This page describes the more intricate game mechanics, including disaster rates. This isn't necessary for regular development, but please read this page if you want to make a more intricate development plan.
For the basics, see the beginner's manual and the intermediate manual.
Turn processing takes place every 6 hours in the following order:
Income | Each island receives an income according to its population and number of factories and farms. |
---|---|
Food consumption | Food is consumed in proportion to the population. |
Development plan execution | One development plan per island is executed. The order of the islands is random. |
Individual tile processing | Processing for each individual tile is carried out. More details on this later. |
Island-wide disasters | Island-wide disasters (monsters, earthquakes, tsunamis, land subsidence, typhoons, meteorites, huge meteorites, eruptions, food shortages, and buried treasure) are determined. |
End-of-turn processing | If food exceeds 999,900 tons, the excess is automatically converted into funds. If funds exceed 9999M$, the excess is discarded. Awards will be determined based on population. If the population reaches 0, the island will be unregistered and deleted. |
Income occurs first, then consumption and development, so it's possible for you to make plans that rely on future income.
The order in which islands are developed is randomly determined each turn. If a plan can't be executed for some reason, such as a lack of funds, the next plan will be carried out instead.
The order in which tiles are processed during individual tile processing is random each turn. For each tile, the following processing is performed:
Population increases (or decreases during food shortages).
Scale | Normal | During island promotion | During food shortages |
---|---|---|---|
Villages, towns | Increases by 100 to 1,000 people | Increases by 100 to 3,000 people | Decreases by 100 to 3,000 people |
Cities | No increase | Increases by 100 to 300 people | Decreases by 100 to 3,000 people |
For towns and cities without forests around them, there's also a fire determination (1% chance of burning down).
There's a fire determination (1% chance of burning down).
If there's a farm, village, town, or city in the surrounding area, there's a village generation determination. There's a 20% chance of this happening.
The number of trees will increase by 100 (up to a maximum of 20,000).
If self-destruction is set in the development plan, it will self-destruct.
After generating 1000M$ in funds, there's a depletion determination. There's a 4% chance of depletion each turn.
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).
If the destination tile is a defense facility, the self-destruct mechanism will be activated.
Has a 1% chance of occurring per turn, per factory, city, town, or facade that's not adjacent to a forest or monument.
Has a 2% chance of occuring per turn, per island.
When it occurs, a determination is made for each farm and facade, and the probability of them becoming plains is as follows:
<Probability of becoming plains> If F is the number of forests adjacent to a farm, the probabilty is:
(6 - F) / 12
Has a 1.5% chance of occurring per turn, per island.
When it occurs, a determination is made for specific terrain types adjacent to sea, and the probability of them becoming wasteland is described below.
The specific terrain types are farms, factories, villages, towns, cities, missile bases, and defense facility facades.
<Probability of becoming wasteland> If S is the number of adjacent sea tiles (including shallow sea), the probabilty is:
(S - 1) / 12
Note: Even if a body of water is surrounded by land, and should really be called a lake rather than a sea, it's still considered sea. This is because it would be a hassle to give special treatment to this one scenario. Additionally, the area outside the map is also considered sea. Thus, even if all tiles are landfilled, the outer edges will still be coastal. Naturally, undersea bases and offshore oil fields are also considered sea.
Has a 1% chance of occuring per turn, per island.
It occurs on a random tile on the map, and a mountain will form on that tile. Adjacent tiles will become shallow sea if they're sea, or wasteland if they're shallow sea. In other cases, they'll become wasteland.
Has a 1.5% chance of occuring per turn, per island.
It falls on a random tile on the map, and that tile will become sea. If one falls, there's a 50% chance that a second will fall; if a second falls, there's a 50% chance that a third will fall. This is repeated until one does not fall.
Has a 0.5% chance of occuring per turn, per island.
It falls on a random tile on the map, and that tile will become sea. Additionaly, adjacent tiles will become shallow sea. Tiles that are 2 tiles away will become wasteland.
Has a 0.5% chance of occuring per turn, per island.
The probability increases by 0.5% for each instance of quick ground leveling performed during a turn. When it occurs, a determination is made for each factory and city, each of which has a 1/4 chance of becoming a wasteland.
Only occurs on islands that are over 9000 square miles in size, with a 3% chance of occurring per turn.
When it occurs, all land adjacent to the sea (including shallow sea) will become shallow sea, and all shallow sea will become sea.
Only appears on islands with a population of 100,000 or more, and the chance of appearing per turn is proportional to the area of the island (0.03% per 100 square miles (1 tile)).
Occurs without fail when there's not enough food. When it occurs, a determination is made for each factory, farm, missile base, and defence facility, each of which has a 1/4 chance of becoming a wasteland.
Not a "disaster" per se, but it's treated the same way.
Has a 1% chance of occuring per instance of ground leveling, per island.
Doesn't apply to quick ground leveling. When it occurs, you'll get an income of between 100M$ to 1,000M$.
Here's the changes in terrain caused by disasters, missiles, etc.:
Original terrain | Sea | Shallow sea | Wasteland | Plains | Village | Town | City | Forest | Farm | Factory | Missile base | Defense facility | Mountain | Monster | Undersea base | Offshore oil field | Monument | Facade |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal missile | - | - | - | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Mountain | Strength lowered by 1 | - | Sea | Wasteland | Wasteland |
Land-destroying missile | - | Sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Wasteland | Shallow sea | Sea | Sea | Shallow sea | Shallow sea |
Fire | - | - | - | - | - | Wasteland | Wasteland | - | - | Wasteland | - | - | - | - | - | - | - | Wasteland |
Earthquake | - | - | - | - | - | - | Wasteland | - | - | Wasteland | - | - | - | - | - | - | - | Wasteland |
Tsunami | - | - | - | - | Wasteland | Wasteland | Wasteland | - | Wasteland | Wasteland | Wasteland | Wasteland | - | - | - | - | - | Wasteland |
Typhoon | - | - | - | - | - | - | - | - | Plains | - | - | - | - | - | - | - | - | Plains |
Meteorite | - | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea |
Eruption (center) | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain | Mountain (note 1) | Mountain | Mountain | Mountain | Mountain | Mountain |
Eruption (1 tile around) |
Shallow sea | Wasteland | - | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | - | - | Shallow sea | Shallow sea | Wasteland | Wasteland |
Wide-area damage (center) (note 2) |
- | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea | Sea |
Wide-area damage (1 tile around) |
- | Sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Shallow sea | Sea | Sea | Shallow sea | Shallow sea |
Wide-area damage (2 tiles around) |
- | - | - | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | Wasteland | - | Wasteland | - | - | Wasteland | Wasteland |
Food shortage (note 3) | - | - | - | - | - | - | - | - | - | Wasteland | Wasteland | Wasteland | Wasteland | - | - | - | - | - |