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472 lines
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472 lines
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<title>Manual (Intermediate) - Hakoniwa Islands 2</title>
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<div><a href="/home.php">Home</a> / <a href="../">Return</a></div>
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<h1>Hakoniwa Islands 2 Manual (Intermediate)</h1>
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<hr>
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<p>This page explains aspects of the game that were left out of the <a href="./beginner.html">beginner's manual</a>. Once your island has grown to a certain extent, you'll start needing the information here. For more detailed information, please refer to the <a href="./advanced.html">advanced manual</a>.</p>
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<hr>
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<h2>Terrain details</h2>
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<h3>Terrains that weren't covered in the beginner's manual</h3>
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<table id="mapTable">
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<tbody>
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<tr>
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<th>Undersea base</th>
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<td><img class="diagramTile" src="../images/land12.gif" alt="Undersea base" width="32" height="32"></td>
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<td>Similar to the <strong>missile base</strong>, but this one is built in the sea. It just looks like sea to tourists. It can't be built in <strong>shallow sea</strong>.</td>
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</tr>
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<tr>
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<th>Offshore oil field</th>
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<td><img class="diagramTile" src="../images/land16.gif" alt="Offshore oil field" width="32" height="32"></td>
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<td>It can be found by <strong>excavating</strong> the <strong>sea</strong>. An <strong>offshore oil field</strong> can bring in as much as 1000M$ per turn. However, it'll eventually run dry.</td>
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</tr>
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<tr>
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<th>Monument</th>
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<td><img class="diagramTile" src="../images/monument0.gif" alt="Monument" width="32" height="32"></td>
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<td>It <strong>costs a huge amount of funds</strong> to build, and generally speaking it's not particularly useful. Perhaps you can use them to <strong>raise national prestige</strong>. They have some minor benefits, such as being immune to <strong>monsters</strong> and being able to prevent fires like <strong>forests</strong>.</td>
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</tr>
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<tr>
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<th>Facade</th>
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<td><img class="diagramTile" src="../images/land10.gif" alt="Facade" width="32" height="32"></td>
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<td>It's a <strong>facade</strong> that has the appearance of a <strong>defense facility</strong>. It's very cheap. As long as you have this on your island, you can be sure that others will be too scared to attack you. Beyond that, it doesn't actually do anything.</td>
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</tr>
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</tbody>
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</table>
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<h3>About villages, towns, and cities</h3>
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<p><strong>Plains</strong> have a <strong>20% chance on every turn</strong> of generating a <strong>village</strong> with a <strong>population of 100 people</strong> if there's at least one <strong>village</strong>, <strong>town</strong>, <strong>city</strong>, or <strong>farm</strong> in the surrounding area.</p>
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<p>The population of <strong>villages and towns</strong> will increase by <strong>100 to 1,000 people on each turn</strong>. Their population will increase by <strong>100 to 3,000 people</strong> on turns where <strong>island promotion</strong> is performed. They'll develop into <strong>towns and cities</strong> when they reach populations of <strong>3,000 and 10,000 people</strong> respectively.</p>
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<p>The population of a <strong>city</strong> will not increase by itself. However, the population will increase by <strong>100 to 300 people</strong> on turns where <strong>island promotion</strong> is performed. Additionally, when <strong>refugees</strong> are accepted, they'll be hosted in <strong>cities</strong>. The maximum population of a city is <strong>20,000 people</strong>. Regarding <strong>refugees</strong>, they'll be explained in the <strong>"About missiles"</strong> section.</p>
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<h3>Forests</h3>
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<p>Forests have between <strong>100 and 2,000 trees</strong>. The number of trees increases by <strong>100 trees per turn</strong>. When you use <strong>afforestation</strong>, the <strong>forest</strong> will initially have only <strong>100 trees</strong>. If you use <strong>deforestation</strong>, you can sell the trees, but you can't <strong>deforest</strong> only a portion of the trees; you must sell the entire <strong>forest</strong> tile. Every <strong>100 trees is worth 5M$</strong>.</p>
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<h3>Farms, factories, and mountains (mines)</h3>
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<p><strong>Farms</strong> and <strong>factories</strong> allow people to work. People can also work on <strong>mountains</strong> if you develop them into <strong>mines</strong>.</p>
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<p>When <strong>farm development</strong> is first used to build a <strong>farm</strong>, it has a maximum capacity of <strong>10,000 people</strong>, but if you repeatedly use <strong>farm development</strong> on the same location, the maximum capacity of the farm will increase by <strong>2,000 people</strong> each time. The maximum capacity is <strong>50,000 people</strong>.</p>
