Township
Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike Farming, Township has no Mastery levels, and uses a unique tick system instead of constantly running. Ticks are a passively generated resource at a rate of 1 Tick per 5 minutes. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.
This page was last updated for (v1.1). |
It is important to note that you receive 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.
Town
Maps
The following maps are available to start a Town. A Town must be completely reset to change maps.
Grasslands | Forest | Desert | Water | Swamp | Arid Plains | Mountains | Valley | Jungle | Snowlands | Total Land | ||||||||||||||||||||||||||||||||||
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Map 1 | 231 | 296 | 256 | 280 | 174 | 88 | 129 | 149 | 204 | 241 | 2048 | |||||||||||||||||||||||||||||||||
Map 2 | 111 | 333 | 55 | 251 | 161 | 157 | 237 | 63 | 301 | 339 | 2008 | |||||||||||||||||||||||||||||||||
Map 3 | 212 | 161 | 112 | 260 | 237 | 172 | 206 | 190 | 249 | 249 | 2048 | |||||||||||||||||||||||||||||||||
Map 4 | 462 | 167 | 249 | 246 | 235 | 133 | 106 | 114 | 90 | 146 | 1948 | |||||||||||||||||||||||||||||||||
Map 5 | 258 | 47 | 305 | 296 | 77 | 245 | 126 | 219 | 217 | 258 | 2048 | |||||||||||||||||||||||||||||||||
Map 6 | 333 | 184 | 331 | 6 | 153 | 288 | 223 | 305 | 73 | 152 | 2048 | |||||||||||||||||||||||||||||||||
Map 7 | 346 | 153 | 317 | 204 | 51 | 243 | 51 | 391 | 102 | 190 | 2048 | |||||||||||||||||||||||||||||||||
Map 8 | 71 | 321 | 24 | 337 | 321 | 372 | 131 | 423 | 45 | 0 | 2045 | |||||||||||||||||||||||||||||||||
Map 9 | 98 | 47 | 30 | 73 | 73 | 157 | 335 | 366 | 387 | 482 | 2048 | |||||||||||||||||||||||||||||||||
Map 10 | 124 | 180 | 460 | 45 | 376 | 110 | 135 | 104 | 40 | 474 | 2048 | |||||||||||||||||||||||||||||||||
Map 11 | 221 | 534 | 124 | 0 | 0 | 108 | 227 | 479 | 315 | 40 | 2048 | |||||||||||||||||||||||||||||||||
Map 12 | 163 | 462 | 174 | 100 | 124 | 69 | 194 | 378 | 274 | 110 | 2048 |
Land
Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.
A total of is required to purchase all 2,048 tiles of land. For more details, see Land.
Biomes
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.
Stats
Population
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building Basic Shelter, and spending ticks will cause population to increase until it reaches the cap.
For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.
To maximize experience, once a basic Town setup is completed, Happiness should always be at 100% to provide at least 0.6 experience per citizen per tick.
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.
Workers
Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered Workers. The left number indicates the number of jobless Workers, out of the total amount on the right.
Unemployed citizens generate -5 Happiness.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 19,000, and is gained by building Storehouse. In addition, Basic Shelter contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.
Happiness
Happiness is a modifier to the amount of experience you earn. Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of Happiness is twice your Population.
Each point of Education provides 1 Happiness, and is often the main source of a Town's Happiness. In additiona, a small amount of Happiness is gained or lost from each building in the Town. Notably, Gardens and Tavern buildings are intended to increase Happiness. Lastly, Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and Happiness is decreased by 40% and 50% additively from a Potions shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.
Education
Education is a modifier to the amount of Resources each building produces. Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of Education is three times your Population.
Every point of Education also provides one point of Happiness. Education is produced from School and Library buildings.
Health
Health is a mechanic that prevents elderly citizens from dying. In V1.1, Health is bugged and citizens never die under the age of 100.
Health is first calculated using the following parameters weighted out of 235:
- Happiness with a weight of 100
- Education with a weight of 100
- Nonzero Potions stockpile and positive growth rate contributes 15 weight
- Nonzero Clothing stockpile and positive growth rate contributes 15 weight
- Nonzero Herbs stockpile and positive growth rate contributes 5 weight
This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.
