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Hakoniwa Islands 2 Manual (Intermediate)


This page explains aspects of the game that were left out of the beginner's manual. Once your island has grown to a certain extent, you'll start needing the information here. For more detailed information, please refer to the advanced manual.


Terrain details

Terrains that weren't covered in the beginner's manual

Undersea base Undersea base Similar to the missile base, but this one is built in the sea. It just looks like sea to tourists. It can't be built in shallow sea.
Offshore oil field Offshore oil field It can be found by excavating the sea. An offshore oil field can bring in as much as 1000M$ per turn. However, it'll eventually run dry.
Monument Monument It costs a huge amount of funds to build, and generally speaking it's not particularly useful. Perhaps you can use them to raise national prestige. They have some minor benefits, such as being immune to monsters and being able to prevent fires like forests.
Facade Facade It's a facade that has the appearance of a defense facility. 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.

About villages, towns, and cities

Plains have a 20% chance on every turn of generating a village with a population of 100 people if there's at least one village, town, city, or farm in the surrounding area.

The population of villages and towns will increase by 100 to 1,000 people on each turn. Their population will increase by 100 to 3,000 people on turns where island promotion is performed. They'll develop into towns and cities when they reach populations of 3,000 and 10,000 people respectively.

The population of a city will not increase by itself. However, the population will increase by 100 to 300 people on turns where island promotion is performed. Additionally, when refugees are accepted, they'll be hosted in cities. The maximum population of a city is 20,000 people. Regarding refugees, they'll be explained in the "About missiles" section.

Forests

Forests have between 100 and 2,000 trees. The number of trees increases by 100 trees per turn. When you use afforestation, the forest will initially have only 100 trees. If you use deforestation, you can sell the trees, but you can't deforest only a portion of the trees; you must sell the entire forest tile. Every 100 trees is worth 5M$.

Farms, factories, and mountains (mines)

Farms and factories allow people to work. People can also work on mountains if you develop them into mines.

When farm development is first used to build a farm, it has a maximum capacity of 10,000 people, but if you repeatedly use farm development on the same location, the maximum capacity of the farm will increase by 2,000 people each time. The maximum capacity is 50,000 people.

The same is true for factories, but their maximum capacity is increased by 10,000 people per factory construction. Their maximum capacity is 100,000 people.

Mountains can be increased up to a maximum capacity of 200,000 people, which increases by 5,000 people per mine development.

For convenience, you can specify a quantity when planning farm development 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.

Defense facilities

If you perform defense facility construction on a location where a defense facility already exists, you can cause the defense facility to self-destruct. If there is a monster within a 2-tile radius, the monster can be destroyed with a single blow (with considerable damage to the island, of course). Note, however, that the monster may move outside the radius before the self-destruction occurs. Additionally, even if you don't intend it to self-destruct, the monster will automatically cause a self-destruction if it reaches a defense facility.


Development plans

Development plans that weren't covered in the beginner's manual

Development plan Elements to specify Explanation
Quick ground leveling (100M$) Coordinates Similar to ground leveling, quick ground leveling is used to turn wastelands into plains. The difference is that quick ground leveling does not advance the turn, in addition to being more expensive.
Excavation (200M$) Coordinates (quantity) Excavates land and turns it into shallow sea. If you excavate shallow sea, it becomes normal sea.
Also, if carried out on sea, offshore oil fields may be discovered. In this case, please specify a quantity to determine the budget to be used. Each quantity adds an additional 200M$, which increases the oil field discovery rate by 1%.
Undersea base construction (8000M$) Coordinates Builds an undersea base in the sea.
Monument construction (9999M$) Coordinates (target) Builds a monument on the plains.
Additionally, if you build one on a location where one already exists, it will fly to the island you set as the target.
Facade installation (1M$) Coordinates Builds a facade on the plains.
Dispatch monster (3000M$) Target Sends a man-made monster to the target island.
Island promotion (1000M$) None Your population is more likely to increase on turns where island promotion is used.

Construction planning

Plans that involve "building something on the plains" such as afforestation, farm development, factory construction, missile base construction, defense facility construction, etc. can actually be implemented directly on villages, towns, and cities, in addition to the plains (this is a convenience feature that prevents villages from spawning on their own and disrupting your schedule).

Landfill

Landfill can only be used on sea that's adjacent to land.

If landfill is used on normal sea, it'll become shallow sea.

If landfill is used on shallow sea, it'll become wasteland. Additionally, if any adjacent sea (including shallow sea) is within 3 tiles, those tiles will become shallow sea.

Excavation

Excavation can turn mountains into wastelands, general land into shallow seas, and shallow seas into normal sea.

Furthermore, excavation can be used to find oil fields when used on sea. In this case, specifying a quantity becomes relevant. The cost is proportional to the quantity, but the probability of finding an oil field is also proportional to the quantity (quantity x 1%).

Once an oil field is found, you'll earn 1000M$ per turn from that oil field. However, there's also a 4% chance that it'll run dry each turn. Of course, if the oil field gets destroyed by a missile or a disaster before it's depleted, it'll be gone anyway.


