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230 lines
7 KiB
HTML
230 lines
7 KiB
HTML
<!DOCTYPE html>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="description" content="Learn how to play Hakoniwa Islands 2.">
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<title>Manual (Advanced) - Hakoniwa Islands 2</title>
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</head>
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<div><a href="/home.php">Home</a> / <a href="../">Return</a></div>
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<hr>
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<h1>Hakoniwa Islands 2 Manual (Advanced)</h1>
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<hr>
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<p>This page describes the more <strong>intricate game mechanics</strong>, including <strong>disaster rates</strong>. This isn't necessary for regular development, but please read this page if you want to make a more intricate development plan.</p>
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<p>For the basics, see the <a href="./beginner.html">beginner's manual</a> and the <a href="./intermediate.html">intermediate manual</a>.</p>
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<hr>
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<h2>Turn processing</h2>
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<p>Turn processing takes place every 6 hours in the following order:</p>
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<table id="turnProcessingTable">
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<tbody>
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<tr>
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<th>Income</th>
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<td>Each island receives an income according to its population and number of factories and farms.</td>
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</tr>
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<tr>
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<th>Food consumption</th>
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<td>Food is consumed in proportion to the population.</td>
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</tr>
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<tr>
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<th>Development plan execution</th>
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<td>One development plan per island is executed. The order of the islands is random.</td>
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</tr>
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<tr>
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<th>Individual tile processing</th>
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<td>Processing for each individual tile is carried out. More details on this later.</td>
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</tr>
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<tr>
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<th>Island-wide disasters</th>
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<td>Island-wide disasters (monsters, earthquakes, tsunamis, land subsidence, typhoons, meteorites, giant meteorites, eruptions, food shortages, and buried treasure) are determined.</td>
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</tr>
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<tr>
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<th>End-of-turn processing</th>
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<td>If food exceeds 999,900 tons, the excess is automatically converted into funds.<br>
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If funds exceed 9999M$, the excess is discarded.<br>
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Awards will be determined based on population.<br>
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If the population reaches 0, the island will be unregistered and deleted.</td>
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</tr>
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</tbody>
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</table>
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<p><strong>Income</strong> occurs first, then <strong>consumption</strong> and <strong>development</strong>, so it's possible for you to make plans that rely on future income.</p>
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<p>The order in which islands are <strong>developed</strong> is randomly determined each turn. If a plan can't be executed for some reason, such as a lack of funds, the next plan will be carried out instead.</p>
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<h3>Individual tile processing</h3>
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<p>The order in which tiles are processed during individual tile processing is random each turn. For each tile, the following processing is performed:</p>
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<h4>Villages, towns, and cities</h4>
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<p>Population increases (or decreases during food shortages).</p>
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<table id="residentProcessingTable">
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<tbody>
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<tr>
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<th>Scale</th>
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<th>Normal</th>
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<th>During island promotion</th>
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<th>During food shortages</th>
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</tr>
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<tr>
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<td>Villages, towns</td>
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<td>Increases by 100 to 1,000 people</td>
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<td>Increases by 100 to 3,000 people</td>
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<td>Decreases by 100 to 3,000 people</td>
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</tr>
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<tr>
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<td>Cities</td>
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<td>No increase</td>
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<td>Increases by 100 to 300 people</td>
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<td>Decreases by 100 to 3,000 people</td>
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</tr>
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</tbody>
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</table>
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<p>For <strong>towns</strong> and <strong>cities</strong> without forests around them, there's also a <strong>fire determination</strong> (1% chance of burning down).</p>
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<h4>Factories and facades</h4>
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<p>There's a <strong>fire determination</strong> (1% chance of burning down).</p>
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<h4>Plains</h4>
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<p>If there's a <strong>farm</strong>, <strong>village</strong>, <strong>town</strong>, or <strong>city</strong> in the surrounding area, there's a <strong>village</strong> generation determination. There's a 20% chance of this happening.</p>
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<h4>Forests</h4>
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<p>The number of trees will increase by 100 (up to a maximum of 20,000).</p>
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<h4>Defense facilities</h4>
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<p>If self-destruction is set in the development plan, it will self-destruct.</p>
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<h4>Offshore oil field</h4>
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<p>After generating 1000M$ in funds, there's a depletion determination. There's a 4% chance of depletion each turn.</p>
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<h4>Monster movement</h4>
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<p>The monster will move. The tile it moves away from will become a wasteland. Of course, if the monster has already moved, it won't move again (the exception being monsters that move 2 or more tiles).</p>
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<p>If the destination tile is a defense facility, the self-destruct mechanism will be activated.</p>
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<hr>
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<h2>Disaster occurrance rates</h2>
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<h3>Fire</h3>
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<p><strong>1%</strong> chance per turn for each <strong>factory</strong>, <strong>city</strong>, <strong>town</strong>, or <strong>facade</strong> that's not adjacent to a <strong>forest</strong> or <strong>monument</strong>.</p>
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<hr>
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<strong style="color:#ff0000">Work in progress</strong>
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<hr>
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<div id="footer">
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<p><a href="/hakoniwa2/">Top page</a></p>
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<p>Original author: Hiroki Tokuoka (<span lang="ja">徳岡宏樹</span>)</p>
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<p>Translated by <a href="https://www.heyuri.net/">Heyuri</a></p>
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</div>
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</body>
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</html> |