Township: Difference between revisions

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{{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__


==Primary Resources==
==Town==
===Population===
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.
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. Population cap is gained by building {{BuildingIcon|Basic Shelter}}, spending ticks will cause population to increase until it reaches the cap.
 
===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]].


Experience in Township earned per tick is given by the following formula:
=== 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.


<math>\text{Base Experience} = \max \left (\left ( 1 + \frac{\text{Happiness %}}{100} \right ) \times \frac{\text{Current Population}}{100} \times \frac{\text{Tick Length}}{10}, 1 \right )</math>
==Stats==
{{Icon|Statistics|type=township}} are various properties in the Town that do not take up {{Icon|Storage|type=township}} space.


Where <math>\text{Tick Length} = 300</math>, being the number of seconds taken to gain a tick.
===Population===
{{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.


The chance of gaining additional population when advancing one tick is given by the following formula:
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.


<math>\text{Population Gain Chance} = \min \left (1.4 - \frac{\text{Current Population}}{\text{Population Limit}}, 1 \right )</math>
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 the roll for gaining population succeeds, the amount of population gained is given by the following formula:
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.


<math>\text{Population Gain Rate} = \min \left (\left \lceil \frac{\text{Population Limit}}{2000} \times \frac{\text{Tick Length}}{10} \right \rceil, \text{Population Limit} - \text{Current Population} \right )</math>
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====
===Workers===
The Available Workers stat shows how many unemployed workers compared to the maximum amount of working age citizens are available to the town.  
{{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.
====Age====
All population has a set Age that increases with ticks spent. The working age in Melvor is from 8 to 70, any citizens outside of this range are not eligible to be Workers, and therefore do not impact Happiness. Population above the age of 55 have a chance to die every tick, reduced by the amount of Health in the town, which is primarily increased by having Potions from {{BuildingIcon|Herbalist}}.
====Death====
Citizens die when they reach 100 years of age or before without sufficient Health or if you run out of Food.  


Corpses have a negative effect on Happiness, and must be removed by building {{BuildingIcon|Cemetery}}.
Unemployed citizens generate -5 {{Icon|Happiness|type=township}}.


===Storage===
===Storage===
Storage cap is gained by building {{BuildingIcon|Storehouse}}. With every tick spent, buildings in Township produce Resources that fill Storage until the cap. No resources can be gained past the cap, and hitting the cap will cause buildings that consume resources to continue doing so.
{{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, it is gained from building many different buildings, and is expressed as a percent out of two times your total population. Happiness is a flat increase to the amount of experience you earn, 1% Happiness increases experience by 1%.
{{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 in township produces, it is gained from building {{BuildingIcon|School}} and is expressed as a percent out of three times your total population. Education is a flat increase to the amount of production, 1% Education increases production by 1%.
{{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 prevents elderly citizens from dying. Each citizen above the Age of 55 has a 100% chance of dying at some time before reaching the age of 100. This percent is reduced by the amount of Health in the town - 1% health decreases this chance of death by 1%.
{{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>


===Worship===
In the above calculation, <math>\textrm{healthPercent}</math> is the % health as displayed in-game.
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel}} and has a set cap of 2000. The benefits of each Deity you choose is outlined below:
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>


Completion of {{ZoneIcon|Impending Darkness Event}} is required to unlock worship of Bane.
<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.


All bonuses are '''additive''' with one another.
The table below gives some examples.


