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<div><a href="/home.php">Home</a> / <a href="../">Return</a></div>
<hr>
<h1>Hakoniwa Islands 2 Manual (Beginner)</h1>
<hr>
<h2>First of all</h2>
<p>Firstly, <strong>an important note</strong>. You need to set a <strong>password</strong> in order to play, but we're not responsible for the security of your password. Therefore, please use a <strong>safe password that wouldn't be damaging to you if it was ever revealed</strong> (e.g. date of birth, nickname, etc.).</p>
<p>After reading this page, you should be able to start playing <strong>Hakoniwa Islands 2</strong>. Once you have a general grasp of how to play the game, please continue on to the <a href="./intermediate.html">intermediate manual</a> after this page. If you want to learn even more in-depth information, please refer to the <a href="./advanced.html">advanced manual</a>.</p>
<hr>
<h2>What kind of game is this?</h2>
<p><strong>Hakoniwa Islands 2</strong> is a so-called <strong>miniature garden game</strong> in which each player cultivates their own island. Besides simply developing things, players can also cooperate with each other, or even go to war against each other.</p>
<p>Development plans (such as building a farm or leveling wasteland) can be entered up to 20 turns in advance. Generally speaking, <strong>one plan is enacted per turn</strong>. <strong>A single turn occurs every 6 hours</strong> (in other words, there are <strong>4 turns per day</strong>), so if you enter 20 plans in advance, <strong>you will not need to access the game for the next 5 days</strong>.</p>
<p>Of course, various unforeseen circumstances may occur, so it's to your own advantage to check the site more frequently. Please note that if you leave an island without entering any plans for 30 days (120 turns), the island will be considered abandoned.</p>
<p>You can visit islands developed by other players via tourism. This can be done even if you don't have your own island, so why not take a look around to get a feel for things? You can visit an island by clicking on its name in the list of islands on the front page of the game.</p>
<div class="imageContainer">
<div><img src="man-name.png" alt="Island list" width="455" height="207"></div>
<div>(Click on an island name)</div>
<div></div>
<div>(Tourist screen)</div>
<div><img src="man-tourist.png" alt="Tourist screen" width="400" height="229"></div>
</div>
<hr>
<h2>Game objective</h2>
<p>In this game, there's no "win condition" per se. However, the game displays <strong>island population size rankings</strong>, so there's always the goal of reaching the top of the rankings.</p>
<p>Of course, you're free to take it easy and develop your island without worrying about the rankings. However, even if I say "take it easy", it won't be <em>that</em> easy since there are many hardships awaiting you, including disasters...</p>
<hr>
<h2>Let's register</h2>
<p>To create your own island, go to the <strong>"Discover a new island"</strong> section on the game's front page, enter a name and password, then click the <strong>"Discover"</strong> button.</p>
<div class="imageContainer">
<img src="man-register.png" alt="Entering details" width="351" height="250">
</div>
<p>Your island will be discovered.</p>
<div class="imageContainer">
<img src="man-discovered.png" alt="Island discovered" width="400" height="341">
</div>
<p>Then, press the <strong>"Return to top"</strong> link to return to the front page. Your island is now registered.
