Chapter 02
Terrain and facilities
Choose suitable sites and understand what each facility contributes.
Terrain and building sites
Your island has a 12 × 12 map with hexagonal adjacency. Its six terrain types are sea, shallows, plain, beach, mountain, and lake. Woodland is a land use, while fertile land, ore deposits, and reclaimed land are tile traits.
| Facility | Suitable sites |
|---|---|
| Residential area, farm, factory | Plain |
| Fishing harbor, trading port | Land adjacent to sea or shallows |
| Mine | Mountain, or land with an ore deposit |
| Warehouse, disaster center | Plain or beach |
| Park, tourism lodge | Plain, beach, or mountain |
Shape the land
| Action | Cost | Effect |
|---|---|---|
| Prepare land | 10 G | Prepares undeveloped land that has no woodland or facility. |
| Clear forest | 8 G | Removes woodland and recovers up to 20 materials, depending on maturity. |
| Plant forest | 12 G + 2 materials | Plants woodland on vacant land. Growth starts next turn, reaching maturity after six growth updates. |
| Reclaim land: sea to shallows | 80 G + 20 materials | Changes sea beside existing land into shallows. |
| Reclaim land: shallows to plain | 120 G + 30 materials | Creates unprepared reclaimed land. Preparing it requires a separate turn before construction. |
Woodland and parks support the environment and happiness. Clearing woodland for materials also removes its environmental contribution. Facilities on reclaimed land take greater typhoon damage, so include protection in your development plans.
Ten facilities to build
These are the basic level-1 values. Output and sales assume enough workers, operating cash, and inputs; damage or limited demand can reduce them. Construction is a one-time cost, followed by upkeep on every active turn.
| Facility | Construction cost | Full workforce | Main capacity |
|---|---|---|---|
| Residential area | 160 G + 25 materials | 0 | Housing for 1,200 people |
| Farm | 180 G + 20 materials | 150 | 40 food per turn, or 48 on fertile land |
| Fishing harbor | 220 G + 30 materials | 150 | 32 food per turn |
| Mine | 240 G + 35 materials | 200 | 26 materials per turn |
| Factory | 300 G + 40 materials | 400 | Uses 20 materials for 100 G in sales per turn |
| Trading port | 200 G + 30 materials | 0 | +100 trade capacity and +80 visitor transport capacity |
| Warehouse | 120 G + 20 materials | 0 | +800 storage capacity each for food and materials |
| Disaster center | 180 G + 25 materials | 0 | Reduces disaster damage to facilities within two tiles by 20% |
| Park | 80 G + 10 materials | 0 | +3 to both environment and happiness targets |
| Tourism lodge | 280 G + 35 materials | 200 | Capacity for up to 100 visitor equivalents and up to 80 G in sales per turn |
Farms, fishing harbors, and mines add to your resource stocks. They do not also award cash. Factories use materials and automatically sell their products, so you do not need a separate trade action to sell manufactured goods.
Upgrade, repair, or remove a facility
- Upgrade facility: the maximum level is 3. Both cash and materials cost their base construction amount × 0.8 × current level. Upgrading a level-1 factory to level 2 costs 240 G and 32 materials. Added capacity and costs take effect next turn.
- Repair facility: removes existing damage. Cash costs base construction cash × level × damage fraction × 30%; materials cost base construction materials × level × damage fraction × 25%, with a minimum of 1 each. Repairs happen before the turn's disasters, so the facility can be damaged again afterward.
- Demolish facility: costs no cash and recovers base construction materials × level × 25% × remaining capacity. There is no cash refund. The facility still operates and incurs upkeep this turn; its capacity and costs disappear from the next turn.