{| class="wikitable"
{| class="wikitable"
|
! {{MonsterIcon|Aeris}}
! {{MonsterIcon|Glacia}}
! {{MonsterIcon|Terran}}
! {{MonsterIcon|Ragnar}}
! {{MonsterIcon|Bane}}
|-
! 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% 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% 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% 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% 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
|-
! 25% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Leather Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Fishing Dock Building Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Orchard Building Production
| style="color:green;" | &nbsp;&bull; -25% (-75% ttl) Coal Usage in Snowlands <br>&nbsp;&bull; +25% (50% ttl) Blacksmith Building Production
| style="color:green;" | &nbsp;&bull; +25% Building Production in the Jungle Biome
|-
! 50% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Mountain Biome
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Valley Biome Production <br>&nbsp;&bull; +25% (50% ttl) Water Biome Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Woodcutting Building Production <br>&nbsp;&bull; +25% (50% ttl) Forest Biome Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Arid Plains Biome Production <br>&nbsp;&bull; +25% (50% ttl) Desert Biome Production
| style="color:green;" | &nbsp;&bull; +25% Township Dead Storage
|-
! 85% Worship
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) GP
| style="color:green;" | &nbsp;&bull; +25% (25% ttl) Arid Plains Biome Production <br>&nbsp;&bull; +25% (25% ttl) Desert Biome Production <br>&nbsp;&bull; +25% (25% ttl) Mountain Biome Production
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) Fishing Dock Building Production <br>&nbsp;&bull; +25% (-50% ttl) Leather Production
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) Herb <br>&nbsp;&bull; -25% (+25% ttl) Happiness Penalties
| style="color:green;" | &nbsp;&bull; +25% Township Education <br>&nbsp;&bull; +25% Township Happiness
|-
! 100% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Happiness <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Education <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% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|}
===Maps===
{| class="wikitable sortable"
!
!colspan="4"| Grasslands
!colspan="4"| Forest
!colspan="4"| Desert
!colspan="4"| Water
!colspan="4"| Swamp
!colspan="4"| Arid Plains
!colspan="4"| Mountains
!colspan="4"| Valley
!colspan="4"| Jungle
!colspan="4"| Snowlands
!colspan="4"| Total Land
|-
! Map 1
|colspan="4"| 231
|colspan="4"| 296
|colspan="4"| 256
|colspan="4"| 280
|colspan="4"| 174
|colspan="4"| 88
|colspan="4"| 129
|colspan="4"| 149
|colspan="4"| 204
|colspan="4"| 241
|colspan="4"| 2048
|-
! Map 2
|colspan="4"| 111
|colspan="4"| 333
|colspan="4"| 55
|colspan="4"| 251
|colspan="4"| 161
|colspan="4"| 157
|colspan="4"| 237
|colspan="4"| 63
|colspan="4"| 301
|colspan="4"| 339
|colspan="4"| 2008
|-
! Map 3
|colspan="4"| 212
|colspan="4"| 161
|colspan="4"| 112
|colspan="4"| 260
|colspan="4"| 237
|colspan="4"| 172
|colspan="4"| 206
|colspan="4"| 190
|colspan="4"| 249
|colspan="4"| 249
|colspan="4"| 2048
|-
! Map 4
|colspan="4" style="background-color:lightgreen;" | 462
|colspan="4"| 167
|colspan="4"| 249
|colspan="4"| 246
|colspan="4"| 235
|colspan="4"| 133
|colspan="4"| 106
|colspan="4"| 114
|colspan="4"| 90
|colspan="4"| 146
|colspan="4" | 1948
|-
|-
! Map 5
!{{Icon|Health|type=township|nolink=true}}
|colspan="4"| 258
!Chance of death per tick
|colspan="4"| 47
|colspan="4"| 305
|colspan="4"| 296
|colspan="4"| 77
|colspan="4"| 245
|colspan="4"| 126
|colspan="4"| 219
|colspan="4"| 217
|colspan="4"| 258
|colspan="4"| 2048
|-
|-
! Map 6
|0%
|colspan="4"| 333
|0.52%
|colspan="4"| 184
|colspan="4"| 331
|colspan="4"| 6
|colspan="4"| 153
|colspan="4"| 288
|colspan="4"| 223
|colspan="4"| 305
|colspan="4"| 73
|colspan="4"| 152
|colspan="4"| 2048
|-
|-
! Map 7
|25%
|colspan="4"| 346
|0.34%
|colspan="4"| 153
|colspan="4"| 317
|colspan="4"| 204
|colspan="4"| 51
|colspan="4"| 243
|colspan="4"| 51
|colspan="4"| 391
|colspan="4"| 102
|colspan="4"| 190
|colspan="4"| 2048
|-
|-
! Map 8
|50%
|colspan="4"| 71
|0.20%
|colspan="4"| 321
|colspan="4"| 24
|colspan="4" style="background-color:lightgreen;" | 337
|colspan="4"| 321
|colspan="4"| 372
|colspan="4"| 131
|colspan="4"| 423
|colspan="4"| 45
|colspan="4"| 0
|colspan="4"| 2045
|-
|-
! Map 9
|75%
|colspan="4"| 98
|0.08%
|colspan="4"| 47
|colspan="4"| 30
|colspan="4"| 73
|colspan="4"| 73
|colspan="4"| 157
|colspan="4" style="background-color:lightgreen;" | 335
|colspan="4"| 366
|colspan="4" style="background-color:lightgreen;" | 387
|colspan="4" style="background-color:lightgreen;" | 482
|colspan="4"| 2048
|-
! Map 10
|colspan="4"| 124
|colspan="4"| 180
|colspan="4"| 460
|colspan="4"| 45
|colspan="4" style="background-color:lightgreen;" | 376
|colspan="4"| 110
|colspan="4"| 135
|colspan="4"| 104
|colspan="4"| 40
|colspan="4"| 474
|colspan="4"| 2048
|-
! Map 11
|colspan="4"| 221
|colspan="4" style="background-color:lightgreen;" | 534
|colspan="4"| 124
|colspan="4"| 0
|colspan="4"| 0
|colspan="4"| 108
|colspan="4"| 227
|colspan="4" style="background-color:lightgreen;" | 479
|colspan="4"| 315
|colspan="4"| 40
|colspan="4"| 2048
|-
! Map 12
|colspan="4"| 163
|colspan="4"| 462
|colspan="4"| 174
|colspan="4"| 100
|colspan="4"| 124
|colspan="4"| 69
|colspan="4"| 194
|colspan="4"| 378
|colspan="4"| 274
|colspan="4"| 110
|colspan="4"| 2048
|-
|-
|100%
|0%
|}
|}


