, and ballistic missiles 4 plus 3 Fuel. Each naval attack uses: Destroyer 1, Cruiser 1, Battleship 2, Aircraft Carrier 3, Submarine 1. Land combat continues without enough Ammunition, with damage reduced to one quarter. Naval attacks stop without enough Ammunition; missiles stop without their required Ammunition or Fuel. Naval gun costs and Ammunition consumption are separate.
Missiles, disasters, new-nation limits, aid and turn prizes
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Range is the farthest number of hexes from the base to the target, and shots is how many missiles one base fires per order. Ballistic missiles get 5 more range. Experience is capped at 200. The order is canceled when no base has the target in range.
Thunder at the aimed tile adds 1 to missile scatter radius. When the increase is 1, radii 0, 1 and 2 become 1, 2 and 3, with candidate counts 1, 7 and 19 becoming 7, 19 and 37. PP counts the center twice. The expanded candidates use the same friendly-country check, with the same scope and exceptions, before Funds or ammunition are spent. Neither the launch base nor the actual impact determines thunder; naval gunfire is unaffected.
Capital hexes are not hit by natural disasters (combat damage still applies). When the combined land area of all nations reaches 95% of the world's land (national land plus unowned land), meteorites and huge meteorites become more likely. Warships, merchant ships, fishing boats, cruise ships and other vessels count toward neither area. Areas are counted each turn before commands are processed. Land reclamation is controlled by a separate setting and is forbidden by default. A tsunami happens only after an earthquake or eruption at sea.
Capitals and modern cities retain their terrain and at least 1,000 residents after missiles, earthquakes, tsunamis, eruptions, fires and warship fire, including targeted attacks and automatic support. Troop damage follows the existing rules. Meteorites, huge meteorites, defence-facility self-destruction, wide-area damage and food shortages are excluded. The existing capital exemption from ordinary meteorites remains. Occupation follows defeat of the city troops in land combat, without an extra condition on nationwide troop strength.
A fire does not destroy a town; it lowers the population instead. Villages, Towns, Cities and Metropolises lose 50%, New Towns and Modern Cities lose 30%, and at least 100 people remain. Troops in the hex are not reduced. A Metropolis that falls below 20,000 people becomes an ordinary town again (Village, Town or City). Factories, Large Factories and Warehouses still become Wasteland after a fire.
For 15 turns after a nation is founded, it cannot declare war, propose friendship or a ceasefire (also when the other nation is that new), cede territory, send aid or launch missiles. For 30 turns it cannot self-destruct a defense facility. A declared war begins 5 turns later.
Territory cession is limited to 1 hex per turn, adjacent to the recipient’s land. Warships and merchant ships do not count as land.
A turn prize is awarded every 25 turns.
After a ceasefire is agreed, neither nation may declare war on the other for 12 turns. This applies to human nations, camp reinforcements and coalition declarations. War does not resume automatically when the period ends. A ceasefire offer expires after 4 turns; another offer must wait 3 turns after withdrawal or expiry. No money or resources are paid for a ceasefire. During this period, civilian buying and selling of ammunition, fuel and steel between the former enemies also stops.
The CPU evaluates peace separately for each war and can offer peace in an offensive war while defending another. Its defensive strength ratio uses its own frontline troops and visible opposing troops; an unseen opponent means an unknown ratio. After at least 4 turns of actual war, it offers and accepts peace after 3 consecutive turns below 0.8 with actual land or troop losses, or after losing at least 2 land tiles within 4 turns. It prioritizes peace immediately when it has at most 3 land tiles during combat, has lost its capital, or visible enemy troops within 3 tiles of the capital outweigh defenders in that area. Survival overrides home threats, invaders, resentment and an aggressive policy; endangered nations do not declare new wars. Normal acceptance retains the existing security conditions, with reason-based relation points slightly adjusting the defensive ratio threshold. Attackers seek peace after securing the objective, losing offensive means, 8 turns without progress, or a weaker defensive ratio. A CPU avoids separate peace while its camp allies still fight, except when its own nation is endangered. When its reason for intervening ends, it offers and accepts peace. Pending friendship offers do not prevent declarations. The CPU refuses friendship below relation 0, with hostility of -16 or worse, lingering intrusion, a war relation, a declaration received within 48 turns, or a promise broken less than 12 turns ago. While defending another war, including the interval between declaration and combat, a CPU does not declare a new war to reinforce its camp. For a new offensive declaration to acquire territory, the CPU also compares national strength beyond the target area: it refrains if the target and its faction together exceed twice its own land area or twice its own public population / 100 plus observed troop strength. It does not count on its own faction joining. This rule excludes defence, capital recovery, relief and recapture, faction reinforcements and coalition declarations. A CPU does not follow an ally into a war the ally started. Only after combat has begun, if the opponent captures the ally’s land or towns by military occupation, or opposing troops are on the ally’s land within shared faction sight, the CPU reinforces and provides relief under the same conditions as for a war declared on the ally. It uses public occupation records from the last 8 turns and after the declaration, excluding transfers of surrounded land. The threat ends when the war ends, the ally agrees to peace, or the ally leaves the faction.