</p>
<div class="imageContainer">
<img src="man-new.png" alt="Island registered" width="305" height="111">
</div>
<p>By the way, you'll see that there's a number like (117) next to the name of your island. This number represents <strong>how long the island has been abandoned for</strong>. It had been abandoned for a long time prior to you discovering it.</p>
<p>Your island will be <strong>automatically abandoned if left without development plans for more than 120 turns</strong>, so to prevent this you should provide a development plan right away.</p>
<p>To <strong>enter a development plan</strong> for your island, don't simply click on your island's name. If you do, you'll be considered just a <strong>tourist</strong>.</p>
<p>To go to your island as the owner, select your island from the <strong>"Go to your island"</strong> section at the top of the game's front page, enter your password, and press the <strong>"To development"</strong> button.</p>
<div class="imageContainer">
<div><img src="man-goto.png" alt="To development" width="255" height="171"></div>
<div>(Press the "To development" button)</div>
<div></div>
<div>(Go to development screen)</div>
<div><img src="man-owner.png" alt="Development screen" width="356" height="242"></div>
</div>
<hr>
<h2>Development planning</h2>
<p>The layout of the development planning screen looks like this:</p>
<div class="imageContainer">
<img src="man-ownerm.png" alt="Development screen" width="360" height="310">
</div>
<p>As you can see, the middle section is a map. The information about what a tile represents and its respective coordinates is displayed when you <strong>hover your mouse pointer over the tile</strong>.</p>
<h3>Island information</h3>
<p>Here you will see <strong>numerical data</strong> for your entire island. In particular, you should pay close attention to your <strong>funds</strong> and <strong>food</strong>. Without <strong>funds</strong>, you can't do anything; when you run out of <strong>food</strong>, your population will rapidly decrease.</p>
<h3>Scheduled plans</h3>
<p>On the right, <strong>scheduled plans</strong> are shown from 1 through 20. As each turn occurs, plans are executed in order starting from 1, and the following plans will move up the list.</p>
<h3>Plan entry form</h3>
<p>Located on the left side, this is the form use to submit your plans. Below are explanations for each element.</p>
<h4>Plan no.</h4>
<p>Let's you specify the position on the scheduled plans list where your plan will appear (you can also specify a plan number by <strong>clicking on a number in the scheduled plans column</strong>).</p>
<h4>Development plan</h4>
<p>Let's you specify the type of plan to be added. There are many different types, such as <strong>farm development</strong> and <strong>ground leveling</strong>. The meanings of all of these will be explained later.</p>
<h4>Coordinates</h4>
<p>Let's you specify the coordinates for the tile the plan is to be executed on (you can also specify the coordinates by <strong>clicking on a tile on the map</strong>). When carrying out <strong>farm development</strong> for example, you'll need to ask yourself <strong>"where am I going to grow it?"</strong> (some plans don't require you to specify coordinates, such as <strong>financial aid</strong>).</p>
<h4>Quantity</h4>
<p>Depending on the plan type, you may have to <strong>specify an amount</strong>. In those cases, this section allows you to specify the quantity. For example, for <strong>financial aid</strong>, you are required to decide on <strong>how much aid you'll give</strong>.</p>
<h4>Target island</h4>
<p>Most plans are for <strong>your own island</strong>, but some plans are applied to other islands. For example <strong>financial aid</strong>. In those cases, you'll need to specify the <strong>name of the intended target island</strong>.</p>
<h4>Action</h4>
<p>The default action is insert, which inserts the plan at the specified position on the scheduled plans list. However, if you wish to "overwrite" or "delete" the selected scheduled plan number, you may specify so here.</p>
<h4>Send plans</h4>
<p>Press this button to send the specified plan.</p>
<p>The above may seem a little complicated, but in essence, all you have to do is <strong>specify a plan and press the send plan button</strong>.</p>
<p>After briefly explaining the <strong>elements of the map</strong>, <strong>plan types</strong>, and <strong>disasters</strong> that can strike an island, I'll explain what you should do in the early stages of the game.</p>