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<p>The same is true for <strong>factories</strong>, but their maximum capacity is increased by <strong>10,000 people</strong> per <strong>factory construction</strong>. Their maximum capacity is <strong>100,000 people</strong>.</p>
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<p><strong>Mountains</strong> can be increased up to a maximum capacity of <strong>200,000 people</strong>, which increases by <strong>5,000 people</strong> per <strong>mine development</strong>.</p>
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<p>For convenience, you can specify a quantity when planning <strong>farm development</strong> etc. on a single location, which will make it perform the plan several turns in a row. The plan will be repeated for the specified number of turns.</p>
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<h3>Defense facilities</h3>
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<p>If you perform <strong>defense facility construction</strong> on a location where a <strong>defense facility</strong> already exists, you can cause the <strong>defense facility</strong> to self-destruct. If there is a monster <strong>within a 2-tile radius</strong>, the monster can be destroyed with a single blow (with considerable damage to the island, of course). Note, however, that the <strong>monster</strong> may move outside the radius before the self-destruction occurs. Additionally, even if you don't intend it to self-destruct, the <strong>monster</strong> will automatically cause a self-destruction if it reaches a defense facility.</p>
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<hr>
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<h2>Development plans</h2>
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<h3>Development plans that weren't covered in the beginner's manual</h3>
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<table id="planTable">
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<tbody>
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<tr>
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<th>Development plan</th>
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<th>Elements to specify</th>
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<th>Explanation</th>
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</tr>
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<tr>
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<th>Quick ground leveling (100M$)</th>
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<th>Coordinates</th>
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<td>Similar to <strong>ground leveling</strong>, <strong>quick ground leveling</strong> is used to turn <strong>wastelands</strong> into <strong>plains</strong>. The difference is that <strong>quick ground leveling</strong> <strong>does not advance the turn</strong>, in addition to being more expensive.</td>
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</tr>
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<tr>
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<th>Excavation (200M$)</th>
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<th>Coordinates (quantity)</th>
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<td>Excavates land and turns it into <strong>shallow sea</strong>. If you excavate <strong>shallow sea</strong>, it becomes normal <strong>sea</strong>.<br> Also, if carried out on <strong>sea</strong>, <strong>offshore oil fields</strong> may be discovered. In this case, please specify a <strong>quantity</strong> to determine the budget to be used. Each quantity adds an additional 200M$, which increases the oil field discovery rate by 1%.</td>
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</tr>
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<tr>
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<th>Undersea base construction (8000M$)</th>
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<th>Coordinates</th>
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<td>Builds an <strong>undersea base</strong> in the <strong>sea</strong>.</td>
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</tr>
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<tr>
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<th>Monument construction (9999M$)</th>
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<th>Coordinates (target)</th>
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<td>Builds a <strong>monument</strong> on the <strong>plains</strong>.<br> Additionally, if you build one on a location where one already exists, it will fly to the island you set as the <strong>target</strong>.</td>
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</tr>
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<tr>
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<th>Facade installation (1M$)</th>
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<th>Coordinates</th>
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<td>Builds a <strong>facade</strong> on the <strong>plains</strong>.</td>
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</tr>
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<tr>
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<th>Dispatch monster (3000M$)</th>
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<th>Target</th>
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<td>Sends a <strong>man-made monster</strong> to the <strong>target</strong> island.</td>
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</tr>
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<tr>
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<th>Island promotion (1000M$)</th>
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<th>None</th>
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<td>Your population is more likely to increase on turns where <strong>island promotion</strong> is used.</td>
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</tr>
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</tbody>
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</table>
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<h3>Construction planning</h3>
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<p>Plans that involve "building something on the <strong>plains</strong>" such as <strong>afforestation</strong>, <strong>farm development</strong>, <strong>factory construction</strong>, <strong>missile base construction</strong>, <strong>defense facility construction</strong>, etc. can actually be implemented directly on <strong>villages</strong>, <strong>towns</strong>, and <strong>cities</strong>, in addition to the <strong>plains</strong> (this is a convenience feature that prevents <strong>villages</strong> from spawning on their own and disrupting your schedule).</p>
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<h4>Landfill</h4>
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<p><strong>Landfill</strong> can only be used on <strong>sea that's adjacent to land</strong>.</p>
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<p>If <strong>landfill</strong> is used on normal <strong>sea</strong>, it'll become <strong>shallow sea</strong>.</p>
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<p>If <strong>landfill</strong> is used on <strong>shallow sea</strong>, it'll become <strong>wasteland</strong>. Additionally, if any adjacent <strong>sea (including shallow sea)</strong> is within 3 tiles, those tiles will become <strong>shallow sea</strong>.</p>
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<h4>Excavation</h4>
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<p><strong>Excavation</strong> can turn <strong>mountains</strong> into <strong>wastelands</strong>, <strong>general land</strong> into <strong>shallow seas</strong>, and <strong>shallow seas</strong> into normal <strong>sea</strong>.</p>
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<p>Furthermore, <strong>excavation</strong> can be used to find <strong>oil fields</strong> when used on <strong>sea</strong>. In this case, specifying a <strong>quantity</strong> becomes relevant. The cost is proportional to the <strong>quantity</strong>, but the probability of finding an <strong>oil field</strong> is also proportional to the <strong>quantity</strong> (<strong>quantity x 1%</strong>).</p>
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<p>Once an <strong>oil field</strong> is found, you'll earn <strong>1000M$ per turn</strong> from that <strong>oil field</strong>. However, there's also a <strong>4% chance that it'll run dry each turn</strong>. Of course, if the oil field gets destroyed by a missile or a disaster before it's depleted, it'll be gone anyway.</p>
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<hr>
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<h2>Missiles</h2>
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<h3>Power</h3>
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<p>As a general rule, a missile will turn the location it lands on into <strong>wasteland</strong> with a single hit (or <strong>shallow sea</strong> in the case of <strong>land-destroying missiles</strong>). However, there are the following exceptions:</p>
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<h4>Hitting sea, mountains, and undersea bases</h4>
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<p><strong>Sea (including shallow sea)</strong>, <strong>mountains</strong>, and <strong>undersea bases</strong> usually take no damage from regular missiles. In the case of <strong>land-destroying missiles</strong> however, <strong>shallow sea</strong> is turned into normal <strong>sea</strong>, <strong>undersea bases</strong> are turned into <strong>sea</strong>, and <strong>mountains</strong> are turned into <strong>wasteland</strong>.</p>
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<h4>Hitting monsters</h4>
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<p><strong>Monsters</strong> have <strong>strength</strong>, and their <strong>strength is reduced by 1</strong> each time a missile hits them. They'll be defeated when their <strong>strength is reduced to 0</strong>.</p>
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<p>In the case of <strong>land-destroying missiles</strong> however, the entire <strong>land</strong> area where the <strong>monster</strong> is located will be submerged, so the monster will be defeated in a single hit.</p>
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<h4>Hitting an offshore oil field</h4>
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<p>It will become <strong>sea</strong> instead of <strong>wasteland</strong>.</p>
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<h3>Refugees</h3>
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<p>If a missile hits a <strong>village</strong>, <strong>town</strong>, or <strong>city</strong> of another country, that country's population will of course be reduced. Then, <strong style="font-size:1.5em;">for some inexplicable reason</strong>, <strong>roughly half of the refugees</strong> will show up in the <strong>country that launched the missile</strong>. <strong>Refugees</strong> are accepted into <strong>plains</strong>, <strong>villages</strong>, <strong>towns</strong>, and <strong>cities</strong> (their population will increase accordingly). Acceptance may take the form of a village of <strong>roughly 1,000 people on the plains</strong>, or an increase in the population of an existing <strong>village</strong>, <strong>town</strong>, or <strong>city</strong> by up to <strong>5,000 people</strong>.</p>
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<p>Note that if you launch <strong>land-destroying missiles</strong> or <strong>stealth missiles</strong>, then <strong style="font-size:1.5em;">for some inexplicable reason</strong>, no refugees will appear.</p>
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<h3>Level and experience</h3>
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<p><strong>Missile bases</strong> and <strong>undersea bases</strong> have <strong>levels</strong>. In the <strong>beginner's manual</strong>, it was implied that "the number of missiles fired is one missile per base", but in reality, multiple missiles can be fired from a single missile base as its level increases. Specifically, they can simultaneously fire <strong>as many missiles as they have levels</strong>. They'll start off at <strong>level 1</strong>.</p>
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<p>When a launched missile hits a <strong>village</strong>, <strong>town</strong>, or <strong>city</strong>, you'll receive <strong>experience</strong> according to its population (1 point for 2,000 people). If the missile hits a village with less than 2000 people, it won't count. <strong>Experience</strong> is also gained if a <strong>monster</strong> is killed by a missile (but <strong>not by a land-destroying missile</strong>).</p>
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<p>Level increases are as follows:</p>
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<table id="levelTable">
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<tbody>
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<tr>
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<th>Level</th>
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<th>Missile base exp</th>
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<th>Undersea base exp</th>
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</tr>
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<tr>
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<td>1</td>
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<td>0</td>
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<td>0</td>
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</tr>
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<tr>
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<td>2</td>