CPU relief and recapture: when an enemy takes a capital or populated town, or troops of a wartime opponent stand next to a home town, the CPU calls the nearest spare corps only if their combined strength can meet its counterattack threshold. Capital and other guards stay. Mountain troops cross mountains; marines and transports use normal movement and landings. It counterattacks after assembly and stops on peace, recovery, insufficient strength or danger to the capital.
The CPU drafts first from threatened towns, keeping its food forecast and normal limits, and uses the recruits through normal deployment and relief. It prepares a nearby rear Supply Depot. Front-line wasteland or forest may be cleared to restore a town or build defences while preserving terrain usable by troops. It avoids clearing or building defences where a visible occupying unit can arrive next turn and overcome resistance. Populated land, capitals, modern cities and metropolises remain protected; front-line clearing for factories or ports stays blocked.
The development screen’s target selector shows each CPU nation’s attitude toward you: Friendly, Neutral or Wary, or At war during a war. Only attitudes toward your own nation are shown, updated once when a turn is committed. The boundaries have a margin to prevent frequent label changes. Scores, reasons and attitudes between other nations are hidden.
CPU nations remember separate reasons for their relations when deciding friendship, ceasefires and declarations. Cooperation cannot cancel resentment from declarations or broken promises. Only delivered trades, accepted diplomatic offers, honored friendship treaties and shared camp membership count as cooperation; offers alone and gifts do not. A broken promise blocks new friendship for 12 turns. Friendship needs a relation of at least 0 both to accept and to propose to a nearby nation, so without a bad reason no peaceful record is required first. Territory transferred by the surrounding-land rule does not add territorial-damage resentment. Military occupation and attack damage still count.
As a last resort, the CPU builds up to three undersea cities only when the ceasefire assessment reports danger, or the number of populated cells is at or below the configured threshold (default three) and no site for village recovery is available; in either case there must be no safe vacant owned land or developable adjacent neutral land, and all costs must be held. Owned oilfields and aquaculture provide anchors. It first prefers sites not adjacent to its own undersea cities, then open sea over rivers, then sites more than two hexes from wartime enemy land and observed troops. Adjacent sites and rivers remain usable when no alternative exists. It does not build them for routine development. Deployment and replenishment normally require marines; another troop type is allowed only if adjacent shallows lead to land that type can enter within two hexes of the city. Village recovery uses the same threshold. After losing its capital, the CPU restores it in a remaining owned town, including an undersea city, allowing a government in exile to survive after all land is lost. It does not know the locations of foreign undersea cities.
Shipbuilding and Fleet Organization
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Quantity 0 builds a naval base. Quantity 100 + fleet number (0–15) × 10 + ship type (1–5) builds a warship. Quantities 1–5 alone or fleet number 0 select the lowest-numbered fleet without state merchants. Private operators decide new merchant ship construction. Warships can be built by selecting your own Naval Port or a port belonging to a member of the same formal camp on the map. Ports of wartime enemies are excluded. The ship appears in adjacent empty sea or shallows; construction fails if none is available. The building nation supplies the funds and Steel (Industrial Goods when the steel economy is disabled), must meet the experience requirement, and owns the ship. Port capacity counts only your own Naval Ports; allied ports add no capacity. With no own Naval Port, you may build up to one port’s capacity at an allied port. National and per-fleet limits remain unchanged. Your own nation continues to pay supply costs; repair command 72 still requires an adjacent Naval Port of your own. A new Naval Port cannot be built next to any Naval Port (the six surrounding cells), whoever owns it. New Naval Ports require sea or shallows next to land, an Undersea City or an Oilfield owned by your nation. Undersea bases, mines, breakwaters, ports, Naval Ports and ships do not qualify.