<hr>
<h2>Map</h2>
<p>An island map consists of 12x12 tiles (one square of terrain is called a <strong>tile</strong>). These are the various types of terrain that are available. Additionally, the <strong>coordinates and terrain type</strong> can be shown on the game screen by hovering your mouse over a tile and waiting a moment.</p>
<p>The following is a list of some of the terrain types:</p>
<table id="mapTable">
<tbody>
<tr>
<th>Sea</th>
<td><img src="../images/land0.gif" alt="Sea" width="32" height="32"></td>
<td>There's normal <strong>sea</strong> and <strong>shallow sea</strong>. This terrain is useless in this state, but you can <strong>landfill</strong> it to turn it into land.</td>
</tr>
<tr>
<th>Wasteland</th>
<td><img src="../images/land1.gif" alt="Wasteland" width="32" height="32"></td>
<td>This terrain is also useless, but it can be turned into <strong>plains</strong> by using <strong>ground leveling</strong>.</td>
</tr>
<tr>
<th>Plains</th>
<td><img src="../images/land2.gif" alt="Plains" width="32" height="32"></td>
<td>On the <strong>plains</strong>, you can build <strong>farms</strong> and <strong>factories</strong>. Additionally, <strong>villages</strong> may form on the <strong>plains</strong> if there are <strong>farms</strong>, <strong>villages</strong>, <strong>towns</strong>, <strong>cities</strong>, etc. in the vicinity.</td>
</tr>
<tr>
<th>Village</th>
<td><img src="../images/land3.gif" alt="Village" width="32" height="32"></td>
<td>Houses <strong>100 to 2,900 people</strong>. The population of <strong>villages</strong> will increase naturally over time. When it reaches <strong>3,000 people</strong>, it will be promoted to a <strong>town</strong>.</td>
</tr>
<tr>
<th>Town</th>
<td><img src="../images/land4.gif" alt="Town" width="32" height="32"></td>
<td>Houses <strong>3,000 to 9,900 people</strong>. The population of <strong>towns</strong> will also increase naturally over time. When it reaches <strong>10,000 people</strong>, it will be promoted to a <strong>city</strong>.</td>
</tr>
<tr>
<th>City</th>
<td><img src="../images/land5.gif" alt="City" width="32" height="32"></td>
<td>Houses <strong>10,000 to 20,000 people</strong>. The population of <strong>cities</strong> will not increase naturally over time... but there are ways to increase it.</td>
</tr>
<tr>
<th>Forest</th>
<td><img src="../images/land6.gif" alt="Forest" width="32" height="32"></td>
<td><strong>Forests</strong> protect <strong>farms</strong> from the winds, provide peace to surrounding <strong>cities</strong>, and prevent <strong>fires</strong>.<br> In an emergency, <strong>trees</strong> can be cut down and sold via <strong>deforestation</strong>.</td>
</tr>
<tr>
<th>Farm</th>
<td><img src="../images/land7.gif" alt="Farm" width="32" height="32"></td>
<td>These are dome-shaped, all-weather <strong>farms</strong>. They start with a potential capacity of <strong>10,000 people</strong>. When people work on a <strong>farm</strong>, they produce <strong>food</strong>.</td>
</tr>
<tr>
<th>Factory</th>
<td><img src="../images/land8.gif" alt="Factory" width="32" height="32"></td>
<td><strong>Factories</strong> start with a potential capacity of <strong>30,000 people</strong>. When people work in a <strong>factory</strong>, they generate <strong>funds</strong>.</td>
</tr>
<tr>
<th>Mountain</th>
<td><img src="../images/land11.gif" alt="Mountain" width="32" height="32"></td>
<td>On <strong>mountains</strong>, you can develop <strong>mines</strong> (they start with a potential capacity of <strong>5,000 people</strong>). When people work in a <strong>mine</strong>, they generate <strong>funds</strong>.</td>
</tr>
<tr>
<th>Missile base</th>
<td><img src="../images/land9.gif" alt="Missile base" width="32" height="32"></td>
<td>If you have a <strong>missile base</strong>, you can <strong>launch missiles</strong> up to the number of bases you own. Additionally, since the location of <strong>missile bases</strong> is classified, they are disguised to look like <strong>forests</strong> to tourists.</td>
</tr>
<tr>
<th>Defense facility</th>
<td><img src="../images/land10.gif" alt="Defense facility" width="32" height="32"></td>
<td>If you have a <strong>defense facility</strong>, missiles flying within 2 tiles of the facility are neutralized by an invisible force field emitted by the facility. However, a <strong>defense facility</strong> cannot protect itself or be protected by other defense facilities.</td>
</tr>
</tbody>
</table>
