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Falterfire (talk | contribs) (Added the Township Shop section to the page since it felt weird not having it here.) |
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{{V|1.1}} | {{V|1.1.1}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | {{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | ||
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'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained relatively passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system instead of constantly running. Ticks are a passively generated resource at a rate of '''1 Tick per 5 minutes'''. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run. | '''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained relatively passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system instead of constantly running. Ticks are a passively generated resource at a rate of '''1 Tick per 5 minutes'''. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run. | ||
It is important to note that you receive 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm. | It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm. | ||
__TOC__ | __TOC__ | ||
== | ==Town== | ||
A {{Icon|Town|type=township}} contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes. | |||
===Maps=== | |||
The following maps are available to start a Town. A Town must be completely reset to change maps.{{TownshipMaps}} | |||
=== Land === | |||
Each building requires a piece of [[land]] to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free. | |||
A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. For more details, see [[Land]]. | |||
=== Biomes === | |||
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 {{Icon|Clothing|type=resource}} per building per tick, and the Snowlands biome consumes 30 {{Icon|Coal|type=resource}} per building per tick. Biomes are covered in more detail in the buildings section. | |||
==Stats== | |||
{{Icon|Statistics|type=township}} are various properties in the Town that do not take up {{Icon|Storage|type=township}} space. | |||
===Population=== | ===Population=== | ||
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. | {{Icon|Population|type=township}} is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building {{BuildingIcon|Basic Shelter}}, and spending ticks will cause population to increase until it reaches the cap. | ||
For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by {{Icon|Happiness|type=township}}, up to an additional 100% bonus, which is additively added to normal skill boosts. | |||
To maximize experience, once a basic Town setup is completed, {{Icon|Happiness|type=township}} should always be at 100% to provide at least 0.6 experience per citizen per tick. | |||
= | |||
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase. | |||
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old. | |||
===Workers=== | |||
{{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}}. | |||
===Storage=== | ===Storage=== | ||
Storage | {{Icon|Storage|type=township}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{Icon|Storage|type=township}} of 19,000, and is gained by building {{BuildingIcon|Storehouse}}. In addition, {{BuildingIcon|Basic Shelter}} contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so. | ||
===Happiness=== | ===Happiness=== | ||
Happiness is a modifier to the amount of experience you earn | {{Icon|Happiness|type=township}} is a modifier to the amount of experience you earn. {{Icon|Happiness|type=township}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of {{Icon|Happiness|type=township}} is twice your {{Icon|Population|type=township}}. | ||
Each point of {{Icon|Education|type=township}} provides 1 {{Icon|Happiness|type=township}}, and is often the main source of a Town's {{Icon|Happiness|type=township}}. In additiona, a small amount of {{Icon|Happiness|type=township}} is gained or lost from each building in the Town. Notably, {{BuildingIcon|Gardens}} and {{BuildingIcon|Tavern}} buildings are intended to increase {{Icon|Happiness|type=township}}. Lastly, {{Icon|Happiness|type=township}} is decreased by 5 points for every overflowing corpse and unemployed citizen, and {{Icon|Happiness|type=township}} is decreased by 40% and 50% additively from a {{Icon|Potions|type=resource}} shortage for elderly citizens and a {{Icon|Clothing|type=resource}} shortage from buildings in the Desert biome. | |||
===Education=== | ===Education=== | ||
Education is a modifier to the amount of Resources each building | {{Icon|Education|type=township}} is a modifier to the amount of Resources each building produces. {{Icon|Education|type=township}} provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of {{Icon|Education|type=township}} is three times your {{Icon|Population|type=township}}. | ||
