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.

FacilitySuitable sites
Residential area, farm, factoryPlain
Fishing harbor, trading portLand adjacent to sea or shallows
MineMountain, or land with an ore deposit
Warehouse, disaster centerPlain or beach
Park, tourism lodgePlain, beach, or mountain

Shape the land

ActionCostEffect
Prepare land10 GPrepares undeveloped land that has no woodland or facility.
Clear forest8 GRemoves woodland and recovers up to 20 materials, depending on maturity.
Plant forest12 G + 2 materialsPlants woodland on vacant land. Growth starts next turn, reaching maturity after six growth updates.
Reclaim land: sea to shallows80 G + 20 materialsChanges sea beside existing land into shallows.
Reclaim land: shallows to plain120 G + 30 materialsCreates 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.

FacilityConstruction costFull workforceMain capacity
Residential area160 G + 25 materials0Housing for 1,200 people
Farm180 G + 20 materials15040 food per turn, or 48 on fertile land
Fishing harbor220 G + 30 materials15032 food per turn
Mine240 G + 35 materials20026 materials per turn
Factory300 G + 40 materials400Uses 20 materials for 100 G in sales per turn
Trading port200 G + 30 materials0+100 trade capacity and +80 visitor transport capacity
Warehouse120 G + 20 materials0+800 storage capacity each for food and materials
Disaster center180 G + 25 materials0Reduces disaster damage to facilities within two tiles by 20%
Park80 G + 10 materials0+3 to both environment and happiness targets
Tourism lodge280 G + 35 materials200Capacity 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.