<p>This is not a complete list, but there's no need to know every single terrain for the time being, and more will be shown in the <a href="./intermediate.html">intermediate manual</a>.</p>
<hr>
<h2>Types of development plan</h2>
<p>After entering with <strong>"Go to my island"</strong>, you can submit <strong>development plans</strong> using the plan entry form located to the left of the map. Plans you've already submitted are displayed to the right of the map.</p>
<p>Plans are submitted by selecting a <strong>plan no.</strong>, <strong>development plan</strong> type, <strong>coordinates</strong>, <strong>quantity</strong>, <strong>target island</strong>, etc., and then clicking the <strong>send plans</strong> button.</p>
<p>The scheduled plans will be executed in order of <strong>plan number</strong>, from 1 to 20.</p>
<p>The process is complicated by <strong>coordinates</strong>, <strong>quantity</strong>, etc., but not all of these <strong>elements</strong> are required. The table below shows which <strong>elements</strong> are related to which <strong>development plan</strong>.</p>
<p>Additionally, some browsers allow you to <strong>click on a desired location</strong> on your island map and have its coordinates appear in the coordinates selection boxes. Likewise, if you <strong>click on a plan shown to the right of the map</strong>, the corresponding number will be set in the plan number selection box.</p>
<p>Development plans include the following:</p>
<table id="planTable">
<tbody>
<tr>
<th>Development plan</th>
<th>Elements to specify</th>
<th>Explanation</th>
</tr>
<tr>
<th>Cash flow</th>
<th>None</th>
<td>No specific development will be undertaken, but you will generate <strong>10M$</strong>. The <strong>island is considered abandoned</strong> while this plan is underway.</td>
</tr>
<tr>
<th>Ground leveling (5M$)</th>
<th>Coordinates</th>
<td><strong>Ground leveling</strong> allows you to turn <strong>wastelands</strong> into <strong>plains</strong>. In addition to <strong>wastelands</strong>, it can also be used to dispose of structures on land that are no longer needed, such as <strong>farms</strong>.</td>
</tr>
<tr>
<th>Landfill (150M$)</th>
<th>Coordinates</th>
<td>You can landfill <strong>sea</strong> to turn it into <strong>shallow sea</strong>. You can also landfill <strong>shallow sea</strong> to create <strong>land</strong>. However, this can only be done if there's <strong>land</strong> in the vicinity.</td>
</tr>
<tr>
<th>Deforestation (free)</th>
<th>Coordinates</th>
<td>Trees in a <strong>forest</strong> are cut down and sold. Every 100 trees sells for 5M$.</td>
</tr>
<tr>
<th>Afforestation (50M$)</th>
<th>Coordinates</th>
<td>Creates a <strong>forest</strong> on the <strong>plains</strong>.</td>
</tr>
<tr>
<th>Farm development (20M$)</th>
<th>Coordinates</th>
<td>Builds a <strong>farm</strong> on the <strong>plains</strong>.</td>
</tr>
<tr>
<th>Factory construction (100M$)</th>
<th>Coordinates</th>
<td>Builds a <strong>factory</strong> on the <strong>plains</strong>.</td>
</tr>
<tr>
<th>Mine development (300M$)</th>
<th>Coordinates</th>
<td>Builds a <strong>mine</strong> on a <strong>mountain</strong>.</td>
</tr>
<tr>
<th>Defense facility construction (1,000M$)</th>
<th>Coordinates</th>
<td>Builds a <strong>defense facility</strong> on the <strong>plains</strong>.</td>
</tr>
<tr>
<th>Food export (10,000 tons)</th>
<th>Coordinates, quantity</th>
<td>Sells food. <strong>10M$ per 10,000 tons</strong>. If you specify a quantity, you will sell the <strong>quantity x 10,000 tons</strong>. You can spend the funds you recieve in the same turn, since this action does not advance the turn.</td>
</tr>
<tr>
<th>Financial aid (100M$)<br> Food aid (10,000 tons)</th>
<th>Coordinates, quantity, target</th>
<td>Assists other islands with <strong>funds/food</strong>. This command alone does not advance the turn. If you specify a quantity, the aid provided will be the <strong>quantity x 100M$/10,000 tons</strong>.</td>
</tr>
<tr>
<th>Missile launch (20M$)<br> Pinpoint missile launch (50M$)<br> Stealth missile launch (50M$)<br> Land-destroying missile launch (100M$)</th>
<th>Coordinates, quantity, target</th>
<td>
<p>Launches a missile at the <strong>target</strong> (requires a <strong>missile base</strong> or <strong>undersea base</strong>). There's a high margin of error, and missiles will fall somewhere <strong>within 2 tiles</strong> of the intended coordinates. If you specify a <strong>quantity</strong>, you will fire that number of missiles (the cost will be calculated appropriately). If you specify a <strong>quantity of 0</strong>, you will fire as many missiles as you are able to.</p>
