Firstly, an important note. You need to set a password in order to play, but we're not responsible for the security of your password. Therefore, please use a safe password that wouldn't be damaging to you if it was ever revealed (e.g. date of birth, nickname, etc.).
After reading this page, you should be able to start playing Hakoniwa Islands 2. Once you have a general grasp of how to play the game, please continue on to the intermediate manual after this page. If you want to learn even more in-depth information, please refer to the advanced manual.
Hakoniwa Islands 2 is a so-called miniature garden game 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.
Development plans (such as building a farm or leveling wasteland) can be entered up to 20 turns in advance. Generally speaking, one plan is enacted per turn. A single turn occurs every 6 hours (in other words, there are 4 turns per day), so if you enter 20 plans in advance, you will not need to access the game for the next 5 days.
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.
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.
In this game, there's no "win condition" per se. However, the game displays island population size rankings, so there's always the goal of reaching the top of the rankings.
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 that easy since there are many hardships awaiting you, including disasters...
To create your own island, go to the "Discover a new island" section on the game's front page, enter a name and password, then click the "Discover" button.
Your island will be discovered.
Then, press the "Return to top" link to return to the front page. Your island is now registered.
By the way, you'll see that there's a number like (117) next to the name of your island. This number represents how long the island has been abandoned for. It had been abandoned for a long time prior to you discovering it.
Your island will be automatically abandoned if left without development plans for more than 120 turns, so to prevent this you should provide a development plan right away.
To enter a development plan for your island, don't simply click on your island's name. If you do, you'll be considered just a tourist.
To go to your island as the owner, select your island from the "Go to your island" section at the top of the game's front page, enter your password, and press the "To development" button.
The layout of the development planning screen looks like this:
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 hover your mouse pointer over the tile.
Here you will see numerical data for your entire island. In particular, you should pay close attention to your funds and food. Without funds, you can't do anything; when you run out of food, your population will rapidly decrease.
On the right, scheduled plans 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.
Located on the left side, this is the form use to submit your plans. Below are explanations for each element.
Let's you specify the position on the scheduled plans list where your plan will appear (you can also specify a plan number by clicking on a number in the scheduled plans column).
Let's you specify the type of plan to be added. There are many different types, such as farm development and ground leveling. The meanings of all of these will be explained later.
Let's you specify the coordinates for the tile the plan is to be executed on (you can also specify the coordinates by clicking on a tile on the map). When carrying out farm development for example, you'll need to ask yourself "where am I going to grow it?" (some plans don't require you to specify coordinates, such as financial aid).
Depending on the plan type, you may have to specify an amount. In those cases, this section allows you to specify the quantity. For example, for financial aid, you are required to decide on how much aid you'll give.
Most plans are for your own island, but some plans are applied to other islands. For example financial aid. In those cases, you'll need to specify the name of the intended target island.
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.
Press this button to send the specified plan.
The above may seem a little complicated, but in essence, all you have to do is specify a plan and press the send plan button.
After briefly explaining the elements of the map, plan types, and disasters that can strike an island, I'll explain what you should do in the early stages of the game.
An island map consists of 12x12 tiles (one square of terrain is called a tile). These are the various types of terrain that are available. Additionally, the coordinates and terrain type can be shown on the game screen by hovering your mouse over a tile and waiting a moment.
The following is a list of some of the terrain types:
Sea | There's normal sea and shallow sea. This terrain is useless in this state, but you can landfill it to turn it into land. | |
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Wasteland | This terrain is also useless, but it can be turned into plains by using ground leveling. | |
Plains | On the plains, you can build farms and factories. Additionally, villages may form on the plains if there are farms, villages, towns, cities, etc. in the vicinity. | |
Village | Houses 100 to 2,900 people. The population of villages will increase naturally over time. When it reaches 3,000 people, it will be promoted to a town. | |
Town | Houses 3,000 to 9,900 people. The population of towns will also increase naturally over time. When it reaches 10,000 people, it will be promoted to a city. | |
City | Houses 10,000 to 20,000 people. The population of cities will not increase naturally over time... but there are ways to increase it. | |
Forest | Forests protect farms from the winds, provide peace to surrounding cities, and prevent fires. In an emergency, trees can be cut down and sold via deforestation. |
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Farm | These are dome-shaped, all-weather farms. They start with a potential capacity of 10,000 people. When people work on a farm, they produce food. | |
Factory | Factories start with a potential capacity of 30,000 people. When people work in a factory, they generate funds. | |
Mountain | On mountains, you can develop mines (they start with a potential capacity of 5,000 people). When people work in a mine, they generate funds. | |
Missile base | If you have a missile base, you can launch missiles up to the number of bases you own. Additionally, since the location of missile bases is classified, they are disguised to look like forests to tourists. | |
Defense facility | If you have a defense facility, missiles flying within 2 tiles of the facility are neutralized by an invisible force field emitted by the facility. However, a defense facility cannot protect itself or be protected by other defense facilities. |
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 intermediate manual.
After entering with "Go to my island", you can submit development plans 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.
Plans are submitted by selecting a plan no., development plan type, coordinates, quantity, target island, etc., and then clicking the send plans button.
The scheduled plans will be executed in order of plan number, from 1 to 20.
The process is complicated by coordinates, quantity, etc., but not all of these elements are required. The table below shows which elements are related to which development plan.
Additionally, some browsers allow you to click on a desired location on your island map and have its coordinates appear in the coordinates selection boxes. Likewise, if you click on a plan shown to the right of the map, the corresponding number will be set in the plan number selection box.