Every point of {{Icon|Education|type=township}} also provides one point of {{Icon|Happiness|type=township}}. {{Icon|Education|type=township}} is produced from {{BuildingIcon|School}} and {{BuildingIcon|Library}} buildings. | |||
===Health=== | ===Health=== | ||
Health is a mechanic that | {{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" | ||
|- | |- | ||
! | !{{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: | ||
A | * {{Icon|Happiness|type=township}} with a weight of 100 | ||
* {{Icon|Education|type=township}} with a weight of 100 | |||
* Nonzero {{Icon|Potions|type=resource}} stockpile and positive growth rate contributes 15 weight | |||
* Nonzero {{Icon|Clothing|type=resource}} stockpile and positive growth rate contributes 15 weight | |||
* Nonzero {{Icon|Herbs|type=resource}} stockpile and positive growth rate contributes 5 weight | |||
This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%. | |||
===Dead Storage=== | |||
{{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}}. | |||
===Worship=== | |||
{{Icon|Worship|type=township}} is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. Note that although each Deity is associated with a different {{BuildingIcon|Statue of Worship}}, all statues have identical benefits. | |||
All bonuses are '''additive''' with one another. | |||
{{TownshipWorshipTable}} | |||
== Resources == | |||
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. 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: | |||
<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|Wood|type=resource}} is a basic resource used to build the lowest-level buildings. | |||
{{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|Bar|type=resource}} is produced from {{Icon|Ore|type=resource}} and {{Icon|Coal|type=resource}}. It is used to build mid- to high-level buildings. | |||
{{Icon|Ore|type=resource}} has no use, except to be converted into {{Icon|Bar|type=resource}}. | |||
{{Icon|Coal|type=resource}} is consumed by buildings built in the Snowlands biome. In addition, it can be converted into {{Icon|Bar|type=resource}}. | |||
{{Icon|Rune Essence|type=resource}} is used to build high-level buildings. | |||
{{Icon|Herbs|type=resource}} provide a very small {{Icon|Health|type=township}} bonus, but are mainly used to be converted into {{Icon|Potions|type=resource}}. | |||
{{Icon|Potions|type=resource}} are consumed by citizens over the age of 55, and provides a small {{Icon|Health|type=township}} bonus. If there are not enough {{Icon|Potions|type=resource}}, a 40% {{Icon|Happiness|type=township}} penalty is applied. | |||
{{Icon|Leather|type=resource}} has no use, except to be converted into {{Icon|Clothing|type=resource}}. | |||
{{Icon|Clothing|type=resource}} is consumed by buildings built in the Desert biome, and provide a small {{Icon|Health|type=township}} bonus. | |||
==Buildings== | |||
=== Upgrades === | |||
{{:Township/UpgradeBuildingTable}} | {{:Township/UpgradeBuildingTable}} | ||
===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}} 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. | |||
{{Template:TownshipBiomeTable}} | |||
== Tasks == | |||
Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive {{Skill|Township}} Skill XP, Township Resources, {{Icon|GP|type=resource}}, {{Icon|Slayer Coins}}, or items. In addition, many Township-related [[Shop#Township|Shop purchases]] are locked behind completing a certain number of tasks. | |||
For a list of Tasks, their requirements, and their rewards, see [[Township/Tasks|Task list]] | |||
== Shop Items == | |||
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases. | |||
The Township requirements only apply when purchasing each respective item. Afterwards the player may demolish any buildings that were required to make the purchase and the pet or item will continue to function as normal. | |||
{{ShopTownshipTable}} | |||
== Skillcape == | == Skillcape == | ||
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== Pet == | == Pet == | ||
{{PetIcon|B}} is acquired randomly when using ticks (similar to other skill-based [[Pets]]). The other Township-related pets are purchased in the {{Icon|Shop}} after meeting their conditions. Once a pet is purchased from the shop it will stay unlocked, even if the player demolishes the buildings that were needed to buy it. | |||
{{PetSkillInfo}} | {{PetSkillInfo}} | ||
==Skill Boosts== | ==Skill Boosts== | ||
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards. | This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards. | ||
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}} | {{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,decreasedTownshipBuildingCost,increasedTownshipGPProduction,increasedTownshipMaxStorage,increasedTownshipEducation,increasedTownshipHappiness,increasedTownshipHealth,increasedTownshipResourceProduction,increasedNonCombatSkillXP|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}} | ||
[[Category:Skills]] | [[Category:Skills]] | ||
{{Menu}} | {{Menu}} |