Hakoniwa Shared Map S Settings
These are current values for this installation. Enabled is 1, disabled is 0. Multiple values follow the label order, separated by /.
Game Overview
| Setting | Current value |
|---|---|
| Map width × height (cells) | 90 × 90 |
| Update interval (hours) | 12 |
| Plan slots | 50 |
| Turn limit (0: none) | 0 |
| Season: enabled / limit / minimum / solo victory % / faction victory % / membership turns | 1 / 360 / 100 / 60 / 70 / 14 |
Founded
| Setting | Current value |
|---|---|
| Initial treasury (100 million yen) / food / reserves (each in hundreds) | 6000 / 3000 / 200 |
Press club
| Setting | Current value |
|---|---|
| Press-club resistance threshold | 50 |
Terrain List
| Terrain ID | Name | Icon | Type |
|---|---|---|---|
| 0 | Sea | Natural | |
| 1 | Undersea Base | Military | |
| 2 | Monster | Special | |
| 3 | Monument / Wall | Special | |
| 4 | Mountain | Natural | |
| 5 | Wasteland | Natural | |
| 6 | Plains | Natural | |
| 7 | Town Types | City | |
| 8 | Forest | Natural | |
| 9 | Farm | Industry | |
| 10 | Factory | Industry | |
| 11 | Missile Base | Military | |
| 12 | Defense Facility | Military | |
| 13 | Supply Depot | Military | |
| 14 | Shoal | Natural | |
| 15 | Reserved Land | City | |
| 16 | Refinery | Industry | |
| 17 | Munitions Factory | Industry | |
| 18 | Market | Economy | |
| 19 | Mine | Resource | |
| 20 | Quarry | Resource | |
| 21 | Coal Mine | Resource | |
| 22 | Surface Deposit | Resource | |
| 23 | Uranium Mine | Resource | |
| 24 | Offshore Oilfield | Resource | |
| 25 | Port | Ocean | |
| 26 | Naval Port | Ocean | |
| 27 | Lighthouse | Ocean | |
| 28 | Undersea City | City | |
| 29 | New Town | City | |
| 30 | Modern City | City | |
| 31 | Metropolis | City | |
| 32 | Large Farm | Industry | |
| 33 | Large Factory | Industry | |
| 34 | Large Mine | Resource | |
| 35 | Warehouse | Economy | |
| 36 | Destroyer | Ships | |
| 37 | Cruiser | Ships | |
| 38 | Battleship | Ships | |
| 39 | Aircraft Carrier | Ships | |
| 40 | Submarine | Ships | |
| 41 | Freighter | Ships | |
| 41 | Large merchant | Ships | |
| 42 | Pirate Ship | Ships | |
| 43 | Cruise Ship | Ships | |
| 44 | Breakwater | Ocean | |
| 45 | Sea Mine | Military | |
| 46 | Power Plant | Industry | |
| - | Fishing boat | Ships | |
| - | Fish farm | Ocean |
| Setting | Current value |
|---|---|
| Reclamation: policy / unlock threshold % | Forbidden / 5 |
| Resource-free mountain: timber interval / yield | 4 / 1 |
| Population caps (people): town / metropolis / new town / modern city / undersea city | 20,000 / 25,000 / 25,000 / 30,000 / 15,000 |
| Undersea city construction and ship passage | 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 plant: enabled / build and upgrade cost / max level / bonus % per level / bonus cap % / fuel / output | 1 / 300 / 150 / 10 / 4 / 80 / 1 / 40 |
Command List
| Setting | Current value |
|---|---|
| Cost discount turns after founding | 100 |
| Research cost for levels 1–10 (100 million yen) | 100 / 200 / 400 / 800 / 1600 / 2400 / 3600 / 5400 / 8100 / 12150 |
| Research materials for levels 6–10 (level: quantity) | 6: Stone 480 ×10,000 t + Steel 240 t / 7: Stone 560 ×10,000 t + Steel 280 t / 8: Stone 640 ×10,000 t + Steel 320 t / 9: Stone 720 ×10,000 t + Steel 360 t / 10: Stone 800 ×10,000 t + Steel 400 t |
| ID | Name | Cost | Turns Required |
|---|---|---|---|
| 1 | Clear Land | 5 ×100M JPY | 1 |
| 2 | Level Land | 50 ×100M JPY | 0 |
| 3 | Reclaim Land | 900 ×100M JPY | 1 |
| 4 | Excavate | 90 ×100M JPY | 1 |
| 5 | Tunnel | 900 ×100M JPY | 1 |
