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===Workers=== | ===Workers=== | ||
{{Icon| | {{Icon|Workers|type=township|notext=true}} 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 {{Icon|Workers|type=township}}. The left number indicates the number of jobless {{Icon|Workers|type=township}}, out of the total amount on the right. | ||
Unemployed citizens generate -5 {{Icon|Happiness|type=township}}. | Unemployed citizens generate -5 {{Icon|Happiness|type=township}}. | ||
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===Health=== | ===Health=== | ||
{{Icon|Health|type=township}} is a mechanic that calculates when elderly citizens will die. | {{Icon|Health|type=township}} is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the {{Icon|Dead Storage|type=township}}. | ||
The base chance for a citizen to die each tick is expressed by: | |||
<math>\textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100})</math> | |||
In the above calculation, <math>\textrm{healthPercent}</math> is the % health as displayed in-game. | |||
If we consider <math>\textrm{sickness}</math> to be the decimal representation of "un-health" (i.e. <math>\frac{100 - \textrm{healthPercent}}{100})</math>, this simplifies to: | |||
<math>\textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness})</math> | |||
<math>\textrm{DeathChance}</math> is increased by 0.05 if there is no food after resources for the tick are calculated. | |||
Citizens will also die if there are more of them than the housing allows for. | |||
The table below gives some examples. | |||
{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
! Always Active | ! Always Active | ||
| style="color:green;" | | | style="color:green;" | • 25% Leather <br> • 25% Mountain Biome <span style="color:brown;"><br> • -50% GP | ||
| style="color:green;" | • 25% Fishing Dock Building | | style="color:green;" | • 25% Fishing Dock Building Production <br> • 25% Water Biome Production <span style="color:brown;"><br> • -50% Arid Plains Biome Production <br> • -50% Desert Biome Production <br> • -50% Mountain Biome Production | ||
| style="color:green;" | • 25% | | style="color:green;" | • 25% Farm Building Production • 25% Woodcutting Building Production <br><span style="color:brown;"><br> • -50% Fishing Dock Building Production <br> • -75% Leather Production | ||
| style="color:green;" | • 25% | | style="color:green;" | • 25% Blacksmith Building Production <br> • 25% Arid Plains Biome Production <span style="color:brown;"><br> • -50% Herb <br> • 50% Building Happiness Penalties | ||
| style="color:green;" | • | | style="color:green;" | • 25% Grasslands Biome Production <br> • 25% Jungle Biome Production <br><span style="color:brown;"><br> • -75% Education <br> • -75% Happiness | ||
|- | |||
! 5% Worship | |||
| style="color:green;" | • 25% Happiness | |||
| style="color:green;" | • 25% Education <br> • 25% Magic Emporium Building Production <br> • 25% Valley Biome Production | |||
| style="color:green;" | • 25% Orchard Building Production <br> • 25% Herb Production <br> • 25% Forest Biome Production | |||
| style="color:green;" | • -50% Coal Usage in Snowlands <br> • 25% Desert Biome Production | |||
| style="color:green;" | • -25% Citizen Food Usage <br> • 25% Dead Storage | |||
|- | |- | ||
! 25% Worship | ! 25% Worship | ||
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| style="color:green;" | • +25% (50% ttl) Farm Building Production <br> • +25% (50% ttl) Herb Production <br> • -15% Building Costs | | style="color:green;" | • +25% (50% ttl) Farm Building Production <br> • +25% (50% ttl) Herb Production <br> • -15% Building Costs | ||
| style="color:green;" | • +25% (50% ttl) GP <br> • -15% Building Costs | | style="color:green;" | • +25% (50% ttl) GP <br> • -15% Building Costs | ||
| style="color:green;" | • - | | style="color:green;" | • -50% Township Citizen Food Usage <br> • -15% Township Building Cost | ||
|- | |- | ||
! Total if 100% | ! Total if 100% | ||
| style="color:green;" | • | | style="color:green;" | • 50% Happiness <br> • 50% Leather <br> • 50% Mountain Biome <br> • -15% Building Costs <span style="color:brown;"><br> • -25% GP | ||
| style="color:green;" | • 50% Fishing Dock Building <br> • 50% Education <br> • 25% Magic Emporium Building <br> • 50% Valley Biome <br> • 50% Water | | style="color:green;" | • 50% Fishing Dock Building <br> • 50% Education <br> • 25% Magic Emporium Building <br> • 50% Valley Biome <br> • 50% Water Biome <br> • -15% Building Costs <span style="color:brown;"><br> • -25% Arid Plains Biome <br> • -25% Desert Biome <br> • -25% Mountain Biome Production | ||
| style="color:green;" | • 50% Orchard Building <br> • 50% Farm Building <br> • 50% Herb <br> • 50% Woodcutting Building <br> • 50% Forest Biome <br> • 25% Fishing Dock Building <br> • 25% Leather <br> • -15% Building Costs <span style="color:brown;"><br> • -50% Fishing Dock Building <br> • -50% Leather Production | | style="color:green;" | • 50% Orchard Building <br> • 50% Farm Building <br> • 50% Herb <br> • 50% Woodcutting Building <br> • 50% Forest Biome <br> • 25% Fishing Dock Building <br> • 25% Leather <br> • -15% Building Costs <span style="color:brown;"><br> • -50% Fishing Dock Building <br> • -50% Leather Production | ||
| style="color:green;" | • | | style="color:green;" | • 25% GP <br> • -75% Coal Usage in Snowlands <br> • 50% Blacksmith Building <br> • 50% Arid Plains Biome <br> • 50% Desert Biome<br> • -15% Building Costs <span style="color:brown;"><br> • -25% Herb <br> • +25% Building Happiness Penalties | ||
| style="color:green;" | • - | | style="color:green;" | • -75% Citizen Food Usage <br> • 25% Grasslands Biome <br> • 50% Jungle Biome <br> • 50% Dead Storage <br> • -15% Township Building Cost <span style="color:brown;"><br> • -50% Township Education <br> • -50% Township Happiness | ||
|} | |} | ||
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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}} | {{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}} or other production bonuses. A citizen produces {{GP|0.3}} per tick per percentage point of tax, or {{GP|0.6}} per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as {{ItemIcon|Aorpheat's Signet Ring}}. | ||
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}}). The production of a building is calculated as follows: | ||
<math>\textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus})</math> | |||
{{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. |
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