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Township: Difference between revisions

From Melvor Idle
901 bytes added ,  18 November 2022
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===Workers===
===Workers===
{{Icon|Available Workers|img=Workers|type=township}} 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.
{{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. 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}}.
{{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;" | &nbsp;&bull; 50% Happiness <br>&nbsp;&bull; 25% Leather <br>&nbsp;&bull; 25% Mountain Biome <span style="color:brown;"><br>&nbsp;&bull; -50% GP
| style="color:green;" | &nbsp;&bull; 25% Leather <br>&nbsp;&bull; 25% Mountain Biome <span style="color:brown;"><br>&nbsp;&bull; -50% GP
| style="color:green;" | &nbsp;&bull; 25% Fishing Dock Building Production <br>&nbsp;&bull; 25% Education <br>&nbsp;&bull; 25% Magic Emporium Building Production <br>&nbsp;&bull; 25% Valley Biome Production<br>&nbsp;&bull; 25% Water Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Arid Plains Biome Production <br>&nbsp;&bull; -50% Desert Biome Production <br>&nbsp;&bull; -50% Mountain Biome Production
| style="color:green;" | &nbsp;&bull; 25% Fishing Dock Building Production <br>&nbsp;&bull; 25% Water Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Arid Plains Biome Production <br>&nbsp;&bull; -50% Desert Biome Production <br>&nbsp;&bull; -50% Mountain Biome Production
| style="color:green;" | &nbsp;&bull; 25% Orchard Building Production <br>&nbsp;&bull; 25% Farm Building Production <br>&nbsp;&bull; 25% Herb Production <br>&nbsp;&bull; 25% Woodcutting Building Production <br>&nbsp;&bull; 25% Forest Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Fishing Dock Building Production <br>&nbsp;&bull; -75% Leather Production
| style="color:green;" | &nbsp;&bull; 25% Farm Building Production &nbsp;&bull; 25% Woodcutting Building Production <br><span style="color:brown;"><br>&nbsp;&bull; -50% Fishing Dock Building Production <br>&nbsp;&bull; -75% Leather Production
| style="color:green;" | &nbsp;&bull; 25% GP <br>&nbsp;&bull; -50% Coal Usage in Snowlands <br>&nbsp;&bull; 25% Blacksmith Building Production <br>&nbsp;&bull; 25% Arid Plains Biome Production <br>&nbsp;&bull; 25% Desert Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Herb <br>&nbsp;&bull; 50% Building Happiness Penalties
| style="color:green;" | &nbsp;&bull; 25% Blacksmith Building Production <br>&nbsp;&bull; 25% Arid Plains Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Herb <br>&nbsp;&bull; 50% Building Happiness Penalties
| style="color:green;" | &nbsp;&bull; -25% Citizen Food Usage <br>&nbsp;&bull; 25% Grasslands Biome Production <br>&nbsp;&bull; 25% Jungle Biome Production <br>&nbsp;&bull; 25% Dead Storage <span style="color:brown;"><br>&nbsp;&bull; -75% Education <br>&nbsp;&bull; -75% Happiness
| style="color:green;" | &nbsp;&bull; 25% Grasslands Biome Production <br>&nbsp;&bull; 25% Jungle Biome Production <br><span style="color:brown;"><br>&nbsp;&bull; -75% Education <br>&nbsp;&bull; -75% Happiness
|-
! 5% Worship
| style="color:green;" | &nbsp;&bull; 25% Happiness
| style="color:green;" | &nbsp;&bull; 25% Education <br>&nbsp;&bull; 25% Magic Emporium Building Production <br>&nbsp;&bull; 25% Valley Biome Production
| style="color:green;" | &nbsp;&bull; 25% Orchard Building Production <br>&nbsp;&bull; 25% Herb Production <br>&nbsp;&bull; 25% Forest Biome Production
| style="color:green;" | &nbsp;&bull; -50% Coal Usage in Snowlands <br>&nbsp;&bull; 25% Desert Biome Production
| style="color:green;" | &nbsp;&bull; -25% Citizen Food Usage <br>&nbsp;&bull; 25% Dead Storage
|-
|-
! 25% Worship
! 25% Worship
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| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Farm Building Production <br>&nbsp;&bull; +25% (50% ttl) Herb Production <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Farm Building Production <br>&nbsp;&bull; +25% (50% ttl) Herb Production <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% (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; -50% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|-
|-
! Total if 100%
! 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% 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% 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; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -25% Arid Plains Biome <br>&nbsp;&bull; -25% Desert Biome <br>&nbsp;&bull; -25% 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% 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; 25% 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
| style="color:green;" | &nbsp;&bull; -75% 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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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. 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.
{{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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