| 7 | Build Farm Instantly | 180 ×100M JPY | 0 |
| 8 | Build Factory Instantly | 180 ×100M JPY | 0 |
| 11 | Plant Forest | 30 ×100M JPY | 1 |
| 12 | Develop Farm | 20 ×100M JPY | 1 |
| 13 | Build Factory | 60 ×100M JPY | 1 |
| 14 | Build Mine / Oilfield | 120 ×100M JPY | 1 |
| 15 | Build Missile Base | 100 ×100M JPY | 1 |
| 16 | Build Defense Facility | 150 ×100M JPY | 1 |
| 17 | Build Undersea Base | 500 ×100M JPY | 1 |
| 18 | Build Wall | 40 ×100M JPY | 1 |
| 20 | Cede Territory | 0 (see description for conditions) | 0 |
| 21 | Build Supply Depot | 10 ×100M JPY | 1 |
| 22 | Conscript | 10 ×100M JPY | 0 |
| 23 | Deploy Unit | 5 ×100M JPY | 0 |
| 24 | Withdraw Unit | 10 ×100M JPY | 0 |
| 25 | Equip Item | 30 ×100M JPY | 0 |
| 31 | Launch Missiles | 25 ×100M JPY | 1 |
| 32 | Launch Precision Missiles | 30 ×100M JPY | 1 |
| 33 | Launch Scatter Missiles | 25 ×100M JPY | 1 |
| 34 | Launch Anti-personnel Missiles | 70 ×100M JPY | 0 |
| 35 | Launch Ballistic Missiles | 100 ×100M JPY | 1 |
| 41 | Raise Funds | 0 (see description for conditions) | 1 |
| 45 | Attract Settlers | 500 ×100M JPY | 1 |
| 46 | Abandon Nation | 0 (see description for conditions) | 1 |
| 47 | Offer Friendship | 0 (see description for conditions) | 0 |
| 48 | Change Unit Direction | 0 (see description for conditions) | 0 |
| 49 | Declare War | 0 (see description for conditions) | 0 |
| 50 | Send Reserves | 0 (see description for conditions) | 0 |
| 51 | Offer Ceasefire | 0 (see description for conditions) | 0 |
| 52 | Export Mercenaries | 60 ×100M JPY | 0 |
| 61 | Auto-fill Clearing | 0 (see description for conditions) | 0 |
| 62 | Auto-fill Leveling | 0 (see description for conditions) | 0 |
| 68 | Clear All Plans | 0 (see description for conditions) | 0 |
| 69 | Build Ship | 500 ×100M JPY | 1 |
| 70 | Organize Fleet | 0 (see description for conditions) | 0 |
| 71 | Set Destination | 0 (see description for conditions) | 0 |
| 72 | Resupply and Repair | 0 (see description for conditions) | 0 |
| 73 | Decommission | 0 (see description for conditions) | 0 |
| 74 | Embark | 0 (see description for conditions) | 0 |
| 75 | Disembark | 0 (see description for conditions) | 0 |
| 76 | Build Breakwater | 500 ×100M JPY | 1 |
| 77 | Lay / Clear Sea Mines | 300 ×100M JPY | 1 |
| 78 | Build Trade Facility | 0 (see description for conditions) | 1 |
| 79 | Extract Resources / Log | 0 (see description for conditions) | 1 |
| 84 | Assign Escort | 0 (see description for conditions) | 0 |
| 87 | Build Planned City | 0 (see description for conditions) | 1 |
| 88 | Expand Industry | 0 (see description for conditions) | 1 |
| 89 | Move Capital | 200 ×100M JPY | 1 |
| 91 | Set Checkpoint Policy | 0 (see description for conditions) | 0 |
| 92 | List for Auction | 0 (see description for conditions) | 0 |
| 93 | Place Auction Bid | 0 (see description for conditions) | 0 |
| 94 | Apply to Faction | 0 (see description for conditions) | 0 |
| 95 | Cancel Faction Application | 0 (see description for conditions) | 0 |
| 96 | Review Faction Application | 0 (see description for conditions) | 0 |
| 97 | Leave Faction | 0 (see description for conditions) | 0 |
| 98 | Expel from Faction | 0 (see description for conditions) | 0 |
| 99 | Transfer Faction Leadership | 0 (see description for conditions) | 0 |
| 100 | Create Faction | 1000 ×100M JPY | 0 |
| 101 | Manage Faction | 0 (see description for conditions) | 0 |
| 102 | Set Port Access | 0 (see description for conditions) | 0 |
| 103 | Set Port Tariff | 0 (see description for conditions) | 0 |
