Township: Difference between revisions

1,165 bytes added ,  21 April 2023
Partial update for v1.1.2, requires many amends to automated tables still
(→‎Maps: Remove section - Maps no longer exist in v1.1.2)
(Partial update for v1.1.2, requires many amends to automated tables still)
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{{V|1.1.1}}
{{V|1.1.1}}
{{Disclaimer|This guide has NOT been fully updated for Melvor Idle [[V1.1.2|1.1.2]] which completely reworked Township. Many mechanics have been removed or simplified.}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
[[File:Township (skill).svg|thumb|right|Township]]
[[File:Township (skill).svg|thumb|right|Township]]


'''{{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 passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system of progression. Each hour, the town will advance by one tick, during each tick [[#Resources|Resources]] and {{GP}} will be gained, which may then be reinvested into the town or converted into a number of [[Consumables]] and other resources for use in other skills.


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.
Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.


__TOC__
__TOC__


==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.
A {{Icon|Town|type=township}} contains [[#Buildings|Buildings]] that are used to produce [[#Resources|Resources]] and {{GP}} [[GP]] for the player. The buildings are built within [[#Biomes|Biomes]], where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected [[#Worship|Worship]].


=== Land ===
=== Building and Upgrading ===
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.
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).


A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. For more details, see [[Land]].
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.


=== Biomes ===
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:
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.
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}


==Stats==
=== Repairing Buildings ===
{{Icon|Statistics|type=township}} are various properties in the Town that do not take up {{Icon|Storage|type=township}} space.
<!--
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exception to this is the {{BuildingIcon|Town Hall}}<!-- and {{BuildingIcon|Lemvor Lemon Stall}}-->, which does not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.


===Population===
There are two ways to return a building to 100% efficiency:
{{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.
* Repair the building, at the cost of the resources stated at the bottom of that building's tile
* If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid


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.
<!--
See: Township.getSingleResourceRepairCostForBuilding,
-->The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any decreased repair cost bonuses, where each {{BuildingIcon|Market}} built decreases the repair cost by 0.25%. The repair cost of a building can be calculated as follows:
<math>\text{Repair Cost} = \text{Base Building Cost} \times \text{Max Buildings} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 - \frac{\text{Repair Cost Reduction %}}{100} \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.
Where <math>\text{Max Buildings}</math> is the maximum amount of that building that can be built within the biome in which the repair is taking place.


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.
=== Biomes ===
 
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{Icon|Worship|type=township}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
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.
<!--TODO: Biome table, listing skill level/population requirements + existing table of building/biome compatability -->


===Workers===
== Stats ==
{{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.
{{Icon|Statistics|type=township}} are various properties in the Town that do not take up {{Icon|Storage|type=township}} space. These can be seen as cards immediately above the various [[#Resources|Resources]] for a town.


Unemployed citizens generate -5 {{Icon|Happiness|type=township}}.
=== Population ===
{{Icon|Population|type=township}} is a core feature of Township. The population of a town affects how much skill XP is gained per tick (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many [[#Biomes|Biomes]] and [[#Buildings|Buildings]].


===Storage===
The population of a town can be increased by constructing more {{BuildingIcon|Basic Shelter|Basic Shelters}} or upgrades to that building which provide population. The population is also affected by [[#Happiness|Happiness]], as the town's population is increased by the current happiness percentage, and [[#Health|Health]], where for each 1% reduction in health the town's population is also decreased by 1%.
{{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===
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%.
{{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.
=== 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 50,000, where additional capacity can be gained by constructing more {{BuildingIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.


===Education===
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.
{{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.
=== Happiness ===
{{Icon|Happiness|type=township}} is a modifier affecting the amount of [[#Population|Population]] a town has, and therefore also affects the amount of skill experience earned per tick. {{Icon|Happiness|type=township}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.


===Health===
Happiness can be increased by building additional {{BuildingIcon|Gardens}} and {{BuildingIcon|Tavern|Taverns}}, and with the following bonuses:
{{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}}.
{{ModifierTable|TownshipHappiness|Happiness|true|}}
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>
=== Education ===
{{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 resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.


