29
edits
Supersting (talk | contribs) (added death calculations) |
Supersting (talk | contribs) m (→Biomes) |
||
(5 intermediate revisions by the same user not shown) | |||
Line 223: | Line 223: | ||
<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 | <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. | ||
Line 272: | Line 273: | ||
|- | |- | ||
! 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 | ||
Line 304: | Line 312: | ||
| 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 | ||
|} | |} | ||
Line 322: | Line 330: | ||
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: | ||
Line 357: | Line 365: | ||
===Biomes=== | ===Biomes=== | ||
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}} | 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}} reduced by a flat 50%. | ||
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. | 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. |
edits