| 109 | Geological survey | 100 ×100M JPY | 1 |
| 110 | Reconnaissance | 50 ×100M JPY | 1 |
| 111 | Recover Wreck | 0 (see description for conditions) | 1 |
| 112 | Join trade alliance | 0 (see description for conditions) | 0 |
| 113 | Leave trade alliance | 0 (see description for conditions) | 0 |
| 117 | Technology research | Cost set by level at execution | 1 |
| 120 | Port transit fee | 0 (see description for conditions) | 0 |
| 123 | Diplomatic aid | 0 (see description for conditions) | 0 |
| 124 | Propose diplomatic exchange | 0 (see description for conditions) | 0 |
| 125 | Accept diplomatic exchange | 0 (see description for conditions) | 0 |
| 126 | Cancel diplomatic shipment | 0 (see description for conditions) | 0 |
| 127 | Close Mine / Suspend Oilfield | 0 (see description for conditions) | 1 |
| 128 | Upgrade Mine / Oilfield | Depends on conditions at execution | 1 |
| 129 | Offer periodic shipment | 0 (see description for conditions) | 0 |
| 130 | Accept periodic shipment | 0 (see description for conditions) | 0 |
| 131 | Withdraw periodic offer | 0 (see description for conditions) | 0 |
| 132 | Industry policy | 25 Funds | 1 |
| 133 | Build / Upgrade Power Plant | build 300 Funds + more | 1 |
| 134 | Join coalition | 0 (see description for conditions) | 0 |
| 135 | Leave coalition | 0 (see description for conditions) | 0 |
Terrain and command reference
Resources, Units and Base Prices
| Resource ID | Resource | units | Original Base Price (100M JPY) | Current Base Price (100M JPY) | Initial Stock |
|---|---|---|---|---|---|
| 0 | Timber | ×10,000 t | 8 | 8.0000 | 500 |
| 1 | Stone | ×10,000 t | 14 | 14.0000 | 500 |
| 2 | Ore | ×10,000 t | 12 | 12.0000 | 500 |
| 3 | Oil | ×100,000 bbl | 18 | 18.0000 | 1000 |
| 4 | Fuel | ×10,000 kL | 17 | 17.0000 | 1000 |
| 5 | Industrial Goods | ×10,000 t | 38 | 38.0000 | 50 |
| 6 | Ammunition | ×1,000 t | 43 | 43.0000 | 50 |
| 7 | Steel | t | 30 | 30.0000 | 0 |
Resource output by fixed climate belt
| 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 |
| Steel | 1.0 x | 1.0 x | 1.0 x | 1.0 x | 1.0 x |
New-world minerals and fixed climate belts
| Resource | Tropical | Subtropical | Temperate | Subpolar | Polar |
|---|---|---|---|---|---|
| Iron ore | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.2 x (12.00%) | 1.2 x (12.00%) |
| Stone | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) |
| Coal | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) |
| Surface deposit | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) |
| Uranium | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) |
| Oil | 1.2 x (12.00%) | 1.2 x (12.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) | 1.0 x (10.00%) |
| Setting | Current value |
|---|---|
| Food spoilage: exempt stock multiple / rate (per mille) | 18 / 5 |
| Survey: cost / turns / inland discovery % / coast distance / coastal discovery % / richness | 100 / 1 / 10 / 2 / 20 / 500 |
| Industry policy: enabled / change cost / heavy and advanced unlock levels | 1 / 25 / 1 / 3 |
| Light industry: food input / goods output / capacity % / fuel per mille | 2 / 1 / 50 / 450 |
| Heavy industry: steel input / goods and ammo output / capacity % / fuel per mille | 2 / 1 / 1 / 75 / 1500 |
| Advanced industry: ore input / goods output / capacity % / fuel per mille | 2 / 1 / 100 / 750 |
| CPU economy: enabled / fuel reserve turns / minimum power stages / ore inflow wait / policy wait | 1 / 4 / 4 / 3 / 8 |
| CPU priorities: mines / fuel / power / industry | 78 / 84 / 66 / 74 |