<p>There are four types of missile, and their characteristics are as follows:</p>
<ul>
<li><strong>Missile</strong>: regular missile</li>
<li><strong>Pinpoint missile</strong>: the margin of error is reduced to 1 tile</li>
<li><strong>Stealth missile</strong>: the identity of the island who launched the missile is kept hidden</li>
<li><strong>Land-destroying missile</strong>: the land at the point of impact is submerged</li>
</ul>
</td>
</tr>
<tr>
<th>Abandon island (free)</th>
<th>None</th>
<td>Abandons the island. If you wish to resign, you should use this.</td>
</tr>
</tbody>
</table>
<p>This is not all the plan types. However, since there's no need to know the rest for the time being, they'll be found in the <a href="./intermediate.html">intermediate manual</a>.</p>
<hr>
<h2>Income and food consumption</h2>
<p><strong>This is a little complicated, but it's important.</strong></p>
<p>Residents will automatically work so long as they have places to do so (<strong>farms</strong>, <strong>factories</strong>, and <strong>mines</strong>). As they work, they generate <strong>food</strong> and <strong>funds</strong>.</p>
<p>If <strong>100 people work on a farm</strong>, they'll generate <strong>100 tons of food per turn</strong>. If <strong>1,000 people work in a factory or a mine</strong>, they'll generate <strong>1M$ per turn</strong>.</p>
<p>If there are extra places to work, priority will be given to <strong>farms</strong> (because <strong>funds</strong> can be obtained by selling <strong>food</strong>, whereas <strong>food</strong> cannot be bought).</p>
<p>Also, for every <strong>500 people</strong>, <strong>100 tons</strong> of food are consumed per turn. Therefore, at least <strong>20% of the population</strong> must be working on farms, or the food supply will gradually decrease.</p>
<p>If your food stock is over <strong>999,900 tons</strong> at the end of the turn, the excess amount will be <strong>automatically converted into funds</strong>. If your funds exceeds <strong>9,999M$</strong> at the end of the turn, the excess amount <strong>will be discarded</strong>.</p>
<hr>
<h2>Disasters</h2>
<p>Even if you get along well with other islands, <strong>natural disasters</strong> and <strong>accidents</strong> can occur. Below are the types of <strong>disasters</strong> that can occur:</p>
<table id="disasterTable">
<tbody>
<tr>
<th>Fire</th>
<td><strong>Towns</strong>, <strong>cities</strong> and <strong>factories</strong> can be destroyed by fires. However, if those areas are adjacent to a <strong>forest</strong>, it seems that <strong>fires</strong> don't occur.</td>
</tr>
<tr>
<th>Typhoon</th>
<td><strong>Farms</strong> are at risk of being blown away. If a <strong>farm</strong> is blown away, all that will be left is an empty <strong>plain</strong>. <strong>Farms</strong> that are adjacent to many <strong>forests</strong> seem to be less prone blowing away.</td>
</tr>
<tr>
<th>Tsunami</th>
<td>Buildings and other structures adjacent to <strong>seas</strong> will be destroyed. The more <strong>seas</strong> adjacent to a given tile, the greater the risk of it being destroyed. Even sturdy <strong>missile bases</strong> and <strong>defense facilities</strong> that can withstand <strong>earthquakes</strong> can be destroyed by a tsunami.</td>
</tr>
<tr>
<th>Eruption</th>
<td>When a volcano suddenly <strong>erupts</strong>, a <strong>mountain</strong> is formed at the location of the eruption. The surrounding area will also rise.</td>
</tr>
<tr>
<th>Meteorite</th>
<td>If a <strong>meteorite</strong> falls and hits land, the area will be submerged. If one falls, it may be followed by several more.</td>
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<th>Huge meteorite</th>
<td>A <strong>huge meteorite</strong> falls and destroys the area within 2 tiles of the location it fell.</td>
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<th>Earthquake</th>
<td><strong>Factories</strong> and <strong>cities</strong> throughout the island will be destroyed. This is somewhat more likely to occur on turns where <strong>quick ground leveling</strong> is used.</td>
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<th>Land subsidence</th>
<td>If the size of an island is over <strong>9,000 square miles</strong> (90 land tiles), <strong>land subsidence</strong> may occur due to the weight of the island. If this happens, every land tile adjacent to sea will be submerged.</td>