=== Land ===
Health is first calculated using the following parameters weighted out of 235:
A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. The first 32 pieces of land are free. For more details, see [[Land]].
* {{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===
==Buildings==


==== Upgrades ====
=== Upgrades ===
Need to confirm if there's more tiers for rows which end in ellipsis.
{{:Township/UpgradeBuildingTable}}
{{:Township/UpgradeBuildingTable}}


====Biomes====
===Biomes===
Biomes can be divided into two categories: urban biomes and natural biomes. As far as we know, there's no real difference between these.
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%.
{{:Township/BiomeTable}}
 
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 ==
Line 291: Line 172:


== 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]]
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Revision as of 18:46, 29 November 2022

This page was last updated for (v1.1.1).
This article is about the Township skill. For training the skill, see Township/Training.
Township

Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike Farming, Township has no 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 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.

Town

A Town 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.Template: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 <span style="display:inline-block" data-sort-value="Script error: The function "GetCumulativeLandCost" does not exist.">Coins.svg <span Expression error: Unexpected < operator.>Script error: The function "GetCumulativeLandCost" does not exist. 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 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.

Stats

Statistics are various properties in the Town that do not take up Storage space.

Population

Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building 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 Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.

To maximize experience, once a basic Town setup is completed, Happiness 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

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 Workers. The left number indicates the number of jobless Workers, out of the total amount on the right.

Unemployed citizens generate -5 Happiness.

Storage

Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 19,000, and is gained by building Storehouse. In addition, 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 is a modifier to the amount of experience you earn. Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of Happiness is twice your Population.

Each point of Education provides 1 Happiness, and is often the main source of a Town's Happiness. In additiona, a small amount of Happiness is gained or lost from each building in the Town. Notably, Gardens and Tavern buildings are intended to increase Happiness. Lastly, Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and Happiness is decreased by 40% and 50% additively from a Potions shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.

Education

Education is a modifier to the amount of Resources each building produces. Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of Education is three times your Population.

