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Township: Difference between revisions

From Melvor Idle
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'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained relatively passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|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.
'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained relatively passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|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.


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.
It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.


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| style="color:green;" | &nbsp;&bull; +25% (50% ttl) GP <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) GP <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; -25% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
| style="color:green;" | &nbsp;&bull; -25% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|-
! Total if 100%
| style="color:green;" | &nbsp;&bull; 75% Happiness <br>&nbsp;&bull; 50% Leather <br>&nbsp;&bull; 50% Mountain Biome <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -25% GP
| style="color:green;" | &nbsp;&bull; 50% Fishing Dock Building <br>&nbsp;&bull; 50% Education <br>&nbsp;&bull; 25% Magic Emporium Building <br>&nbsp;&bull; 50% Valley Biome <br>&nbsp;&bull; 50% Water Biome <br>&nbsp;&bull; 25% Arid Plains Biome <br>&nbsp;&bull; 25% Desert Biome <br>&nbsp;&bull; 25% Mountain Biome <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -50% Arid Plains Biome <br>&nbsp;&bull; -50% Desert Biome <br>&nbsp;&bull; -50% Mountain Biome Production
| style="color:green;" | &nbsp;&bull; 50% Orchard Building <br>&nbsp;&bull; 50% Farm Building <br>&nbsp;&bull; 50% Herb <br>&nbsp;&bull; 50% Woodcutting Building <br>&nbsp;&bull; 50% Forest Biome <br>&nbsp;&bull; 25% Fishing Dock Building <br>&nbsp;&bull; 25% Leather <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -50% Fishing Dock Building <br>&nbsp;&bull; -50% Leather Production
| style="color:green;" | &nbsp;&bull; 50% GP <br>&nbsp;&bull; -75% Coal Usage in Snowlands <br>&nbsp;&bull; 50% Blacksmith Building <br>&nbsp;&bull; 50% Arid Plains Biome <br>&nbsp;&bull; 50% Desert Biome<br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -25% Herb <br>&nbsp;&bull; +25% Building Happiness Penalties
| style="color:green;" | &nbsp;&bull; -50% Citizen Food Usage <br>&nbsp;&bull; 25% Grasslands Biome <br>&nbsp;&bull; 50% Jungle Biome <br>&nbsp;&bull; 50% Dead Storage <br>&nbsp;&bull; -15% Township Building Cost <span style="color:brown;"><br>&nbsp;&bull;  -50% Township Education <br>&nbsp;&bull; -50% Township Happiness
|}
|}


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