While the tank is above the halfway line, families move in and you can build homes with the cash the town pays you. Tap a ship to fill it. Run dry and the town goes dark; fill it too full and the ship waits alongside at $20,000 a day.
How it works
The town starts with 6 homes. Every 3 days the tank stays above the halfway line, a family moves in by itself. You can also build a home for $35,000 whenever the tank is above the line. Reach 24 homes and you win; the sooner, the better.
The power plant burns diesel from the tank every day. The bigger the town grows, the faster it burns.
Ships wait at anchor for a few days, then sail on. Only one can be alongside at a time. Tap one while the berth is busy and she comes in next.
If the tank is full, the ship at the berth waits, and you pay $20,000 a day until there is room. You can send her off with what is left, and get that part of your money back.
Diesel usually costs about $140 a tonne. Each ship names her own price, so a cheap cargo is worth having, if you have room for it.
You start with $70,000. You pay for a cargo when you call her in, as much of it as your cash covers. Spend on a home now and the next ship brings less. Each ship's label shows her cargo, her price and how long she will wait at anchor.
The town pays $2,000 a house a day for its power. In the dark it pays nothing, and every two days in the dark a family moves away. Five gone ends the season.
Storms close the port for three days. The dry season makes the town burn half as much again.
The harbour master plays the same port before you start. The chip under the tank shows how many homes he had lit by the same day: green when you are ahead of him, orange when you are behind.