Every point of Education also provides one point of Happiness. Education is produced from School and Library buildings.

Health

Health 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 Dead Storage. The base chance for a citizen to die each tick is expressed by:

[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]

In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:

[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]

[math]\displaystyle{ \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.

Health 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:

  • Happiness with a weight of 100
  • Education with a weight of 100
  • Nonzero Potions stockpile and positive growth rate contributes 15 weight
  • Nonzero Clothing stockpile and positive growth rate contributes 15 weight
  • Nonzero Herbs 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

Dead Storage represents the number of citizens that have died from poor Health. This storage is created by building Cemetery. 1% of the total Dead Storage will be cleared every hour (12 ticks).

Corpses overflowing the maximum Dead Storage generate -5 Happiness.

Worship

Worship is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building Chapel or Statue of Worship and has a set cap of 2000. Note that although each Deity is associated with a different Statue of Worship, all statues have identical benefits.

All bonuses are additive with one another.

Resources

There are a total of 13 resources. The production of all resources can be increased by up to 100% through Education, stacking additively with any regular modifiers.

GP is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in Storage. This is the only resource that is exceptionally not affected by Education or other production bonuses. A citizen produces Coins.svg 0.3 per tick per percentage point of tax, or Coins.svg 0.6 per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as Aorpheat's Signet Ring.

The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see Trading Post). The production of a building is calculated as follows: [math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]

Food is used to feed citizens. Each citizen will consume 30 Food per tick.

Wood is a basic resource used to build the lowest-level buildings.

Planks are produced from Wood and are used to build low- to high-level buildings.

Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.

Bar is produced from Ore and Coal. It is used to build mid- to high-level buildings.

Ore has no use, except to be converted into Bar.

Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.

Rune Essence is used to build high-level buildings.

Herbs provide a very small Health bonus, but are mainly used to be converted into Potions.

Potions are consumed by citizens over the age of 55, and provides a small Health bonus. If there are not enough Potions, a 40% Happiness penalty is applied.

Leather has no use, except to be converted into Clothing.

Clothing is consumed by buildings built in the Desert biome, and provide a small Health bonus.

Buildings

Upgrades

Township/UpgradeBuildingTable

Biomes

Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough Clothing, then total Happiness reduced by a flat 50%.

Each building in the Snowlands biome consumes 30 Coal/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%: Worship, Happiness, Education and all production.


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 Township Skill XP, Township Resources, GP, Slayer Coins, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.

For a list of Tasks, their requirements, and their rewards, see Task list

Shop Items

One of the ways Township interacts with the rest of the game is by unlocking a variety of useful 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.

Skillcape

The skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Township Level 99.

Skillcape Name Requirements Effect
Township Skillcape Township Skillcape Township Level 99 -15% Township Building Cost (Does not affect GP cost. Capped at -80%)
Superior Township Skillcape Superior Township Skillcape Township Level 120 -20% Township Building Cost (Does not affect GP cost. Capped at -80%)

Pet

B is acquired randomly when using ticks (similar to other skill-based Pets). The other Township-related pets are purchased in the 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.

Pet Name Effect
B B +10% Township Maximum Storage
Marcy Marcy +2% Township Skill XP
Roger Roger +2% Township Resource Generation
Ace Ace +1% Chance to Double Items Globally
Layla Layla +2% Township Happiness
Mister Fuzzbutt Mister Fuzzbutt +5% Global GP (except Item Sales)
Octavius Lepidus VIII Octavius Lepidus VIII +2% Township Education
Classy Rock Classy Rock +10 Mining Node Hitpoints
Cute Rock Cute Rock +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
Royal Rock Royal Rock +3% Chance to gain +1 additional resource in Mining (Cannot be doubled)
Elf Rock Elf Rock +5% Global Evasion
Magic Rock Magic Rock +3% Chance to Double Items in Magic
Party Rock Party Rock +4% Global Mastery XP

Skill Boosts

This table lists most sources of Township-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 Mastery rewards.