Quantity: 0=refinery, 1=munitions factory, 2=market, 3=port. Build on owned plains. Markets/ports may replace owned towns (including metropolises, new towns and modern cities; excluding capitals and sea cities). Tile population is lost. Ports need adjacent sea or shoal. Quantity 4 upgrades an owned port to level 2 (300 money, 40 stone, 20 wood, 10 goods). Refineries and munitions factories may also replace your own non-capital village with fewer than 1,000 people. The village or town population is lost and is not moved elsewhere.
Ship, port and land capacity is counted in fictional containers, rounding up for each resource. Small merchant 256, Large merchant 2048; regular ports 256 and large ports 2048 per turn; land 64 per country pair per turn in both directions combined. Land freight costs 0.15 Funds per container, paid by the private seller to its national treasury. Treasury fractions below 1 Fund carry forward to the next payment.
Exchange backhaul 1 / national hull return 1 / multi-hull loading 1 / acceptance estimate 1 (1=enabled, 0=disabled). Contract ships and national merchants carry the same contract’s opposite cargo homeward. The cargo owner pays per voyage from held freight, then the treasury; insufficient funds cause waiting at port. Arrivals are handed over immediately; cargo above storage limits waits. At expiry or cancellation, unshipped cargo is returned and sailing cargo is delivered. Contract ships are scrapped after final unloading; national merchants are retained. Submission and acceptance check maximum quantity by expiry and estimated freight for each nation.
A private fishing boat sails 3 to 4 cells offshore and brings its catch back to port. The catch enters private stock when the boat returns. Fish remaining are recorded by port; no sea cell is reserved as a fishing ground. The boat chooses an open sea cell by richness, avoiding port entrances and places that would block a waterway. Ships cannot enter fish farm cells.
Fish farms are built automatically by the private sector; the catch goes to private stock. They are placed on shallow water in open sea next to the country's own land, never within the number of cells shown below from a port or naval port, and never in rivers or narrow channels. Ships cannot enter a fish farm, but armies and marines can land on it as on shallow water. The catch is the same every turn and never runs down. A cost is paid from private cash every turn; in a turn it cannot be paid, nothing is caught. The farm stays with the private sector of the country that built it even if the nearby land changes hands. It is lost when the cell stops being shallow water (for example by reclamation). Existing fish farms within one cell of a port or naval port are removed once, with the full construction cost of 40 Funds returned to the private owner. New port and naval-port construction removes all fish farms within one cell, domestic or foreign, refunds the full construction cost to each private owner, and notifies that country. Nearshore boats fishing within one cell or heading to fish in one of those cells, domestic or foreign, cancel fishing there and use the normal return-to-port process, keeping their hulls and catch. On their next departure they choose a fishing destination away from port and naval-port entrances. Boats returning to port and distant-water boats are unaffected. Replacing a domestic farm directly with a naval port also refunds the full cost. Distance rules for new fishing grounds and fish farms are unchanged.
The private sector builds a farm only when the catch of the 20 turns after construction, sold at the private food price (1 ×100M JPY per unit), minus the cost of each turn, covers the construction cost. At most one farm per country per turn, placed by smaller x and y.
Warship construction requires both funds and steel. Both costs use the Destroyer as their base and share the same multiplier for each type. Destroyer, Cruiser, Battleship, Aircraft Carrier and Submarine multipliers are 1, 4, 8, 24 and 8; a Submarine costs the same as a Battleship. A shortage prevents construction; both are spent only on success. Naval ports (0) require funds only. Row 6 (merchant) is for reference only; nations cannot build it (the private sector builds merchants). Types 7 and 8 cannot be built.
Construction requires cumulative national naval experience: Cruisers unlock at 10, Battleships at 40, Aircraft Carriers at 160 and Submarines at 640. Destroyers are available from the start. Existing countries are initialized once with the experience on their current warships. Separate limits are 40 warships per nation and 5 per Naval Port, and 30 state merchants per nation and 5 per Port. Private ships are excluded. The 10 ships per fleet limit keeps its existing counting rules.