| CPU resources: enabled / spare cash / mining labor % / priority / interval / territory score / farm-stop stock turns | 1 / 1000 / 50 / 70 / 3 / 16 / 30 |
| CPU: industry first / settlement / neutral takeover / overseas / port cap / border concealment | 1 / 1 / 1 / 1 / 2 / 1 |
| CPU city names per turn | 1 |
| CPU ports: port / naval / wartime naval caps / build interval / window / busy turns / enemy radius | 4 / 2 / 3 / 10 / 10 / 2 / 2 |
| Port entrances (always): prohibit adjacent Port/Naval Port construction; CPUs keep warships and troops off own entrances and rebuild adjoining Naval Ports | 1 |
| CPU navy: escape / priority / targeting / priority / nursery conversion | 1 / 100 / 1 / 89 / 1 |
| CPU border: defense enabled / score / minimum radius, units and strength / capital strength / priority | 1 / 40 / 2 / 1 / 50 / 50 / 90 |
| CPU last resort | 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. |
| CPU peacetime total troops / population goals: military / balanced / defensive / merchant / pioneer / idle | 0.5 / 0.45 / 0.45 / 0.3 / 0.3 / 0.4 |
| CPU army: enabled / front and ready strength / short border / pressure ratio / rear bases / peace step / food turns / refit ratio / range and counterbattery bonus / artillery avoidance | 1 / 250 / 250 / 6 / 1.2 / 1 / 50 / 4 / 1.25 / 1.25 / 1.5 / 100 |
| CPU siege: guard / reinforcement / reserve (people) | 5,000 / 1,000 / 5,000 |
| CPU reserve aid: enabled / cap and retained reserves (hundreds) / aid % / floor (hundreds) / aid shipbuilding | 1 / 200 / 100 / 50 / 300 / 1 |
| Troop transport: capacity (hundreds) / return % / hire distance / cost per cell | 200 / 30 / 6 / 5 |
| Steel: enabled / mine and outcrop multipliers / coal bonus % / ammo input / private target floor | 1 / 50 / 50 / 50 / 2 / 32 |
| CPU steel: peace and danger stock turns / minimum stock / reference ship type | 3 / 6 / 10 / 4 |
| Fuel: enabled / farming, legacy industry and commerce per mille / ramp and grant turns / neutral coal probability and richness | 1 / 450 / 750 / 300 / 10 / 20 / 0.08 / 30 |
| Efficiency: enabled / farming, industry and commerce baselines (per mille) / peak bonus % / floor % | 1 / 730 / 260 / 0 / 35 / 90 |
| Household goods: enabled / people per unit / wealth threshold and bonus % | 1 / 500 / 1 / 100 |
| Uranium fuel: enabled / production unlock / multiplier / extraction cap | 1 / 3 / 500 / 100 |
| Cave-in rate (per mille): level 1 / level 10 | 55 / 10 |
Markets, Demand, Ports, Tariffs and Bilateral Contracts
| Setting | Current value |
|---|---|
| Ports: normal and large capacity / large stage / bonded capacity / relay enabled | 256 / 2048 / 2 / 16777215 / 0 |
| Direct national trade: sell and buy ratios / purchase cap / wartime ammo cap | 0.7 / 1.5 / 4 / 12 |
| CPU ammo stocks: peace / danger (turns) | 3 / 6 |
Neutral bank
| Setting | Current value |
|---|---|
| Bank: loan ceiling % / term / disappearance wait (turns) | 50 / 20 / 12 |
| Automatic deposit cash cap (100 million yen) | 10000 |
| Credit: sales window / collateral % / loan wait | 10 / 50 / 12 |
| Goods repayment: lot size / goods order | 1 / Food, Timber, Stone, Ore, Oil, Fuel, Industrial Goods, Ammunition, Steel |
| Fallen assets: loot % / share % / cash and goods caps | 10 / 10 / 100 / 50 |
Marine Insurance
| Setting | Current value |
|---|---|
| Operation | Enabled |
| Enrollment and Coverage | 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 Causes | Attack / Capture / Confiscation / Mine / Terrorism / Piracy / Monster / Eruption / Meteor / Natural disaster / Earthquake / Lightning / Fire / Fuel shortage (cargo only) |
