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

SettingCurrent value
Map width × height (cells)90 × 90
Update interval (hours)12
Plan slots50
Turn limit (0: none)0
Season: enabled / limit / minimum / solo victory % / faction victory % / membership turns1 / 360 / 100 / 60 / 70 / 14

Founded

SettingCurrent value
Initial treasury (100 million yen) / food / reserves (each in hundreds)6000 / 3000 / 200

Press club

SettingCurrent value
Press-club resistance threshold50

Terrain List

Terrain IDNameIconType
0SeaSeaNatural
1Undersea BaseUndersea BaseMilitary
2MonsterMonsterSpecial
3Monument / WallMonument / WallSpecial
4MountainMountainNatural
5WastelandWastelandNatural
6PlainsPlainsNatural
7Town TypesTown TypesCity
8ForestForestNatural
9FarmFarmIndustry
10FactoryFactoryIndustry
11Missile BaseMissile BaseMilitary
12Defense FacilityDefense FacilityMilitary
13Supply DepotSupply DepotMilitary
14ShoalShoalNatural
15Reserved LandReserved LandCity
16RefineryRefineryIndustry
17Munitions FactoryMunitions FactoryIndustry
18MarketMarketEconomy
19MineMineResource
20QuarryQuarryResource
21Coal MineCoal MineResource
22Surface DepositSurface DepositResource
23Uranium MineUranium MineResource
24Offshore OilfieldOffshore OilfieldResource
25PortPortOcean
26Naval PortNaval PortOcean
27LighthouseLighthouseOcean
28Undersea CityUndersea CityCity
29New TownNew TownCity
30Modern CityModern CityCity
31MetropolisMetropolisCity
32Large FarmLarge FarmIndustry
33Large FactoryLarge FactoryIndustry
34Large MineLarge MineResource
35WarehouseWarehouseEconomy
36DestroyerDestroyerShips
37CruiserCruiserShips
38BattleshipBattleshipShips
39Aircraft CarrierAircraft CarrierShips
40SubmarineSubmarineShips
41FreighterFreighterShips
41Large merchantLarge merchantShips
42Pirate ShipPirate ShipShips
43Cruise ShipCruise ShipShips
44BreakwaterBreakwaterOcean
45Sea MineSea MineMilitary
46Power PlantPower PlantIndustry
-Fishing boatFishing boatShips
-Fish farmFish farmOcean
SettingCurrent value
Reclamation: policy / unlock threshold %Forbidden / 5
Resource-free mountain: timber interval / yield4 / 1
Population caps (people): town / metropolis / new town / modern city / undersea city20,000 / 25,000 / 25,000 / 30,000 / 15,000
Undersea city construction and ship passageBuild 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 / output1 / 300 / 150 / 10 / 4 / 80 / 1 / 40