AI overseas preparation: priority 1001, warship type 1 (Destroyer), unit type 0 (Infantry) with troop strength 10. Prepare a Naval Port, one transportable warship, then an occupying unit, one step per turn. Without a coast where a Naval Port can be built, the AI does not expand overseas.
A sunken warship leaves a wreck with a 50% chance. Wrecks remain for 10 turns starting with the sinking turn; retirement leaves none. Command 111 lets an adjacent own warship recover 20% of that wreck type's build steel, rounded up. The yield follows the current build costs. Recovery fails if the treasury cannot hold all steel. Fee 0; success uses 1 turn, failure 0. Merchant cargo does not return and no hull is repaired.
Merchant Classes and Routes
Base merchant capacity is 256 containers for Small, 2048 for Large and 510 for Legacy hulls, including existing ships. Build price = class base cost × (1 + 0.5 × max(0, N − 1)). N counts merchants already held by the same owner before construction: national and private fleets of a country are counted separately; fishing boats are excluded, while docked ships and ships built earlier in the same turn are included. The first two ships cost the base price (100 Funds for Small, 400 for Large), the third costs 1.5 times and the fourth twice that price. The private first-ship rule still permits construction with positive voyage profit; later ships use the new price for profit and cash checks. Upkeep is unchanged. Initial and maximum HP are 2 for Small and Legacy, and 3 for Large. Existing saved HP is retained, with the new maximum applied when taking damage, repairing or displaying a ship. Registered Legacy cargo-ledger hulls use 510 containers, while the old unregistered eight-bit cargo layout remains limited to 255.
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Neutral pirate ships also raid merchant ships, private and national (including distant fishing boats), under the same rule as cruise ships: pirates within 1 hexes, raid chance 25% per turn, sinking in 10% of successful raids; otherwise 50% of the cargo is stolen (a private trade cargo keeps at least 1 unit and the buyer gets back the payment for the stolen part; cargo of a one-way transport between countries [aid, auctions] counts as lost, and an auction is paid only for what arrives; a distant fishing boat loses fish on board; money and the cargo of exchanges between countries [including scheduled transport] are not stolen). The cargo of a sunk ship is lost, as when a warship at war sinks it.
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. Current bands shift in position, width and strength each season, retaining the coastal warm/cold pattern without reversing the whole circulation. 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; both small and large merchants may enter them. Base cost is 2 in deep water and 4 on shoals. Large merchants still require level-2 ports for cargo handling. 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. Current strength is 0.8–1.2 times normal and scales the following/opposing adjustments below, keeping the minimum cost. Wind adds no separate sailing cost. Upwelling, warm/cold fronts and water temperature determine fertility F (0.8–1.2), applied only to nearshore and distant fish recovery and rounded to the nearest integer, never directly to catch. The suitable temperatures, 10–26 C nearshore and 5–20 C offshore, are game assumptions. Nearshore stocks use the sea next to their port; distant stocks use the ground average. Distant grounds are reconsidered at the four seasonal boundaries each year (turns 8, 20, 32, 44, and so on), following fronts, upwelling and cold currents. Fish remain in their sea cells; a new centre never refills them. Newly included cells with no recorded stock start at zero and recover through the usual rule. Cells outside a ground keep their stock without recovery until included again. Reduced capacity never discards fish; recovery pauses while stock is at or above capacity. Once at the season boundary, distant boats whose target leaves their ground check nearby alternatives within the existing search limit and select the reachable route with the lowest civilian sailing cost and sufficient remaining fuel. If none is found, they return home with their cargo. Nearshore fishing rules are unchanged.
Private cruise ships
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Pirate raids: pirates within 1 hexes, raid chance 25% per turn, sinking in 10% of successful raids; otherwise 50% of unlooted revenue is stolen.