| Excluded Causes | 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. |
| Claim 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. |
| Hull Basic Rate (Annual, %) | 0.5 |
| Cargo Basic Rate (Per Shipment, %) | 0.2 |
| Initial War Surcharge (Hull / Cargo, %) | 0.05 / 0.05 |
| War Premium Cap (% of Hull / Cargo Value) | 10 / 10 |
| Configured Hull Deductible (Not Deducted on Total Loss) | 1 |
| Minimum Deductible for Partial Cargo Loss | 0.1 |
| Rate Review | 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. |
| Basic Rate Review Bounds (Multiples of Previous Rate) | 0.5 / 2 |
| Minimum Basic Rates (Hull / Cargo, %) | 0.01 / 0.01 |
| Minimum Exposure for Basic Review (Hull Value-Years / Cargo Value) | 1000 / 1000 |
| Funding | 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. |
| Reserve Cap (Horizon in Turns / Minimum Amount) | 120 / 100 |
| Reserve Cap and Rebate | 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. |
| Settlements per Country per Turn / Recent Record Limit | 4 / 64 |
Amounts use game currency. War and piracy rates are reviewed every 12 turns from actual payments in a 60-turn window, with route weights and rate caps. ×100M JPY
Corps, Fleets, Unit Types, Ammunition and Fuel
| Setting | Current value |
|---|---|
| Corps / fleet slots (including slot 0) | 32 / 16 |
| Army weather damage (per mille): rain / snow | 900 / 900 |
Unit abilities and movement
| Unit Type ID | Name | Occupation (0 none / 1 limited / 2 allowed) | Artillery (0 normal / 1 indirect / 2 all) | Exerts ZOC | Ignores ZOC | Detection Range | Move between non-own hexes | Type change on reinforcement | Move: Sea | Move: Undersea Base | Move: Monster | Move: Monument / Wall | Move: Mountain | Move: Wasteland | Move: Plains | Move: Town Types | Move: Forest | Move: Farm | Move: Factory | Move: Missile Base | Move: Defense Facility | Move: Supply Depot | Move: Tunnel |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Infantry | 2 | 0 | Yes | No | 2 | No | Yes | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 1 | Mountain Troops | 2 | 0 | Yes | No | 2 | No | Yes | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 2 | Artillery | 0 | 2 | Yes | No | 2 | No | Yes | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 3 | Armored Troops | 0 | 0 | No | Yes | 2 | Yes | No | 0 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 4 | Gun Battery | 0 | 2 | No | No | 2 | No | No | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | Marines | 1 | 0 | No | No | 2 | No | Yes | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 6 | Airborne Troops | 0 | 0 | No | Yes | 3 | Yes | Yes | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 7 | Armor A | 0 | 0 | No | Yes | 2 | Yes | No | 0 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 8 | Armor B | 0 | 0 | No | Yes | 2 | Yes | No | 0 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 9 | Armor C | 0 | 0 | No | Yes | 2 | Yes | No | 0 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Unit matchups (row: attacking type; column: target type; 10 is standard, higher deals more damage)
| Name | Infantry | Mountain Troops | Artillery | Armored Troops | Gun Battery | Marines | Airborne Troops | Armor A | Armor B | Armor C |
|---|---|---|---|---|---|---|---|---|---|---|
| Infantry | 10 | 11 | 11 | 4 | 7 | 10 | 10 | 4 | 4 | 4 |
| Mountain Troops | 8 | 9 | 10 | 4 | 7 | 10 | 14 | 3 | 3 | 3 |
| Artillery | 9 | 9 | 10 | 6 | 10 | 10 | 24 | 6 | 6 | 6 |
| Armored Troops | 14 | 16 | 16 | 10 | 14 | 12 | 8 | 7 | 7 | 7 |