Worship
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building Chapel or Statue of Worship and has a set cap of 2000. The benefits of each Deity you choose is outlined below:
Completion of Impending Darkness Event is required to unlock worship of Bane.
All bonuses are additive with one another.
Aeris | Glacia | Terran | Ragnar | Bane | |
---|---|---|---|---|---|
Always Active | • 50% Happiness • 25% Leather • 25% Mountain Biome • -50% GP |
• 25% Fishing Dock Building Production • 25% Education • 25% Magic Emporium Building Production • 25% Valley Biome Production • 25% Water Biome Production • -50% Arid Plains Biome Production • -50% Desert Biome Production • -50% Mountain Biome Production |
• 25% Orchard Building Production • 25% Farm Building Production • 25% Herb Production • 25% Woodcutting Building Production • 25% Forest Biome Production • -50% Fishing Dock Building Production • -75% Leather Production |
• 25% GP • -50% Coal Usage in Snowlands • 25% Blacksmith Building Production • 25% Arid Plains Biome Production • 25% Desert Biome Production • -50% Herb • 50% Building Happiness Penalties |
• -25% Citizen Food Usage • 25% Grasslands Biome Production • 25% Jungle Biome Production • 25% Dead Storage • -75% Education • -75% Happiness |
25% Worship | • +25% (50% ttl) Leather Production | • +25% (50% ttl) Fishing Dock Building Production | • +25% (50% ttl) Orchard Building Production | • -25% (-75% ttl) Coal Usage in Snowlands • +25% (50% ttl) Blacksmith Building Production |
• +25% Building Production in the Jungle Biome |
50% Worship | • +25% (50% ttl) Mountain Biome | • +25% (50% ttl) Valley Biome Production • +25% (50% ttl) Water Biome Production |
• +25% (50% ttl) Woodcutting Building Production • +25% (50% ttl) Forest Biome Production |
• +25% (50% ttl) Arid Plains Biome Production • +25% (50% ttl) Desert Biome Production |
• +25% Township Dead Storage |
85% Worship | • +25% (-25% ttl) GP | • +25% (25% ttl) Arid Plains Biome Production • +25% (25% ttl) Desert Biome Production • +25% (25% ttl) Mountain Biome Production |
• +25% (-25% ttl) Fishing Dock Building Production • +25% (-50% ttl) Leather Production |
• +25% (-25% ttl) Herb • -25% (+25% ttl) Happiness Penalties |
• +25% Township Education • +25% Township Happiness |
100% Worship | • +25% (50% ttl) Happiness • -15% Building Costs |
• +25% (50% ttl) Education • -15% Building Costs |
• +25% (50% ttl) Farm Building Production • +25% (50% ttl) Herb Production • -15% Building Costs |
• +25% (50% ttl) GP • -15% Building Costs |
• -25% Township Citizen Food Usage • -15% Township Building Cost |
Total if 100% | • 75% Happiness • 50% Leather • 50% Mountain Biome • -15% Building Costs • -25% GP |
• 50% Fishing Dock Building • 50% Education • 25% Magic Emporium Building • 50% Valley Biome • 50% Water Biome • 25% Arid Plains Biome • 25% Desert Biome • 25% Mountain Biome • -15% Building Costs • -50% Arid Plains Biome • -50% Desert Biome • -50% Mountain Biome Production |
• 50% Orchard Building • 50% Farm Building • 50% Herb • 50% Woodcutting Building • 50% Forest Biome • 25% Fishing Dock Building • 25% Leather • -15% Building Costs • -50% Fishing Dock Building • -75% Leather Production |
• 50% GP • -75% Coal Usage in Snowlands • 50% Blacksmith Building • 50% Arid Plains Biome • 50% Desert Biome • -15% Building Costs • -25% Herb • +25% Building Happiness Penalties |
• -50% Citizen Food Usage • 25% Grasslands Biome • 50% Jungle Biome • 50% Dead Storage • -15% Township Building Cost • -50% Township Education • -50% Township Happiness |
Dead Space
Dead Storage is checked by highlighting the Population icon, representing the number of citizens that have died. This storage is created by building Cemetery. 20% of the total Dead Storage will be cleared every day (288 ticks).