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<th>Monster</th>
<td>A <strong>monster</strong> suddenly appears in a <strong>village</strong>/<strong>town</strong>/<strong>city</strong>. The <strong>monster</strong> will go on a rampage until they're defeated. However, <strong>monsters</strong> are only interested in islands with populations of <strong>100,000 or more</strong>.</td>
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<th>Food shortage</th>
<td>Although not exactly a natural disaster, a food shortage causes the island's residents to rush to the <strong>farms</strong>, <strong>factories</strong>, <strong>missile bases</strong>, and <strong>defense facilities</strong>. The rushed locations will be destroyed.</td>
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<th>Buried treasure</th>
<td>This is a lucky occurrence rather than a disaster, but sometimes <strong>buried treasure</strong> will suddenly be unearthed while performing <strong>ground leveling</strong> (this won't happen while using quick ground leveling).</td>
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<h2>What should I do first?</h2>
<p>After being given the vague instruction of "go develop" and little else, you may be wondering what to do. You're not required to follow this, but here's <strong>an example of how to proceed in the early stages of the game</strong>.</p>
<h3>First, farms</h3>
<p>The first thing we need to do is <strong>farm development</strong> in order to procure food. Since there's a chance that <strong>villages</strong> will be built around the <strong>farm</strong>, it might be a good idea to build it on <strong>plains</strong> in an area where nobody currently lives.</p>
<p>The initial island population is only 1,000, but it will soon increase, so it's recommended to have at least 3 <strong>farms</strong>.</p>
<h3>Let's increase the population</h3>
<p>If you have <strong>plains</strong> next to an area where people are living, a village may create itself. The population of the village will increase rapidly. If you don't have enough plains, use <strong>ground leveling</strong> on <strong>wastelands</strong> etc. to make more usable land.</p>
<p>However, no matter how much your population grows, if you don't provide a place for people to work, all they'll be able to do is eat food. Since there are only 10,000 people per <strong>farm</strong>, we should build a <strong>factory</strong>. The ideal situation is to have all the island's residents working at all times.</p>
<p>Of course, <strong>factories</strong> are expensive, so you may not have enough <strong>funds</strong>. In that case, you can export <strong>food</strong>, <strong>deforest</strong> your <strong>forests</strong>, use <strong>cash flow</strong>, or borrow from other islands.</p>
<h3>Don't forget about military</h3>
<p>When your population reaches 100,000, <strong>monsters</strong> may appear. Additionally, even if you don't get attacked by <strong>monsters</strong>, you may be attacked by other islands. In such cases, the single <strong>missile base</strong> you've had since the start isn't enough to rely on, so even though it may be tough in terms of <strong>funds</strong>, it's better to have at least <strong>3 missile bases</strong>.</p>
<h3>Now the rest is up to you...</h3>
<p>Once your population is growing steadily and you have enough places for people to work, you'll have more funds available. From here, you'll be able to expand your island via <strong>landfilling</strong>, among other things. Develop your island however you see fit; whether you want to focus on your island's landscape, increasing it's population, winning awards, or becoming a military nation.</p>
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<h2>Miscellaneous</h2>
<p>If you have any other questions about the rules, please ask them on the bulletin board. Depending on the importance of the question, we may add it somewhere in the beginner, intermediate, or advanced manual.</p>
<p>For more detailed explanations, please see the <a href="./intermediate.html">intermediate manual</a> and <a href="./advanced.html">advanced manual</a>.</p>
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<p>Original author: Hiroki Tokuoka (<span lang="ja">徳岡宏樹</span>)</p>
<p>Translated by <a href="https://www.heyuri.net/">Heyuri</a></p>
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