Command List

SettingCurrent value
Cost discount turns after founding100
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
IDNameCostTurns Required
1Clear Land5 ×100M JPY1
2Level Land50 ×100M JPY0
3Reclaim Land900 ×100M JPY1
4Excavate90 ×100M JPY1
5Tunnel900 ×100M JPY1
7Build Farm Instantly180 ×100M JPY0
8Build Factory Instantly180 ×100M JPY0
11Plant Forest30 ×100M JPY1
12Develop Farm20 ×100M JPY1
13Build Factory60 ×100M JPY1
14Build Mine / Oilfield120 ×100M JPY1
15Build Missile Base100 ×100M JPY1
16Build Defense Facility150 ×100M JPY1
17Build Undersea Base500 ×100M JPY1
18Build Wall40 ×100M JPY1
20Cede Territory0 (see description for conditions)0
21Build Supply Depot10 ×100M JPY1
22Conscript10 ×100M JPY0
23Deploy Unit5 ×100M JPY0
24Withdraw Unit10 ×100M JPY0
25Equip Item30 ×100M JPY0
31Launch Missiles25 ×100M JPY1
32Launch Precision Missiles30 ×100M JPY1
33Launch Scatter Missiles25 ×100M JPY1
34Launch Anti-personnel Missiles70 ×100M JPY0
35Launch Ballistic Missiles100 ×100M JPY1
41Raise Funds0 (see description for conditions)1
45Attract Settlers500 ×100M JPY1
46Abandon Nation0 (see description for conditions)1
47Offer Friendship0 (see description for conditions)0
48Change Unit Direction0 (see description for conditions)0
49Declare War0 (see description for conditions)0
50Send Reserves0 (see description for conditions)0
51Offer Ceasefire0 (see description for conditions)0
52Export Mercenaries60 ×100M JPY0
61Auto-fill Clearing0 (see description for conditions)0
62Auto-fill Leveling0 (see description for conditions)0
68Clear All Plans0 (see description for conditions)0
69Build Ship500 ×100M JPY1
70Organize Fleet0 (see description for conditions)0
71Set Destination0 (see description for conditions)0
72Resupply and Repair0 (see description for conditions)0
73Decommission0 (see description for conditions)0
74Embark0 (see description for conditions)0
75Disembark0 (see description for conditions)0
76Build Breakwater500 ×100M JPY1
77Lay / Clear Sea Mines300 ×100M JPY1
78Build Trade Facility0 (see description for conditions)1
79Extract Resources / Log0 (see description for conditions)1
84Assign Escort0 (see description for conditions)0
87Build Planned City0 (see description for conditions)1
88Expand Industry0 (see description for conditions)1
89Move Capital200 ×100M JPY1
91Set Checkpoint Policy0 (see description for conditions)0
92List for Auction0 (see description for conditions)0
93Place Auction Bid0 (see description for conditions)0
94Apply to Faction0 (see description for conditions)0
95Cancel Faction Application0 (see description for conditions)0
96Review Faction Application0 (see description for conditions)0
97Leave Faction0 (see description for conditions)0
98Expel from Faction0 (see description for conditions)0
99Transfer Faction Leadership0 (see description for conditions)0
100Create Faction1000 ×100M JPY0
101Manage Faction0 (see description for conditions)0
102Set Port Access0 (see description for conditions)0
103Set Port Tariff0 (see description for conditions)0
109Geological survey100 ×100M JPY1
110Reconnaissance50 ×100M JPY1
111Recover Wreck0 (see description for conditions)1
112Join trade alliance0 (see description for conditions)0
113Leave trade alliance0 (see description for conditions)0
117Technology researchCost set by level at execution1
120Port transit fee0 (see description for conditions)0
123Diplomatic aid0 (see description for conditions)0
124Propose diplomatic exchange0 (see description for conditions)0
125Accept diplomatic exchange0 (see description for conditions)0
126Cancel diplomatic shipment0 (see description for conditions)0
127Close Mine / Suspend Oilfield0 (see description for conditions)1
128Upgrade Mine / OilfieldDepends on conditions at execution1
129Offer periodic shipment0 (see description for conditions)0
130Accept periodic shipment0 (see description for conditions)0
131Withdraw periodic offer0 (see description for conditions)0
132Industry policy25 Funds1
133Build / Upgrade Power Plantbuild 300 Funds + more1
134Join coalition0 (see description for conditions)0
135Leave coalition0 (see description for conditions)0

Terrain and command reference

Resources, Units and Base Prices

Resource IDResource unitsOriginal Base Price (100M JPY)Current Base Price (100M JPY)Initial Stock
0Timber ×10,000 t88.0000500
1Stone ×10,000 t1414.0000500
2Ore ×10,000 t1212.0000500
3Oil ×100,000 bbl1818.00001000
4Fuel ×10,000 kL1717.00001000
5Industrial Goods ×10,000 t3838.000050
6Ammunition ×1,000 t4343.000050
7Steel t3030.00000