| Gun Battery | 10 | 11 | 10 | 7 | 10 | 10 | 26 | 7 | 7 | 7 |
| Marines | 10 | 10 | 10 | 6 | 8 | 10 | 10 | 5 | 5 | 5 |
| Airborne Troops | 8 | 4 | 10 | 17 | 10 | 10 | 10 | 14 | 14 | 14 |
| Armor A | 14 | 16 | 17 | 12 | 15 | 13 | 9 | 10 | 24 | 4 |
| Armor B | 14 | 16 | 17 | 12 | 15 | 13 | 9 | 4 | 10 | 24 |
| Armor C | 14 | 16 | 17 | 12 | 15 | 13 | 9 | 24 | 4 | 10 |
Terrain effects (share of damage the row type takes while in a hex of the column terrain; 10 is standard, lower takes less damage)
| Name | Sea | Undersea Base | Monster | Monument / Wall | Mountain | Wasteland | Plains | Town Types | Forest | Farm | Factory | Missile Base | Defense Facility | Supply Depot |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Infantry | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 7 | 6 | 10 | 8 | 9 | 9 | 8 |
| Mountain Troops | 10 | 10 | 10 | 4 | 4 | 10 | 10 | 8 | 7 | 10 | 10 | 10 | 10 | 8 |
| Artillery | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 8 |
| Armored Troops | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 | 8 | 10 | 10 | 10 | 10 | 8 |
| Gun Battery | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 6 |
| Marines | 5 | 4 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 |
| Airborne Troops | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 |
| Armor A | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 | 8 | 10 | 10 | 10 | 10 | 8 |
| Armor B | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 | 8 | 10 | 10 | 10 | 10 | 8 |
| Armor C | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 9 | 8 | 10 | 10 | 10 | 10 | 8 |
Land combat damage reduction by fixed climate belt
| Name | Tropical | Subtropical | Temperate | Subpolar | Polar |
|---|---|---|---|---|---|
| Infantry | 0% | 0% | 0% | 0% | 0% |
| Mountain Troops | 0% | 0% | 0% | 5% | 10% |
| Artillery | 0% | 0% | 0% | 0% | 0% |
| Armored Troops | 0% | 0% | 0% | 0% | 0% |
| Gun Battery | 0% | 0% | 0% | 0% | 0% |
| Marines | 10% | 5% | 0% | 0% | 0% |
| Airborne Troops | 0% | 0% | 0% | 0% | 0% |
| Armor A | 0% | 0% | 0% | 0% | 0% |
| Armor B | 0% | 0% | 0% | 0% | 0% |
| Armor C | 0% | 0% | 0% | 0% | 0% |
Missiles, disasters, new-nation limits, aid and turn prizes
Missile base experience, range and shots
| Experience (at least) | Missile Base range | Missile Base shots | Undersea Base range | Undersea Base shots |
|---|---|---|---|---|
| 0 | 5 | 1 | 12 | 1 |
| 1 | 6 | 1 | 13 | 1 |
| 4 | 7 | 1 | 14 | 1 |
| 8 | 8 | 1 | 15 | 1 |
| 12 | 9 | 1 | 16 | 1 |
| 20 | 10 | 1 | 17 | 2 |
| 30 | 11 | 1 | 18 | 2 |
| 40 | 12 | 1 | 19 | 2 |
| 50 | 13 | 2 | 20 | 3 |
| 70 | 14 | 2 | 21 | 3 |
| 100 | 15 | 2 | 22 | 4 |
| 140 | 16 | 2 | 22 | 4 |
| 200 | 17 | 3 | 23 | 5 |
Disaster rates
| Disaster | Rate |
|---|---|
| Earthquake | 1% |
| Eruption | 3% |
| Meteorite | 1% (2.3% at or above the safety limit) |
| Huge meteorite | 0% (0.2% at or above the safety limit) |
| Fire | 1% |
| Monster | 0.01% per hex of area |
| Buried treasure | 1% |
| Setting | Current value |
|---|---|
| Base experience cap / thunder radius | 200 / 1 |
| Disasters: area increase threshold % / meteor protection / monster threshold | 95 / 100 / 130 |
| Fire: town and planned-city loss % / natural metropolis population (people) | 50 / 30 / 20,000 |
| Siege minimum population (people) | 1,000 |
| Mutual truce after a ceasefire (turns) | 12 |
| After founding: attack protection / attack wait / declaration delay (turns) | 15 / 30 / 5 |
| Territory aid cap (cells) | 1 |
| Turn prize interval | 25 |
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.
