Anonymous

Township: Difference between revisions

From Melvor Idle
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!colspan="4"| Jungle
!colspan="4"| Jungle
!colspan="4"| Snowlands
!colspan="4"| Snowlands
!colspan="4"| Total Land
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===Health===
===Health===
{{Icon|Health|type=township}} is a mechanic that prevents elderly citizens from dying. In [[V1.1]], {{Icon|Health|type=township}} is bugged and citizens never die under the age of 100.
{{Icon|Health|type=township}} is a mechanic that calculates when elderly citizens will die. If the player has a non-zero amount of both {{Icon|Potions|type=resource}} and {{Icon|Food|type=resource}}, regardless of the {{Icon|Health|type=township|nolink=true}}, citizens will never die below the age of 100. If the player does not have these two resources, above the age of 55 years old, each citizen has a chance of dying every tick. A citizen that dies due to poor health will be added to the {{Icon|Dead Storage|type=township}}.
 
{| class="wikitable"
|-
!{{Icon|Health|type=township|nolink=true}}
!Chance of death per tick
|-
|0%
|0.52%
|-
|25%
|0.34%
|-
|50%
|0.20%
|-
|75%
|0.08%
|-
|100%
|0%
|}


Health is first calculated using the following parameters weighted out of 235:
Health is first calculated using the following parameters weighted out of 235:
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===Dead Storage===
===Dead Storage===
{{Icon|Dead Storage|type=township}} is checked by highlighting the {{Icon|Population|type=township}} icon, representing the number of citizens that have died. This storage is created by building {{BuildingIcon|Cemetery}}. 20% of the total {{Icon|Dead Storage|type=township}} will be cleared every day (288 ticks).
{{Icon|Dead Storage|type=township}} represents the number of citizens that have died from poor {{Icon|Health|type=township}}. This storage is created by building {{BuildingIcon|Cemetery}}. 1% of the total {{Icon|Dead Storage|type=township}} will be cleared every hour (12 ticks).
 
<!--
ticksPerYear = 8.7
maxAge = 100
maxLifespan = ticksPerYear*maxAge
averageMigrationAge = 33
migrationChance = 0.9
averageLifespan = maxLifespan*(1-migrationChance) + maxLifespan*(maxAge - averageMigrationAge)/maxAge*migrationChance
ticksPerDay = 288
deadBodiesPerDayPerPopulation = ticksPerDay/averageLifespan
cemeteryPerDeadBodiesPerDay = 250*0.20
populationPerCemeteries = cemeteryPerDeadBodiesPerDay/deadBodiesPerDayPerPopulation
-> 106.18229166666667 citizens per Cemetery
-->
Once a Town has a fixed total {{Icon|Population|type=township}} and achieves steady-state over several real-life days, one {{BuildingIcon|Cemetery}} holding 250 {{Icon|Dead Storage|type=township}} will be required for every 107 {{Icon|Population|type=township}} on average.


Corpses overflowing the maximum {{Icon|Dead Storage|type=township}} generate -5 {{Icon|Happiness|type=township}}.
Corpses overflowing the maximum {{Icon|Dead Storage|type=township}} generate -5 {{Icon|Happiness|type=township}}.
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There are a total of 13 resources. The production of all resources can be increased by up to 100% through {{Icon|Education|type=township}}, stacking additively with any regular modifiers.
There are a total of 13 resources. The production of all resources can be increased by up to 100% through {{Icon|Education|type=township}}, stacking additively with any regular modifiers.


{{Icon|GP|type=resource}} is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in {{Icon|Storage|type=township}}. This is the only resource that is exceptionally not affected by {{Icon|Education|type=township}}, although it does get increased by other production bonuses. The base generation is <math>\text{Citizens}*\text{Tax Rate}*30</math>, subject to other modifiers.
{{Icon|GP|type=resource}} is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in {{Icon|Storage|type=township}}. This is the only resource that is exceptionally not affected by {{Icon|Education|type=township}}, although it does get increased by other production bonuses. A citizen produces {{GP|0.3}} per tick per percentage point of tax, or {{GP|0.6}} per tick per precentage point if over 70 years old.


The other 12 resources may be used within the town, or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player (see {{BuildingIcon|Trading Post}}).
The other 12 resources may be used within the town, or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player (see {{BuildingIcon|Trading Post}}).


{{Icon|Food|type=resource}} is used to feed citizens. Each citizen will consume 30 {{Icon|Food|type=resource}} per tick. It is also the most profitable resource to be traded.
{{Icon|Food|type=resource}} is used to feed citizens. Each citizen will consume 30 {{Icon|Food|type=resource}} per tick.


{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.
{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.


{{Icon|Planks|type=resource}} are produced {{Icon|Wood|type=resource}} and is used to build low- to high-level buildings.
{{Icon|Planks|type=resource}} are produced from {{Icon|Wood|type=resource}} and are used to build low- to high-level buildings.


{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
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===Biomes===
===Biomes===
Each building inside the Desert biome consumes {{Icon|Clothing|type=resource}} 60/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.
Each building inside the Desert biome consumes 60 {{Icon|Clothing|type=resource}}/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.


Each building in the Snowlands biome consumes {{Icon|Coal|type=resource}} 30/tick. Without {{Icon|Coal|type=resource|nolink=true}}, all buildings in this biome have the following benefits reduced by 75%: {{Icon|Worship|type=township}}, {{Icon|Happiness|type=township}}, {{Icon|Education|type=township}} and all production.
Each building in the Snowlands biome consumes 30 {{Icon|Coal|type=resource}}/tick. Without {{Icon|Coal|type=resource}}, all buildings in this biome have the following benefits reduced by 75%: {{Icon|Worship|type=township}}, {{Icon|Happiness|type=township}}, {{Icon|Education|type=township}} and all production.


{{Template:TownshipBiomeTable}}
{{Template:TownshipBiomeTable}}
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