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Township: Difference between revisions

From Melvor Idle
16 bytes added ,  18 November 2022
(→‎Worship: Updating for 1.1.1)
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<math>\textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness})</math>
<math>\textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness})</math>


<math>\textrm{DeathChance}</math> is increased by 0.05 if there is a food deficit.
<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.
The table below gives some examples.
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| 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; 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; -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 <span style="color:brown;"><br>&nbsp;&bull; -75% Education <br>&nbsp;&bull; -75% Happiness
| style="color:green;" | &nbsp;&bull; -25% Citizen Food Usage <br>&nbsp;&bull; 25% Dead Storage
|-
|-
! 25% Worship
! 25% Worship
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! Total if 100%
! Total if 100%
| 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% 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; 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; 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
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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}} 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.
{{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 production of a building is calculated as follows:
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:
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