Distant-water fishing
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Distant fishing grounds form in open sea at current fronts (where warm and cold currents are close) and along cold currents. Boats of every country may use them. The fish are shared: they fall as they are caught and come back a little every turn. A ground that runs low rests, and no country can fish there until it recovers. Private owners build distant-water fishing boats. A boat sails from its port to a ground, fishes until it is full, returns, and puts the fish (food) into the private stock. Sailing uses fuel, counted as for merchant ships. The hull is the same as a small private merchant, so warships of countries at war attack it as they attack merchants. Neutral pirates raid it under the same rule as merchant and cruise ships (the numbers in the merchant section): it sinks or loses fish on board. Embargoes do not affect fishing. Distant grounds are reconsidered at the four seasonal boundaries each year (turns 8, 20, 32, 44, and so on), following fronts, upwelling and cold currents. Fish remain in their sea cells; a new centre never refills them. Newly included cells with no recorded stock start at zero and recover through the usual rule. Cells outside a ground keep their stock without recovery until included again. Reduced capacity never discards fish; recovery pauses while stock is at or above capacity. Once at the season boundary, distant boats whose target leaves their ground check nearby alternatives within the existing search limit and select the reachable route with the lowest civilian sailing cost and sufficient remaining fuel. If none is found, they return home with their cargo. Nearshore fishing rules are unchanged.
Private owners build a distant-water fishing boat only when its expected earnings over the 20 turns after construction cover the construction cost. The expectation counts the days of the round trip (the straight distance to the ground times 125%), the fishing days, the price of the fuel, the hold, and the fish now left on the ground plus what comes back, shared among the boats heading to or at that ground. A boat in port sails only when one round trip earns more than its fuel costs.
Embarking and Disembarking
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Embark selects a ship and loads your adjacent troops from direction 1–6 in the quantity field. Disembark also selects a ship and uses quantity 1–6 for the adjacent landing destination. Terrain and occupancy requirements must allow troop placement. Embarked troops are cargo and cannot occupy land, attack or counterattack. Ships carrying troops cannot be decommissioned. The Disembark command can unload every troop type onto shallow water (a shoal tile or Sea with value 1). Deep sea, undersea bases, sea mines and ship tiles remain unavailable. Infantry, mountain troops, artillery and armor (including A, B and C) can enter shallow water only by Disembark; next they may move onto adjacent land or return to a ship by Embark. They cannot move from shallow water to shallow water or deep sea, even with water-walking equipment. Marines and airborne troops keep their existing movement on shallow water and sea. Troops do not move in the turn they disembark. Normal terrain, ownership, war and enemy-adjacency restrictions still apply when moving onto land. Shallow-water defence uses the existing sea values. Mountain troops may embark from walls and disembark onto walls. Other troop types may not. Capitals and modern cities permit boarding and disembarking. Landings are allowed only on land owned by a current wartime opponent, no country, your country, a formal camp ally or a friendly country. Other foreign land is unavailable in peacetime, including the declaration waiting period. Troops of 5,000 or more stop production income from farms, large farms, factories, large factories and mines only when their country is at war with the landowner. Peacetime troops, troops awaiting the start of war and formal camp allies do not stop it. This change does not remove or move peacetime troops already on foreign land.
Breakwaters and Sea Mines
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Build a Breakwater on Shoal next to your territory for 500 ×100M JPY to protect a two-hex radius from tsunamis. Lay Sea Mines in deep Sea beside your territory or your warships, using their positions when the order executes. Merchants, pirates and cruise ships do not count. Mines cannot be laid within one hex of ports or naval ports of your nation, the same formal camp, or friends (YU>2). Beside other foreign ports or naval ports, active war with the owner is required; pending declarations do not count. Quantity 1–2 sets damage. Laying cost is damage ×300 ×100M JPY; clearing your existing mine costs 20% of that. Mines cannot be laid on fishing grounds. Actual routes use the flag nation’s sight: unseen mines count as deep sea and cause contact damage. Visible mines are avoided. Ships never enter or take damage from mines of their nation, formal camp or friends (YU>2). Placement is also forbidden if it removes an existing route from a friendly port or naval port to water more than six hexes from that port, without crossing land or friendly mines. Enemy mines count as sea for this exit check.
Mass attack (command 70, quantity 2000) lets Destroyer / Cruiser / Battleship / Aircraft Carrier / Submarine fire at explicitly designated mines within range in normal (0) or hunt (1) action. Range, error, shots and costs match normal fire. Only mines actually hit that belong to your nation or a nation currently at war with you are cleared. Peaceful, pending-war and ownerless mines are protected. Misses do not damage towns, facilities, ships, monsters or troops. Command 77 clears your own mines for the fee listed in the command table.