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<td>20</td>
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<td>50</td>
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</tr>
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<tr>
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<td>3</td>
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<td>60</td>
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<td>200</td>
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</tr>
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<tr>
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<td>4</td>
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<td>120</td>
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<td>-</td>
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</tr>
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<tr>
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<td>5</td>
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<td>200</td>
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<td>-</td>
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</tr>
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</tbody>
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</table>
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<h3>Point of impact</h3>
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<p>Even when multiple missiles are launched, they'll all be fired towards the <strong>same target location</strong>. Despite them all having the same target location, the actual point of impact may be different for each missile, as <strong>there's a margin of error regarding where exactly each missile will fall</strong>. Of course, sometimes they'll all land in the same place and end up being a wasted shot.</p>
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<p>A <strong>missile with an error margine of 1 tile</strong> will land <strong>anywhere within a range of 7 tiles</strong>: the target location and its 6 adjacent tiles. A <strong>missile with an error margin of 2 tiles</strong> will land <strong>anywhere within a range of 19 tiles</strong>: the previous range plus an additional 12 tiles around that.</p>
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<p>To illustrate, a <strong>missile with an error margin of 1 tile</strong> aiming at the city in the middle of the diagram below will land anywhere on the <strong>city</strong> or <strong>plains</strong>.</p>
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<p>A <strong>missile with an error margin of 2 tiles</strong> will land anywhere on the <strong>city</strong>, <strong>plains</strong>, or <strong>wastelands</strong>.</p>
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<div style="margin:1em 0">
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<img class="diagramTile" src="../images/land0.gif" alt="Sea" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land0.gif" alt="Sea" width="32" height="32"><br>
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<img class="diagramTile" src="../images/space.gif" alt="Sea" width="16" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/space.gif" alt="Sea" width="16" height="32"><br>
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<img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land5.gif" alt="City" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><br>
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<img class="diagramTile" src="../images/space.gif" alt="Sea" width="16" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land2.gif" alt="Plains" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/space.gif" alt="Sea" width="16" height="32"><br>
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<img class="diagramTile" src="../images/land0.gif" alt="Sea" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land1.gif" alt="Wasteland" width="32" height="32"><img class="diagramTile" src="../images/land0.gif" alt="Sea" width="32" height="32"><br>
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</div>
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<p>There's an <strong>equal chance of it landing on any tile</strong> within those ranges. <strong>It's not any more likely to land at the center of a target</strong>. Additionally, if you aim towards the edges of the map, it may land outside of the map.</p>
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<hr>
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<h2>Awards</h2>
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<p>By achieving goals, you'll receive awards. When you win an award, an icon will appear beside the name of your island. The following awards are available:</p>
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<table id="awardTable">
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<tbody>
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<tr>
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<th>Award name</th>
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<th>Icon</th>
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<th>Condition</th>
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</tr>
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<tr>
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<td>Turn cup</td>
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<td><img src="../images/prize0.gif" alt="Turn cup" width="16" height="16"></td>
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<td>Awarded to <strong>the island with the highest population on every hundredth turn</strong>. The 100-turn cup, the 200-turn cup, and so on.</td>
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</tr>
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<td>Prosperity award</td>
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<td><img src="../images/prize1.gif" alt="Prosperity award" width="16" height="16"></td>
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<td>Obtained by reaching a <strong>population of 300,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Super prosperity award</td>
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<td><img src="../images/prize2.gif" alt="Super prosperity award" width="16" height="16"></td>
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<td>Same as above but <strong>500,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Ultimate prosperity award</td>
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<td><img src="../images/prize3.gif" alt="Ultimate prosperity award" width="16" height="16"></td>
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<td>Same as above but <strong>1,000,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Peace award</td>
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<td><img src="../images/prize4.gif" alt="Peace award" width="16" height="16"></td>
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<td>Obtained by <strong>accepting 20,000 refugees in one go</strong>.</td>