| Setting | Current value |
|---|---|
| Hostility (declaration / broken promise / floor / recovery at peace) | -20 / -40 / -60 / 0.5 |
| Territory damage (per tile / per-turn floor / floor / recovery) | -3 / -6 / -30 / 1 |
| Intrusion floor (clears two turns after withdrawal) | -10 |
| Calm (turn gain / cap / loss during war or intrusion) | 0.25 / 10 / 1 |
| Cooperation (gain / cap / idle turns before decay / decay) | 0.5 / 30 / 8 / 0.25 |
| Wait for new friendship after a broken promise (turns) | 12 |
Shipbuilding and Fleet Organization
| Setting | Current value |
|---|---|
| Transport capacity: small / large ship / normal / large port / land | 128 / 1024 / 256 / 2048 / 64 |
| Land freight (100 million yen per container) | 0.15 |
| Return cargo: private / national / multiple ships / estimates | 1 / 1 / 1 / 1 |
| units | Resource units per container |
|---|---|
| Timber | 1 |
| Stone | 1 |
| Ore | 1 |
| Industrial Goods | 1 |
| Fuel | 1 |
| Oil | 1 |
| Ammunition | 10 |
| Food | 20 |
| Steel | 1 |
| Name | Value |
|---|---|
| Contract border capacity (containers/turn) | 64 |
| Contract ship limit (hulls/country) | 30 |
| Per-contract capacity divisor | 3 |
Private fishing boats
| Name | units |
|---|---|
| Construction cost (×100M JPY) | 100 |
| Deep sea richness | 100 |
| Shoal richness | 120 |
| Catch limit per turn | 10 |
| Recovery per resting turn | 5 |
| Distance from port | 3-4 |
| Construction delay (turns) | 1 |
| Rest below remaining stock | 1 |
| Resume richness (%) | 50 |
| Fish capacity | 50 |
| Maximum turns fishing offshore | 5 |
| Cells checked per route search | 256 |
| Fuel per cell sailed | 0.025 |
Private fish farms
| Name | units |
|---|---|
| Construction cost (×100M JPY) | 40 |
| Catch per turn | 4 |
| Cost per turn (×100M JPY) | 1 |
| Limit per country | 3 |
| Cells kept clear around ports | 2 |
| Construction delay (turns) | 1 |
| Construction cost returned when building a naval port (%) | 50 |
| Setting | Current value |
|---|---|
| Private ship payback turns / fixed food price (100 million yen) | 20 / 1 |
| Ship Type ID | Name | Build Cost (100M JPY) |
|---|---|---|
| 0 | Naval Port | Funds 500 + Industrial Goods 0 |
| 1 | Destroyer | Funds 80 + Steel 25 |
| 2 | Cruiser | Funds 320 + Steel 100 |
| 3 | Battleship | Funds 640 + Steel 200 |
| 4 | Aircraft Carrier | Funds 1920 + Steel 600 |
| 5 | Submarine | Funds 640 + Steel 200 |
| 6 | Freighter | Funds 160 + Industrial Goods 1 |
| 7 | Pirate Ship | Funds 0 + Industrial Goods 0 |
| 8 | Cruise Ship | Funds 0 + Industrial Goods 0 |
| Setting | Current value |
|---|---|
| Ship caps: warships / national merchants / per naval-port level / fleet | 40 / 30 / 5 / 10 |
| Shipbuilding fleet ID: base / stride / maximum | 100 / 10 / 15 |
| Last buildable ship type | 6 |
Merchant Classes and Routes
| Class | Capacity | Speed (hexes/turn) | Shoals / rivers | Fuel | Money/food upkeep | Build money/goods | HP initial/max | Required port level |
|---|---|---|---|---|---|---|---|---|
| Small merchant | 128 | 8 | Allowed (slowed by movement cost) | 0.025/hex actually moved | 1/1 | 100/0 | 3/4 | 1 |
| Large merchant | 1024 | 8 | Allowed (slowed by movement cost) | 0.1/hex actually moved | 2/2 | 400/0 | 5/6 | 2 |
| Setting | Current value |
|---|---|
| Private ships: lost-return wait / nearby port radius / wait-aside radius / port wait turns | 6 / 2 / 2 / 1 |
| Private merchants: small and large caps / idle radius and turns / scrap refund % / wartime scrapping | 8 / 8 / 2 / 20 / 50 / 0 |
| Setting | Current value |
|---|---|
| Pirates: radius / raid % / sink % / loot % | 1 / 25 / 10 / 50 |
Seasonal ocean currents