Missiles

Power

As a general rule, a missile will turn the location it lands on into wasteland with a single hit (or shallow sea in the case of land-destroying missiles). However, there are the following exceptions:

Hitting sea, mountains, and undersea bases

Sea (including shallow sea), mountains, and undersea bases usually take no damage from regular missiles. In the case of land-destroying missiles however, shallow sea is turned into normal sea, undersea bases are turned into sea, and mountains are turned into wasteland.

Hitting monsters

Monsters have strength, and their strength is reduced by 1 each time a missile hits them. They'll be defeated when their strength is reduced to 0.

In the case of land-destroying missiles however, the entire land area where the monster is located will be submerged, so the monster will be defeated in a single hit.

Hitting an offshore oil field

It will become sea instead of wasteland.

Refugees

If a missile hits a village, town, or city of another country, that country's population will of course be reduced. Then, for some inexplicable reason, roughly half of the refugees will show up in the country that launched the missile. Refugees are accepted into plains, villages, towns, and cities (their population will increase accordingly). Acceptance may take the form of a village of roughly 1,000 people on the plains, or an increase in the population of an existing village, town, or city by up to 5,000 people.

Note that if you launch land-destroying missiles or stealth missiles, then for some inexplicable reason, no refugees will appear.

Level and experience

Missile bases and undersea bases have levels. In the beginner's manual, 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 as many missiles as they have levels. They'll start off at level 1.

When a launched missile hits a village, town, or city, you'll receive experience 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. Experience is also gained if a monster is killed by a missile (but not by a land-destroying missile).

Level increases are as follows:

Level Missile base exp Undersea base exp
1 0 0
2 20 50
3 60 200
4 120 -
5 200 -

Point of impact

Even when multiple missiles are launched, they'll all be fired towards the same target location. Despite them all having the same target location, the actual point of impact may be different for each missile, as there's a margin of error regarding where exactly each missile will fall. Of course, sometimes they'll all land in the same place and end up being a wasted shot.

A missile with an error margine of 1 tile will land anywhere within a range of 7 tiles: the target location and its 6 adjacent tiles. A missile with an error margin of 2 tiles will land anywhere within a range of 19 tiles: the previous range plus an additional 12 tiles around that.

To illustrate, a missile with an error margin of 1 tile aiming at the city in the middle of the diagram below will land anywhere on the city or plains.

A missile with an error margin of 2 tiles will land anywhere on the city, plains, or wastelands.

SeaWastelandWastelandWastelandSea
SeaWastelandPlainsPlainsWastelandSea
WastelandPlainsCityPlainsWasteland
SeaWastelandPlainsPlainsWastelandSea
SeaWastelandWastelandWastelandSea

There's an equal chance of it landing on any tile within those ranges. It's not any more likely to land at the center of a target. Additionally, if you aim towards the edges of the map, it may land outside of the map.


Awards

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:

Award name Icon Condition
Turn cup Turn cup Awarded to the island with the highest population on every hundredth turn. The 100-turn cup, the 200-turn cup, and so on.
Prosperity award Prosperity award Obtained by reaching a population of 300,000 people.
Super prosperity award Super prosperity award Same as above but 500,000 people.
Ultimate prosperity award Ultimate prosperity award Same as above but 1,000,000 people.
Peace award Peace award Obtained by accepting 20,000 refugees in one go.
Super peace award Super peace award Same as above but 50,000 people.
Ultimate peace award Ultimate peace award Same as above but 80,000 people.
Disaster award Disaster award Obtained when your population decreases by 50,000 people compared to the previous turn.
Super disaster award Super disaster award Same as above but 100,000 people.
Ultimate disaster award Ultimate disaster award Same as above but 200,000 people.

Higher awards must be obtained in order. In other words, you must have already won the peace award before you can win the super peace award.


During a food shortage

If there's even the slightest shortage of food, there'll be a food shortage. When this happens, the population of villages, towns, and cities will naturally decline by 100 to 3,000 people per turn, whereas normally there'd be a natural increase in population.

Additionally, farms, factories, missile bases, and defense facilities will be destroyed.


Types of monster

There are the following types of monster:

Name Appearance Strength Experience/Remains value Min. population for occurrance Remarks
Inora Inora 1-2 5/400 100,000 ppl. -
Sanjira Sanjira 1-2 7/500 100,000 ppl. Hardens (becomes immune to missile attacks) on odd-numbered turns
Red Inora Red Inora 3-4 12/1000 250,000 ppl. -
Dark Inora Dark Inora 2-3 15/800 250,000 ppl. May move 2 tiles per turn
Inora Ghost Inora Ghost 1 10/300 250,000 ppl. It's unknown how many tiles it can move per turn
Kujira Kujira 4-5 20/1500 400,000 ppl. Hardens (becomes immune to missile attacks) on even-numbered turns
King Inora King Inora 5-6 30/2000 400,000 ppl. -
Mecha Inora Mecha Inora 2 5/0 - Man-made monster

For more detailed explanations, please see the advanced manual.