Naval Ports and Supply
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Naval Port upkeep and Food, and ship Funds, Food and Fuel, are consumed each turn as listed. Ships that can pay all costs recover 1 HP up to maximum HP under the conditions below. Insufficient Funds or Food never lower warship experience or level. Repair and supply recover up to the maximum increased by experience; insufficient Fuel causes 1 HP damage. Repair at an adjacent naval port owned by your nation restores 1 HP for ten times that ship type's per-turn upkeep and Food costs. Supply comes from the owner's stocks and does not simulate overland supply-line transport.
After warships (types 1-5) pay all supply costs, they recover 1 HP with the probability for their current fixed climate belt: tropical 80%, subtropical 90%, temperate 100%, subpolar 90% and polar 80%. The cap includes experience bonuses; full hulls draw no lottery. Payment is the same even when no HP is recovered. Merchants, liners and fishing boats have no climate correction. Repair order 72 always recovers.
Faction
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Unaffiliated nations can create a faction for 1000 ×100M JPY. Up to 8 factions may coexist. Membership requires an application and leader approval; each nation belongs to one faction. Applications expire after 12 turns. Queue reviews, cancellations, departures, expulsions, leadership transfers and renames from the faction panel on the development screen.
Reapplication waits after leaving, expulsion or dissolution: 6 turns. Leadership transfer deadline: 3 turns. Rename cooldown: 12 turns.
factions, membership and Meeting Rooms remain active for 3 turns after a dissolution notice. The leader can cancel the notice. If more than half of the other full members request a replacement, leadership passes to the longest-serving member among those requesting replacement (lowest nation ID breaks ties), and dissolution is cancelled. Replacement checks take priority even on the deadline turn.
Faction Meeting Rooms and shared screens require authenticated full membership. Meeting Rooms are archived on dissolution.
During the past 48 turns, an AI-led Faction rejects applicants with at least 2 recorded departures, expulsions, or diplomatic cancellations after agreement. Human applicants undergo the same review.
Trade alliance
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
A trade alliance is separate from a military Faction. Each nation's private sector joins as one company per nation and may belong to one trade alliance. Any nation can found one by naming it with command 112; the founder becomes its leader. Command 113 leaves; rejoining any trade alliance is blocked for 10 turns. Members may use each other's friends-only Ports, and the transit fee at a member's intermediate Port is halved. When credited to the Port nation treasury, a remainder below 100 million yen carries forward. The half-rate fee is still paid and cargo passes when the treasury is full; the excess disappears. War, embargoes and Port closures take precedence. Admission requires representative approval, with one application per country and the same expiry as military factions. Representatives can approve, reject and expel; expulsion also imposes a 10-turn wait. Applicants can cancel without a wait. CPU representatives (rule/llm) accept only same-faction countries or active friendship-treaty partners. Members share bank, port, private ship, purchase, scheduled shipment and economic plan details and a private meeting room. Military plans are excluded.
Acceptance starts a 36-turn agreement. The interval is set from one-way travel time when offered. Shipments are skipped for insufficient goods or payment, war, embargo, earlier cargo awaiting loading, or insufficient contract capacity or time; skipped shipments take no additional escrow. Transport uses border, port and charter capacity separate from private trade. Each agreement uses its configured share; all contracts together may use the full capacity. Arrivals are transferred immediately. Either party may cancel. After expiry or cancellation, loaded cargo is delivered, unshipped cargo and unused freight are refunded, and charter ships are dismantled after their final unloading. Offers expire after 10 turns. CPU nations check need, reserves, payment and transport, and can procure goods needed for ordinary consumption through periodic agreements with up to three nations that have a surplus. A receiving port holds up to 10 agreements, or 20 if large. Check the quantity estimate before offering. The estimate checks transport for both goods and payment; when it is 0, a reason and possible action are shown. A freight limit of 0 alone does not make transport impossible. Goods, payment and freight are checked again at dispatch, so the estimate does not guarantee delivery. The route and interval are hidden when the estimate is 0.
- In the diplomacy panel, choose partner, goods, quantity and payment per shipment, receiving port, and seller freight limit. The interval follows one-way travel time; offers expire after 10 turns.
