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. |
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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, giant 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$, the excess is discarded. Awards will be determined based on population. If the population reaches 0, the island will be unregistered and deleted. |
Income occurs first, then consumption and development, so it's possible for you to make plans that rely on future income.
The order in which islands are developed is randomly determined each turn. If a plan can't be executed for some reason, such as a lack of funds, the next plan will be carried out instead.
The order in which tiles are processed during individual tile processing is random each turn. For each tile, the following processing is performed:
Population increases (or decreases during food shortages).
Scale | Normal | During island promotion | During food shortages |
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Villages, towns | Increases by 100 to 1,000 people | Increases by 100 to 3,000 people | Decreases by 100 to 3,000 people |
Cities | No increase | Increases by 100 to 300 people | Decreases by 100 to 3,000 people |
For towns and cities without forests around them, there's also a fire determination (1% chance of burning down).
There's a fire determination (1% chance of burning down).
If there's a farm, village, town, or city in the surrounding area, there's a village generation determination. There's a 20% chance of this happening.
The number of trees will increase by 100 (up to a maximum of 20,000).
If self-destruction is set in the development plan, it will self-destruct.
After generating 1000M$ 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.
1% chance per turn for each factory, city, town, or facade that's not adjacent to a forest or monument.