Resource output by fixed climate belt

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

New-world minerals and fixed climate belts

ResourceTropicalSubtropicalTemperateSubpolarPolar
Iron ore1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.2 x (12.00%)1.2 x (12.00%)
Stone1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Coal1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Surface deposit1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Uranium1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
Oil1.2 x (12.00%)1.2 x (12.00%)1.0 x (10.00%)1.0 x (10.00%)1.0 x (10.00%)
SettingCurrent value
Food spoilage: exempt stock multiple / rate (per mille)18 / 5
Survey: cost / turns / inland discovery % / coast distance / coastal discovery % / richness100 / 1 / 10 / 2 / 20 / 500
Industry policy: enabled / change cost / heavy and advanced unlock levels1 / 25 / 1 / 3
Light industry: food input / goods output / capacity % / fuel per mille2 / 1 / 50 / 450
Heavy industry: steel input / goods and ammo output / capacity % / fuel per mille2 / 1 / 1 / 75 / 1500
Advanced industry: ore input / goods output / capacity % / fuel per mille2 / 1 / 100 / 750
CPU economy: enabled / fuel reserve turns / minimum power stages / ore inflow wait / policy wait1 / 4 / 4 / 3 / 8
CPU priorities: mines / fuel / power / industry78 / 84 / 66 / 74
CPU resources: enabled / spare cash / mining labor % / priority / interval / territory score / farm-stop stock turns1 / 1000 / 50 / 70 / 3 / 16 / 30
CPU: industry first / settlement / neutral takeover / overseas / port cap / border concealment1 / 1 / 1 / 1 / 2 / 1
CPU city names per turn1
CPU ports: port / naval / wartime naval caps / build interval / window / busy turns / enemy radius4 / 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 Ports1
CPU navy: escape / priority / targeting / priority / nursery conversion1 / 100 / 1 / 89 / 1
CPU border: defense enabled / score / minimum radius, units and strength / capital strength / priority1 / 40 / 2 / 1 / 50 / 50 / 90
CPU last resortAs 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 / idle0.5 / 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 avoidance1 / 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 shipbuilding1 / 200 / 100 / 50 / 300 / 1
Troop transport: capacity (hundreds) / return % / hire distance / cost per cell200 / 30 / 6 / 5
Steel: enabled / mine and outcrop multipliers / coal bonus % / ammo input / private target floor1 / 50 / 50 / 50 / 2 / 32
CPU steel: peace and danger stock turns / minimum stock / reference ship type3 / 6 / 10 / 4
Fuel: enabled / farming, legacy industry and commerce per mille / ramp and grant turns / neutral coal probability and richness1 / 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 cap1 / 3 / 500 / 100
Cave-in rate (per mille): level 1 / level 1055 / 10

Markets, Demand, Ports, Tariffs and Bilateral Contracts

SettingCurrent value
Ports: normal and large capacity / large stage / bonded capacity / relay enabled256 / 2048 / 2 / 16777215 / 0
Direct national trade: sell and buy ratios / purchase cap / wartime ammo cap0.7 / 1.5 / 4 / 12
CPU ammo stocks: peace / danger (turns)3 / 6

Neutral bank

SettingCurrent value
Bank: loan ceiling % / term / disappearance wait (turns)50 / 20 / 12
Automatic deposit cash cap (100 million yen)10000
Credit: sales window / collateral % / loan wait10 / 50 / 12
Goods repayment: lot size / goods order1 / Food, Timber, Stone, Ore, Oil, Fuel, Industrial Goods, Ammunition, Steel
Fallen assets: loot % / share % / cash and goods caps10 / 10 / 100 / 50

Marine Insurance

SettingCurrent value
OperationEnabled
Enrollment and CoverageCivil 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 CausesAttack / Capture / Confiscation / Mine / Terrorism / Piracy / Monster / Eruption / Meteor / Natural disaster / Earthquake / Lightning / Fire / Fuel shortage (cargo only)
Excluded CausesOwner 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 PaymentA 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 Loss0.1
Rate ReviewBasic 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
FundingPremiums 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 RebateThe 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 Limit4 / 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

SettingCurrent value
Corps / fleet slots (including slot 0)32 / 16
Army weather damage (per mille): rain / snow900 / 900