| Belt / setting | Direction / value |
|---|---|
| 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) |
| Movement cost and budget | Following: base minus 1. Opposing: base plus 1. Minimum: 1. Each turn: base speed times 2 budget units. |
| Apply to shoals | Yes |
| First cell when the budget is short | Always moves |
| Setting | Current value |
|---|---|
| Currents: counter rows / bend reach / large-land threshold / following, opposing and minimum cost / shoal / first step | 2,3 / 3 / 100 / 1 / 1 / 1 / 1 / 1 |
| River mouth: radius / open-water count / speed scale | 2 / 10 / 2 |
Private cruise ships
| Setting | Current value |
|---|---|
| Cruise: build cost (0.001 hundred million yen) / speed / HP / income (same unit) / crowding ships | 100000 / 2 / 3 / 10000 / 10 |
| Private ship payback horizon (turns) | 20 |
| Cruise routes: detour searches / wait / destination candidates / destination searches | 4 / 4 / 3 / 8 |
| Pirates: radius / raid % / sink % / loot % | 1 / 25 / 10 / 50 |
Distant-water fishing
| Item | Value |
|---|---|
| How grounds form | Front = warm and cold currents both within 2 cells / one ground lies within 2 cells of its centre / at least 3 cells / up to 16 grounds in the world |
| Fish per cell | Current front 100 / Cold current 60 |
| How fish come back | 5% of a full ground every turn / rests below 20% / opens again at 50% |
| Distant-water fishing boat | Construction 200 / catches 30 a turn / holds 300 / at most 12 turns on the ground / hull Small merchant (speed 8, fuel 0.025 per cell, durability 3) |
| Number of boats | 4 per country / 6 per ground |
| Sailing and ports | does not sail when a pirate or a warship of a country at war is seen within 2 cells of the destination / built only at ports with at least 2 neighbouring sea cells / turns back after 3 turns without moving |
| Setting | Current value |
|---|---|
| Private ship payback turns / fixed food price (100 million yen) | 20 / 1 |
| Distant fishing detour % | 125 |
Embarking and Disembarking
Breakwaters and Sea Mines
| Setting | Current value |
|---|---|
| Breakwater cost / maximum mine damage / mine cost | 500 / 2 / 300 |
| Ship types vulnerable to mines | Destroyer / Cruiser / Battleship / Aircraft Carrier / Submarine |
Naval Ports and Supply
| Setting | Current value |
|---|---|
| Normal recovery probability % by climate belt | 80 / 90 / 100 / 90 / 80 |
Faction
| Setting | Current value |
|---|---|
| Faction: creation cost / cap / request lifetime / rejoin wait / transfer lifetime / rename wait / dissolution grace | 1000 / 8 / 12 / 6 / 3 / 12 / 3 |
| CPU diplomatic records: review turns / rejection count | 48 / 2 |
Trade alliance
| Setting | Current value |
|---|---|
| Long-term supply: enabled / sales streak / min quantity / deliveries / min interval / grace / penalty per mille / world and country caps / candidates / searches | 1 / 2 / 16 / 2 / 4 / 3 / 100 / 32 / 3 / 8 / 4 |
Auctions
| Setting | Current value |
|---|---|
| Auction: min and max duration / extension and cap / raise % / country and world lot caps / listing fee % / freight % / transport turns | 3 / 24 / 2 / 6 / 5 / 3 / 40 / 0 / 10 / 36 |
| CPU auction: listing share / lot value / sell % / period / buy % / bid share / retained money / same-item cap | 50 / 600 / 90 / 6 / 115 / 20 / 1000 / 2 |
Coalition
| Setting | Current value |
|---|---|
| Coalition: enabled / land share % / lead ratio / window / cell points / declaration points / threshold / war cooldown | 1 / 30 / 2 / 48 / 1 / 10 / 30 / 24 |
Turn Processing Order
Saving and Backups
| Setting | Current value |
|---|---|
| Backups: interval (turns) / generations | 1 / 6 |