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Township: Difference between revisions

From Melvor Idle
7,139 bytes removed ,  29 November 2022
Added the Township Shop section to the page since it felt weird not having it here.
m (Link corrections)
(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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==Town==
==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===
===Maps===
The following maps are available to start a Town. A Town must be completely reset to change maps.
The following maps are available to start a Town. A Town must be completely reset to change maps.{{TownshipMaps}}
 
{| 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
|colspan="4"| 258
|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
|colspan="4"| 333
|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
|colspan="4"| 346
|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
|colspan="4"| 71
|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
|colspan="4"| 98
|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
|-
|}


=== Land ===
=== Land ===
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==Stats==
==Stats==
{{Icon|Statistics|type=township}} are various properties in the Town that do not take up {{Icon|Storage|type=township}} space.
===Population===
===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.
{{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.
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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 prevents elderly citizens from dying. In [[V1.1]], {{Icon|Health|type=township}} is bugged and citizens never die under the age of 100.
{{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>


Health is first calculated using the following parameters weighted out of 235:
In the above calculation, <math>\textrm{healthPercent}</math> is the % health as displayed in-game.
* {{Icon|Happiness|type=township}} with a weight of 100
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:
* {{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%.


===Worship===
<math>\textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness})</math>
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. The benefits of each Deity you choose is outlined below:


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
!{{Icon|Health|type=township|nolink=true}}
| 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
!Chance of death per tick
| 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
|0%
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Leather Production
|0.52%
| 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
|25%
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Mountain Biome
|0.34%
| 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
|50%
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) GP
|0.20%
| 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
|-
|-
! Total if 100%
|75%
| 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
|0.08%
| 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% 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
|100%
| 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
|0%
| 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
|}
|}
Health is first calculated using the following parameters weighted out of 235:
* {{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===
===Dead Storage===
{{Icon|Dead Storage|type=township}} is checked by highlighting the {{Icon|Population|type=township}} icon, representing the number of citizens that have died. This storage is created by building {{BuildingIcon|Cemetery}}. 20% of the total {{Icon|Dead Storage|type=township}} will be cleared every day (288 ticks).
{{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===
ticksPerYear = 8.7
{{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.
maxAge = 100
maxLifespan = ticksPerYear*maxAge
averageMigrationAge = 33
migrationChance = 0.9
averageLifespan = maxLifespan*(1-migrationChance) + maxLifespan*(maxAge - averageMigrationAge)/maxAge*migrationChance
ticksPerDay = 288
deadBodiesPerDayPerPopulation = ticksPerDay/averageLifespan
cemeteryPerDeadBodiesPerDay = 250*0.20
populationPerCemeteries = cemeteryPerDeadBodiesPerDay/deadBodiesPerDayPerPopulation
-> 106.18229166666667 citizens per Cemetery
-->
Once a Town has a fixed total {{Icon|Population|type=township}} and achieves steady-state over several real-life days, one {{BuildingIcon|Cemetery}} holding 250 {{Icon|Dead Storage|type=township}} will be required for every 107 {{Icon|Population|type=township}} on average.


Corpses overflowing the maximum {{Icon|Dead Storage|type=township}} generate -5 {{Icon|Happiness|type=township}}.
All bonuses are '''additive''' with one another.
{{TownshipWorshipTable}}


== Resources ==
== 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.
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. The base generation is <math>\text{Citizens}*\text{Tax Rate}*30</math>, subject to other 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 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. It is also the most profitable resource to be traded.
{{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|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.


{{Icon|Planks|type=resource}} are produced {{Icon|Wood|type=resource}} and is used to build low- to high-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|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
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===Biomes===
===Biomes===
Each building inside the Desert biome consumes {{Icon|Clothing|type=resource}} 60/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.
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 {{Icon|Coal|type=resource}} 30/tick. Without {{Icon|Coal|type=resource|nolink=true}}, 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.


{{Template:TownshipBiomeTable}}
{{Template:TownshipBiomeTable}}


== Tasks ==
== 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.
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]]
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}}