Unit abilities and movement

Unit Type IDNameOccupation (0 none / 1 limited / 2 allowed)Artillery (0 normal / 1 indirect / 2 all)Exerts ZOCIgnores ZOCDetection RangeMove between non-own hexesType change on reinforcementMove: SeaMove: Undersea BaseMove: MonsterMove: Monument / WallMove: MountainMove: WastelandMove: PlainsMove: Town TypesMove: ForestMove: FarmMove: FactoryMove: Missile BaseMove: Defense FacilityMove: Supply DepotMove: Tunnel
0Infantry20YesNo2NoYes000001111111111
1Mountain Troops20YesNo2NoYes000111111111111
2Artillery02YesNo2NoYes000001111111111
3Armored Troops00NoYes2YesNo000002222222222
4Gun Battery02NoNo2NoNo000000000000000
5Marines10NoNo2NoYes110001111111111
6Airborne Troops00NoYes3YesYes110001111111111
7Armor A00NoYes2YesNo000002222222222
8Armor B00NoYes2YesNo000002222222222
9Armor C00NoYes2YesNo000002222222222

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

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

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

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

Land combat damage reduction by fixed climate belt

NameTropicalSubtropicalTemperateSubpolarPolar
Infantry0%0%0%0%0%
Mountain Troops0%0%0%5%10%
Artillery0%0%0%0%0%
Armored Troops0%0%0%0%0%
Gun Battery0%0%0%0%0%
Marines10%5%0%0%0%
Airborne Troops0%0%0%0%0%
Armor A0%0%0%0%0%
Armor B0%0%0%0%0%
Armor C0%0%0%0%0%

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

Missile base experience, range and shots

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

Disaster rates

DisasterRate
Earthquake1%
Eruption3%
Meteorite1% (2.3% at or above the safety limit)
Huge meteorite0% (0.2% at or above the safety limit)
Fire1%
Monster0.01% per hex of area
Buried treasure1%
SettingCurrent value
Base experience cap / thunder radius200 / 1
Disasters: area increase threshold % / meteor protection / monster threshold95 / 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 interval25

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.

SettingCurrent 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

SettingCurrent value
Transport capacity: small / large ship / normal / large port / land128 / 1024 / 256 / 2048 / 64
Land freight (100 million yen per container)0.15
Return cargo: private / national / multiple ships / estimates1 / 1 / 1 / 1
unitsResource units per container
Timber1
Stone1
Ore1
Industrial Goods1
Fuel1
Oil1
Ammunition10
Food20
Steel1
NameValue
Contract border capacity (containers/turn)64
Contract ship limit (hulls/country)30
Per-contract capacity divisor3

Private fishing boats

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

Private fish farms

Name units
Construction cost (×100M JPY)40
Catch per turn4
Cost per turn (×100M JPY)1
Limit per country3
Cells kept clear around ports2
Construction delay (turns)1
Construction cost returned when building a naval port (%)50
SettingCurrent value
Private ship payback turns / fixed food price (100 million yen)20 / 1
Ship Type IDNameBuild Cost (100M JPY)
0Naval PortFunds 500 + Industrial Goods 0
1DestroyerFunds 80 + Steel 25
2CruiserFunds 320 + Steel 100
3BattleshipFunds 640 + Steel 200
4Aircraft CarrierFunds 1920 + Steel 600
5SubmarineFunds 640 + Steel 200
6FreighterFunds 160 + Industrial Goods 1
7Pirate ShipFunds 0 + Industrial Goods 0
8Cruise ShipFunds 0 + Industrial Goods 0
SettingCurrent value
Ship caps: warships / national merchants / per naval-port level / fleet40 / 30 / 5 / 10
Shipbuilding fleet ID: base / stride / maximum100 / 10 / 15
Last buildable ship type6

Merchant Classes and Routes

ClassCapacitySpeed (hexes/turn)Shoals / riversFuelMoney/food upkeepBuild money/goodsHP initial/maxRequired port level
Small merchant1288Allowed (slowed by movement cost)0.025/hex actually moved1/1100/03/41
Large merchant10248Allowed (slowed by movement cost)0.1/hex actually moved2/2400/05/62
SettingCurrent value
Private ships: lost-return wait / nearby port radius / wait-aside radius / port wait turns6 / 2 / 2 / 1
Private merchants: small and large caps / idle radius and turns / scrap refund % / wartime scrapping8 / 8 / 2 / 20 / 50 / 0
SettingCurrent value
Pirates: radius / raid % / sink % / loot %1 / 25 / 10 / 50