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</tr>
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</tr>
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<td>Super peace award</td>
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<td><img src="../images/prize5.gif" alt="Super peace award" width="16" height="16"></td>
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<td>Same as above but <strong>50,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Ultimate peace award</td>
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<td><img src="../images/prize6.gif" alt="Ultimate peace award" width="16" height="16"></td>
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<td>Same as above but <strong>80,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Disaster award</td>
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<td><img src="../images/prize7.gif" alt="Disaster award" width="16" height="16"></td>
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<td>Obtained when your <strong>population decreases by 50,000 people</strong> compared to the previous turn.</td>
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</tr>
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</tr>
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<td>Super disaster award</td>
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<td><img src="../images/prize8.gif" alt="Super disaster award" width="16" height="16"></td>
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<td>Same as above but <strong>100,000 people</strong>.</td>
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</tr>
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</tr>
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<td>Ultimate disaster award</td>
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<td><img src="../images/prize9.gif" alt="Ultimate disaster award" width="16" height="16"></td>
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<td>Same as above but <strong>200,000 people</strong>.</td>
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</tr>
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</tbody>
|
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</table>
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<p>Higher awards must be obtained in order. In other words, you must have already won the <strong>peace award</strong> before you can win the <strong>super peace award</strong>.</p>
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<hr>
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<h2>During a food shortage</h2>
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<p>If there's even the slightest shortage of food, there'll be a <strong>food shortage</strong>. When this happens, the population of <strong>villages</strong>, <strong>towns</strong>, and <strong>cities</strong> will naturally decline by <strong>100 to 3,000 people per turn</strong>, whereas normally there'd be a natural increase in population.</p>
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<p>Additionally, <strong>farms</strong>, <strong>factories</strong>, <strong>missile bases</strong>, and <strong>defense facilities</strong> will be destroyed.</p>
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<hr>
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|
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<h2>Types of monster</h2>
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<p>There are the following types of <strong>monster</strong>:</p>
|
|
<table id="monsterTable">
|
|
<tbody>
|
|
<tr>
|
|
<th>Name</th>
|
|
<th>Appearance</th>
|
|
<th>Strength</th>
|
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<th>Experience/Remains value</th>
|
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<th>Min. population for occurrance</th>
|
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<th>Remarks</th>
|
|
</tr>
|
|
<tr>
|
|
<td>Inora</td>
|
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<td><img class="diagramTile" src="../images/monster0.gif" alt="Inora" width="32" height="32"></td>
|
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<td>1-2</td>
|
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<td>5/400</td>
|
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<td>100,000 ppl.</td>
|
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<td>-</td>
|
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</tr>
|
|
<tr>
|
|
<td>Sanjira</td>
|
|
<td><img class="diagramTile" src="../images/monster5.gif" alt="Sanjira" width="32" height="32"></td>
|
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<td>1-2</td>
|
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<td>7/500</td>
|
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<td>100,000 ppl.</td>
|
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<td>Hardens (becomes immune to missile attacks) on odd-numbered turns</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Red Inora</td>
|
|
<td><img class="diagramTile" src="../images/monster1.gif" alt="Red Inora" width="32" height="32"></td>
|
|
<td>3-4</td>
|
|
<td>12/1000</td>
|
|
<td>250,000 ppl.</td>
|
|
<td>-</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Dark Inora</td>
|
|
<td><img class="diagramTile" src="../images/monster2.gif" alt="Dark Inora" width="32" height="32"></td>
|
|
<td>2-3</td>
|
|
<td>15/800</td>
|
|
<td>250,000 ppl.</td>
|
|
<td>May move 2 tiles per turn</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Inora Ghost</td>
|
|
<td><img class="diagramTile" src="../images/monster8.gif" alt="Inora Ghost" width="32" height="32"></td>
|
|
<td>1</td>
|
|
<td>10/300</td>
|
|
<td>250,000 ppl.</td>
|
|
<td>It's unknown how many tiles it can move per turn</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Kujira</td>
|
|
<td><img class="diagramTile" src="../images/monster6.gif" alt="Kujira" width="32" height="32"></td>
|
|
<td>4-5</td>
|
|
<td>20/1500</td>
|
|
<td>400,000 ppl.</td>
|
|
<td>Hardens (becomes immune to missile attacks) on even-numbered turns</td>
|
|
</tr>
|
|
<tr>
|
|
<td>King Inora</td>
|
|
<td><img class="diagramTile" src="../images/monster3.gif" alt="King Inora" width="32" height="32"></td>
|
|
<td>5-6</td>
|
|
<td>30/2000</td>
|
|
<td>400,000 ppl.</td>
|
|
<td>-</td>
|
|
</tr>
|
|
<tr>
|
|
<td>Mecha Inora</td>
|
|
<td><img class="diagramTile" src="../images/monster7.gif" alt="Mecha Inora" width="32" height="32"></td>
|
|
<td>2</td>
|
|
<td>5/0</td>
|
|
<td>-</td>
|
|
<td>Man-made monster</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<hr>
|
|
|
|
<p>For more detailed explanations, please see the <a href="./advanced.html">advanced manual</a>.</p>
|
|
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<hr>
|
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|
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<div id="footer">
|
|
<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> |