Development plans include the following:
Development plan | Elements to specify | Explanation |
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Cash flow | None | No specific development will be undertaken, but you will generate 10M$. The island is considered abandoned while this plan is underway. |
Ground leveling (5M$) | Coordinates | Ground leveling allows you to turn wastelands into plains. In addition to wastelands, it can also be used to dispose of structures on land that are no longer needed, such as farms. |
Landfill (150M$) | Coordinates | You can landfill sea to turn it into shallow sea. You can also landfill shallow sea to create land. However, this can only be done if there's land in the vicinity. |
Deforestation (free) | Coordinates | Trees in a forest are cut down and sold. Every 100 trees sells for 5M$. |
Afforestation (50M$) | Coordinates | Creates a forest on the plains. |
Farm development (20M$) | Coordinates | Builds a farm on the plains. |
Factory construction (100M$) | Coordinates | Builds a factory on the plains. |
Mine development (300M$) | Coordinates | Builds a mine on a mountain. |
Defense facility construction (1,000M$) | Coordinates | Builds a defense facility on the plains. |
Food export (10,000 tons) | Coordinates, quantity | Sells food. 10M$ per 10,000 tons. If you specify a quantity, you will sell the quantity x 10,000 tons. You can spend the funds you recieve in the same turn, since this action does not advance the turn. |
Financial aid (100M$) Food aid (10,000 tons) |
Coordinates, quantity, target | Assists other islands with funds/food. This command alone does not advance the turn. If you specify a quantity, the aid provided will be the quantity x 100M$/10,000 tons. |
Missile launch (20M$) Pinpoint missile launch (50M$) Stealth missile launch (50M$) Land-destroying missile launch (100M$) |
Coordinates, quantity, target |
Launches a missile at the target (requires a missile base or undersea base). There's a high margin of error, and missiles will fall somewhere within 2 tiles of the intended coordinates. If you specify a quantity, you will fire that number of missiles (the cost will be calculated appropriately). If you specify a quantity of 0, you will fire as many missiles as you are able to. There are four types of missile, and their characteristics are as follows:
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Abandon island (free) | None | Abandons the island. If you wish to resign, you should use this. |
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 intermediate manual.
This is a little complicated, but it's important.
Residents will automatically work so long as they have places to do so (farms, factories, and mines). As they work, they generate food and funds.
If 100 people work on a farm, they'll generate 100 tons of food per turn. If 1,000 people work in a factory or a mine, they'll generate 1M$ per turn.
If there are extra places to work, priority will be given to farms (because funds can be obtained by selling food, whereas food cannot be bought).
Also, for every 500 people, 100 tons of food are consumed per turn. Therefore, at least 20% of the population must be working on farms, or the food supply will gradually decrease.
If your food stock is over 999,900 tons at the end of the turn, the excess amount will be automatically converted into funds. If your funds exceeds 9,999M$ at the end of the turn, the excess amount will be discarded.
Even if you get along well with other islands, natural disasters and accidents can occur. Below are the types of disasters that can occur:
Fire | Towns, cities and factories can be destroyed by fires. However, if those areas are adjacent to a forest, it seems that fires don't occur. |
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Typhoon | Farms are at risk of being blown away. If a farm is blown away, all that will be left is an empty plain. Farms that are adjacent to many forests seem to be less prone blowing away. |
Tsunami | Buildings and other structures adjacent to seas will be destroyed. The more seas adjacent to a given tile, the greater the risk of it being destroyed. Even sturdy missile bases and defense facilities that can withstand earthquakes can be destroyed by a tsunami. |
Eruption | When a volcano suddenly erupts, a mountain is formed at the location of the eruption. The surrounding area will also rise. |
Meteorite | If a meteorite falls and hits land, the area will be submerged. If one falls, it may be followed by several more. |
Huge meteorite | A huge meteorite falls and destroys the area within 2 tiles of the location it fell. |
Earthquake | Factories and cities throughout the island will be destroyed. This is somewhat more likely to occur on turns where quick ground leveling is used. |
Land subsidence | If the size of an island is over 9,000 square miles (90 land tiles), land subsidence may occur due to the weight of the island. If this happens, every land tile adjacent to sea will be submerged. |
Monster | A monster suddenly appears in a village/town/city. The monster will go on a rampage until they're defeated. However, monsters are only interested in islands with populations of 100,000 or more. |
Food shortage | Although not exactly a natural disaster, a food shortage causes the island's residents to rush to the farms, factories, missile bases, and defense facilities. The rushed locations will be destroyed. |
Buried treasure | This is a lucky occurrence rather than a disaster, but sometimes buried treasure will suddenly be unearthed while performing ground leveling (this won't happen while using quick ground leveling). |
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 an example of how to proceed in the early stages of the game.
The first thing we need to do is farm development in order to procure food. Since there's a chance that villages will be built around the farm, it might be a good idea to build it on plains in an area where nobody currently lives.
The initial island population is only 1,000, but it will soon increase, so it's recommended to have at least 3 farms.
If you have plains 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 ground leveling on wastelands etc. to make more usable land.
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 farm, we should build a factory. The ideal situation is to have all the island's residents working at all times.
Of course, factories are expensive, so you may not have enough funds. In that case, you can export food, deforest your forests, use cash flow, or borrow from other islands.
When your population reaches 100,000, monsters may appear. Additionally, even if you don't get attacked by monsters, you may be attacked by other islands. In such cases, the single missile base you've had since the start isn't enough to rely on, so even though it may be tough in terms of funds, it's better to have at least 3 missile bases.
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 landfilling, 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.
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.
For more detailed explanations, please see the intermediate manual and advanced manual.