Seasonal ocean currents

Belt / settingDirection / value
TropicalEast to west
SubtropicalNo current
TemperateWest to east
SubpolarNo current
PolarEast to west
Equatorial countercurrent (west to east)Rows counted north from the equator (2,3)
Turning distance at continentsLarge land within 3 cells ahead of the flow
Large land100 or more connected land cells (small islands do not turn the current)
Open seaAt least 10 water cells within 2 cells (19 cells including itself)
Movement cost and budgetFollowing: base minus 1. Opposing: base plus 1. Minimum: 1. Each turn: base speed times 2 budget units.
Apply to shoalsYes
First cell when the budget is shortAlways moves
SettingCurrent value
Currents: counter rows / bend reach / large-land threshold / following, opposing and minimum cost / shoal / first step2,3 / 3 / 100 / 1 / 1 / 1 / 1 / 1
River mouth: radius / open-water count / speed scale2 / 10 / 2

Private cruise ships

SettingCurrent value
Cruise: build cost (0.001 hundred million yen) / speed / HP / income (same unit) / crowding ships100000 / 2 / 3 / 10000 / 10
Private ship payback horizon (turns)20
Cruise routes: detour searches / wait / destination candidates / destination searches4 / 4 / 3 / 8
Pirates: radius / raid % / sink % / loot %1 / 25 / 10 / 50

Distant-water fishing

ItemValue
How grounds formFront = warm and cold currents both within 2 cells / one ground lies within 2 cells of its centre / at least 3 cells / up to 16 grounds in the world
Fish per cellCurrent front 100 / Cold current 60
How fish come back5% of a full ground every turn / rests below 20% / opens again at 50%
Distant-water fishing boatConstruction 200 / catches 30 a turn / holds 300 / at most 12 turns on the ground / hull Small merchant (speed 8, fuel 0.025 per cell, durability 3)
Number of boats4 per country / 6 per ground
Sailing and portsdoes not sail when a pirate or a warship of a country at war is seen within 2 cells of the destination / built only at ports with at least 2 neighbouring sea cells / turns back after 3 turns without moving
SettingCurrent value
Private ship payback turns / fixed food price (100 million yen)20 / 1
Distant fishing detour %125

Embarking and Disembarking

Breakwaters and Sea Mines

SettingCurrent value
Breakwater cost / maximum mine damage / mine cost500 / 2 / 300
Ship types vulnerable to minesDestroyer / Cruiser / Battleship / Aircraft Carrier / Submarine

Naval Ports and Supply

SettingCurrent value
Normal recovery probability % by climate belt80 / 90 / 100 / 90 / 80

Faction

SettingCurrent value
Faction: creation cost / cap / request lifetime / rejoin wait / transfer lifetime / rename wait / dissolution grace1000 / 8 / 12 / 6 / 3 / 12 / 3
CPU diplomatic records: review turns / rejection count48 / 2

Trade alliance

SettingCurrent value
Long-term supply: enabled / sales streak / min quantity / deliveries / min interval / grace / penalty per mille / world and country caps / candidates / searches1 / 2 / 16 / 2 / 4 / 3 / 100 / 32 / 3 / 8 / 4

Auctions

SettingCurrent value
Auction: min and max duration / extension and cap / raise % / country and world lot caps / listing fee % / freight % / transport turns3 / 24 / 2 / 6 / 5 / 3 / 40 / 0 / 10 / 36
CPU auction: listing share / lot value / sell % / period / buy % / bid share / retained money / same-item cap50 / 600 / 90 / 6 / 115 / 20 / 1000 / 2

Coalition

SettingCurrent value
Coalition: enabled / land share % / lead ratio / window / cell points / declaration points / threshold / war cooldown1 / 30 / 2 / 48 / 1 / 10 / 30 / 24

Turn Processing Order

Saving and Backups

SettingCurrent value
Backups: interval (turns) / generations1 / 6

LLM Mode