- The buyer accepts by offer ID and revision. Shipments recur for 36 turns from acceptance.
- The seller may withdraw a pending offer and the buyer may reject it. Either party may cancel an active agreement. Loaded cargo is delivered, unshipped cargo and unused freight are refunded, and charter ships are dismantled after the final unloading.
Private sectors automatically make long supply agreements between a nation that has lacked an item for 2 turns in a row and a nation that has had at least 16 spare units of it for 2 turns in a row. The partner and item are chosen from that turn's expected private sea trades; while slots remain, the search widens to nations with a surplus that are not among those trades (up to 8 pairs get a sea-route check per turn, with at most 4 new route searches; remembered routes are used first, and a partner that cannot be reached right now because ships crowd the way is skipped that turn). The goods travel on private ships. Each delivery is at least 16 units, at most one ship's load and no more than the buyer's private sector can pay for all deliveries with its current cash; the interval is the round trip of the route (at least 4 turns), and there are 2 deliveries. The price stays at the trade price of the day the agreement was made. Payment is made on delivery (tariffs as in ordinary trade). Agreement ships leave before ordinary trades, and the selling private sector keeps back the next delivery. If a delivery has not arrived by its deadline (the agreement turn plus that many intervals plus 3 turns of grace), the side that failed (normally the seller; the buyer if its private sector lacked the cash or storage) pays 10% of the remaining value to the other private sector, and the agreement ends. A breach is kept in the public diplomatic record. When pirates take agreement cargo, it is not a breach: the taken amount counts as delivered and the agreement continues (nothing is resent, the buyer pays only for what arrives, and the seller loses the cargo). If war, an embargo, a port closure or similar stops ordinary trade, or a nation or an agreed port disappears, the agreement stops without a penalty. At most 32 agreements run in the world, and at most 3 per nation. Allowed partners and goods are chosen under Trade and ports on the development screen (everything is allowed at first; changes do not end agreements already made).
Auctions
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
A country lists goods from its treasury and other countries bid. Listing (command 92) holds the goods from the treasury when it runs, and bidding (command 93) holds the bid amount plus a freight share. When another country bids higher, both go back at once. On the closing turn the highest bid wins. The goods travel by land or merchant ship, the same way as diplomatic transport between countries, and the held payment goes to the seller when they arrive. The buyer pays the freight out of the held freight share, and what is not used goes back to the buyer. If pirates steal part of the goods on the way, the seller is paid only for what arrives and the rest of the payment goes back to the buyer. If they cannot be delivered, the goods go back to the seller (except any lost at sea) and the payment and the rest of the freight share go back to the buyer. Without bids, the goods go back to the seller. A listing, and a sale that is being shipped, cannot be withdrawn.
The period is 3 to 24 turns. A bid made when fewer than 2 turns remain moves the closing turn to 2 turns after that bid (up to 6 times). A new bid must be at least 5% (and at least 100M JPY) above the highest bid. One country can have 3 open lots and the world 40. The listing fee is 0% of the minimum price. A freight share of 10% of the bid is held together with the bid (after winning, this is the most the shipping can cost). Goods not delivered within 36 turns go back.
You cannot bid on a lot of a country you are at war with or preparing war against, a country under embargo (including closed land checkpoints), or a country whose port is closed or open only to friends. This is checked again at closing; if trade is not allowed, the sale is called off and the goods and payment go back.
AI countries (rule AI and LLM countries) list and bid once each turn. They list the item with the largest value among goods they may still sell to their private sector: the smaller of 50% of that limit and 600 ×100M JPY worth, at a minimum price of 90% of their trade price, for 6 turns. They skip an item that already has 2 open lots in the world. Under threat they do not list ammunition, fuel or steel. They bid on items below their treasury purchase target when the lot is at most twice the shortfall, up to 115% of their trade price including the freight share. They hold at most 20% of their money in bids (with the freight share) and keep 1000 ×100M JPY in the treasury.
Entering from the auction box on the Trade and ports tab of the development page fills the command fields. When writing a command directly: for listing (92), x is the item number (0 to 7 are resources, 8 is food), y is the period, the quantity field is the quantity and the target field is the minimum price. For bidding (93), the target field is the lot number and the quantity field is the amount.