Once a Town has a fixed total Population and achieves steady-state over several real-life days, one Cemetery holding 250 Dead Storage will be required for every 107 Population on average.
Corpses overflowing the maximum Dead Storage generate -5 Happiness.
Resources
There are a total of 13 resources. The production of all resources can be increased by up to 100% through Education, stacking additively with any regular modifiers.
GP is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in Storage. This is the only resource that is exceptionally not affected by Education, although it does get increased by other production bonuses. The base generation is [math]\displaystyle{ \text{Citizens}*\text{Tax Rate}*30 }[/math], subject to other modifiers.
The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see Trading Post).
Food is used to feed citizens. Each citizen will consume 30 Food per tick. It is also the most profitable resource to be traded.
Wood is a basic resource used to build the lowest-level buildings.
Planks are produced Wood and is used to build low- to high-level buildings.
Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
Bar is produced from Ore and Coal. It is used to build mid- to high-level buildings.
Ore has no use, except to be converted into Bar.
Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.
Rune Essence is used to build high-level buildings.
Herbs provide a very small Health bonus, but are mainly used to be converted into Potions.
Potions are consumed by citizens over the age of 55, and provides a small Health bonus. If there are not enough Potions, a 40% Happiness penalty is applied.
Leather has no use, except to be converted into Clothing.
Clothing is consumed by buildings built in the Desert biome, and provide a small Health bonus.
Buildings
Upgrades
Biomes
Each building inside the Desert biome consumes Clothing 60/tick. If there is not enough Clothing, then total Happiness for the entire Town is divided in half.
Each building in the Snowlands biome consumes Coal 30/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%: Worship, Happiness, Education and all production.
Biome | Requirements | ||
---|---|---|---|
Level | Population | ||
Grasslands | 1 | 0 | |
Forest | 1 | 0 | |
Mountains | 1 | 0 | |
Water | 1 | 0 | |
Swamp | 15 | 0 | |
Valley | 15 | 0 | |
Arid Plains | 15 | 0 | |
Jungle | 35 | 2,500 | |
Desert | 35 | 2,500 | |
Snowlands | 35 | 2,500 |
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches Level 99.
Skillcape | Name | Requirements | Effect |
---|---|---|---|
Township Skillcape | Level 99 | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
Superior Township Skillcape | Level 120 | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) |
Pet
Pet | Name | Effect |
---|---|---|
B | +10% Township Maximum Storage | |
Marcy | +2% Township Skill XP | |
Roger | +2% Township Resource Generation | |
Ace | +1% Chance to Double Items Globally | |
Layla | +2% Township Happiness | |
Mister Fuzzbutt | +5% Global GP (except Item Sales) | |
Octavius Lepidus VIII | +2% Township Education | |
Classy Rock | +10 Mining Node Hitpoints | |
Cute Rock | +2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing | |
Royal Rock | +3% Chance to gain +1 additional resource in Mining (Cannot be doubled) | |
Elf Rock | +5% Global Evasion | |
Magic Rock | +3% Chance to Double Items in Magic | |
Party Rock | +4% Global Mastery XP |
Skill Boosts
This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from Mastery rewards.
Source | Type | Township Boosts | Other Modifiers |
---|---|---|---|
Haemir | Constellation | -5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP +5% Township Education +5% Township Happiness +8% Township Maximum Storage +8% Township Resource Generation |
|
Cape of Completion | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration +25% Mastery Pool XP Cap Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Maximum Skillcape | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Pirate Captain Hat | Item (Helmet) | +2% Township Skill XP | |
Superior Cape of Completion | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Max Skillcape | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Township Skillcape | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
Township Skillcape | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
B | Pet | +10% Township Maximum Storage | |
Layla | Pet | +2% Township Happiness | |
Marcy | Pet | +2% Township Skill XP | |
Octavius Lepidus VIII | Pet | +2% Township Education | |
Roger | Pet | +2% Township Resource Generation |
Melvor Idle version v1.2.2 (Released: 15th November 2023) | |||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |