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!colspan="4"| Jungle | !colspan="4"| Jungle | ||
!colspan="4"| Snowlands | !colspan="4"| Snowlands | ||
|- | |- | ||
! Map 1 | ! Map 1 | ||
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! Map 2 | ! Map 2 | ||
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! Map 3 | ! Map 3 | ||
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! Map 4 | ! Map 4 | ||
|colspan="4" style="background-color:lightgreen;" | | |colspan="4" style="background-color:lightgreen;" | 502 | ||
|colspan="4"| 167 | |colspan="4"| 167 | ||
|colspan="4"| | |colspan="4"| 279 | ||
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! Map 5 | ! Map 5 | ||
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! Map 6 | ! Map 6 | ||
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! Map 7 | ! Map 7 | ||
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! Map 8 | ! Map 8 | ||
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|colspan="4"| | |colspan="4"| 324 | ||
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|colspan="4" style="background-color:lightgreen;" | 337 | |colspan="4" style="background-color:lightgreen;" | 337 | ||
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! Map 9 | ! Map 9 | ||
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|colspan="4" style="background-color:lightgreen;" | 387 | |colspan="4" style="background-color:lightgreen;" | 387 | ||
|colspan="4" style="background-color:lightgreen;" | 482 | |colspan="4" style="background-color:lightgreen;" | 482 | ||
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! Map 10 | ! Map 10 | ||
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! Map 11 | ! Map 11 | ||
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! Map 12 | ! Map 12 | ||
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|} | |} | ||
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===Health=== | ===Health=== | ||
{{Icon|Health|type=township}} is a mechanic that | {{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}} | {{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). | ||
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. | {{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 | {{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 | {{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}} | 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}} | 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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