- List for Auction: Put treasury goods up for auction. Enter it from the auction box on the Trade and ports tab of the development page (item, quantity, minimum price, period). The listed quantity is held from the treasury until the auction closes.
- Place Auction Bid: Bid on a lot listed by another country. Enter it from the auction box on the Trade and ports tab of the development page (lot number, amount). The amount and a freight share are held from the treasury and returned if another country bids higher. The buyer pays the freight, and the unused part comes back.
Coalition
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Coalition: a coalition can form only while one dominant power exists. The dominant power is the nation that holds at least 30% of all land in the world, neutral land included (water tiles such as sea, shallows, ports, ships and sea mines are not land), and at least 2 times the land of the second-largest nation. Each land tile taken in war within the last 48 turns counts 1 points and each war it declared counts 10 points; the points fall steadily to zero over time. When the dominant power reaches 30 points, a coalition forms. When it stops being the dominant power, the coalition dissolves and current wars end under the normal ceasefire rules.
AI nations (rule AI and LLM nations) join on their own. Human nations receive an invitation and join with command 134 and leave with command 135. The dominant power, nations in its military faction and nations with a friendship treaty with it cannot join, and members that become so leave. Faction rules come first: an AI nation whose faction includes a nation with a friendship treaty with the dominant power does not join on its own.
Defence pledge: when the dominant power declares war on a coalition nation, every coalition nation joins that war (never against its own faction). Embargo: private trade, land routes, port trade, periodic transport and diplomatic transport between coalition nations and the dominant power stop, and they cannot enter each other's ports. Joint declaration: when the coalition's combined strength (population / 100 + army strength) exceeds the dominant power's, AI coalition nations declare war together and human nations are notified (they decide for themselves). Joint declarations by the coalition do not count toward the three-nation limit on declarations received. Ordinary declarations are limited to three attacking nations. The next joint declaration can come only after all those wars have ended and 24 turns have passed since the previous one.
Faction coalition: during a season, when the nations of one faction hold 55% or more of all land (neutral land included, counted as for a faction victory), a coalition forms against that faction; it dissolves when the share falls below 45%, the faction dissolves or the season ends. Joining works as for the coalition against a dominant power: join with command 134 and leave with command 135 (if both coalitions exist, the command applies to both). Nations of that faction and nations with a friendship treaty with any nation of that faction cannot join. If a nation of that faction declares war on a coalition nation, every coalition nation joins the war against that nation. There is no embargo and no joint declaration.
Turn Processing Order
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
- Prepare AI plans, then advance the clock and turn. Initialize resource accounting, reclamation unlocking, faction, naval, market and land-transport turn state, then accumulate natural resources and spawn neutral enemies.
- Determine country order, then process diplomacy, income, consumption, industry and naval supply for all nations, then early Destroyer attacks and movement, then national plans. Zero-turn commands advance to the next plan. After all national plans, process private shipping upkeep, diplomatic transport, domestic trade and private maintenance, then private land trade and shipping plans.
- Process ports, Destroyers with queued temporary Hold or steering, ports, terrain growth and single-hex disasters, normal naval units, ports, land movement and combat, then national and global disasters and updates to territory, income and survival. Private ships follow class movement limits, routes and handling capacity; unfinished work carries over with cargo ownership preserved.
- Settle domestic sales from private stocks to households, then finalize faction operations using country survival status. Clear abandoned territory, rank population, and check victory and game-end conditions.
- Take a backup and update world prices. Record population and troop statistics, reflect treasury changes in the accounts, and finalize resource accounting.
- Finalize processed-plan markers, history and logs, and save the world data together. Then record one statistics row and update the logs and public pages.
Saving and Backups
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
The world map, nations, factions, Markets, plans and visitor boards are saved together so that they always belong to the same turn. If a save goes wrong, the previous consistent save is restored.
Backups are taken every 1 turns and 6 copies are kept. Restoring the world to an earlier state does not roll back Meeting Room posts or published logs and statistics. Statistics are not used to decide victory or inventories.
LLM Mode
Numbers in this section are defaults. Check the settings reference for current values and enabled or disabled systems. Current settings
Human countries do not receive AI fallback. This policy takes effect after an administrator enables AI, or when AI fallback runs in LLM mode.