In the above calculation, <math>\textrm{healthPercent}</math> is the % health as displayed in-game.
Education can be increased by building additional {{BuildingIcon|School|Schools}} and {{BuildingIcon|Library|Libraries}}, and with the following bonuses:
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:
{{ModifierTable|TownshipEducation|Education|true|}}


<math>\textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness})</math>
=== Health ===
{{Icon|Health|type=township}} is a modifier which affects the [[#Population|Population]] of a town. Once {{SkillReq|Township|15}} has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.


<math>\textrm{DeathChance}</math> is increased by 0.05 if there is no food after resources for the tick are calculated.
The health of a town can be improved by converting either {{Icon|Herbs|type=resource}} or {{Icon|Potions|type=resource}} into {{Icon|Health|type=township}}, the cost of which is 10% of the current amount generated per update for the resource being converted.
Citizens will also die if there are more of them than the housing allows for.


The table below gives some examples.
=== 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|Chapels}} or {{BuildingIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{BuildingIcon|Statue of Worship}}, all statues provide an identical amount of worship.


{| class="wikitable"
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{BuildingIcon|Chapel|Chapels}} and {{BuildingIcon|Statue of Nothing|Statues}} will be destroyed.
|-
!{{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:
* {{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.
All bonuses are '''additive''' with one another.
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== 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 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}}.
{{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 within {{Icon|Storage|type=township}}. This is the only resource that is not affected by resource production bonuses. GP is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{BuildingIcon|Town Hall}} that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is {{GP|1.5}} for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some [[#Seasons|Seasons]], although is not affected by global GP modifiers such as from {{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|Town]], or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player (see {{BuildingIcon|Trading Post}}). The amount of resources produced by a building can be calculated as follows:
<math>\textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus})</math>
<math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math>


{{Icon|Food|type=resource}} is used to feed citizens. Each citizen will consume 30 {{Icon|Food|type=resource}} per tick.
== Seasons ==
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources]] and [[#Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{Icon|Spring|type=township|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{Icon|Spring|type=township|nolink=true}}, {{Icon|Summer|type=township|nolink=true}}, {{Icon|Fall|type=township|nolink=true}}, and {{Icon|Winter|type=township|nolink=true}}.


{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.
In addition to these four seasons, there are two rare seasons which may only occur while the town is using the relevant [[#Worship|Worship]]:
* {{Icon|Nightfall|type=township|nolink=true}}, which may only occur while {{BuildingIcon|Statue of Bane}} is the current worship
* {{Icon|Solar Eclipse|type=township|nolink=true}}, which may only occur while {{BuildingIcon|Statue of The Herald}} is the current worship


{{Icon|Planks|type=resource}} are produced from {{Icon|Wood|type=resource}} and are used to build low- to high-level buildings.
While the relevant worships are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, the cycle of regular seasons continues where it left off.
<!-- TODO Seasons table -->


{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
== Buildings ==
<!-- TOOO template listing all buildings, requirements/tier, biome, cost, production -->


{{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.
=== Upgrades ===
{{:Township/UpgradeBuildingTable}}<!-- TODO Change this to a template page -->


{{Icon|Ore|type=resource}} has no use, except to be converted into {{Icon|Bar|type=resource}}.
== Tasks ==
 
Tasks are a 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.
{{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.
Tasks can be divided into two broad categories: Casual, and permanent. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page.


==Buildings==
=== Casual Tasks ===
Casual tasks are randomly assigned to the player, with up to five new tasks being assigned each day. The maximum amount of casual tasks which can be held at the same time is five, and may be removed by either:
* Completing the task and claiming its rewards
* Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}}


=== Upgrades ===
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.
{{:Township/UpgradeBuildingTable}}


===Biomes===
Casual tasks can provide a combination of {{GP}} [[GP]], {{SC}} [[Slayer Coins]], {{Skill|Township|nolink=true}} experience, and [[#Resources|Resources]] as a reward, where the amount of the currency and experience rewards is determined as follows:
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%.
* The amount of {{Skill|Township|nolink=true}} experience is equal to 9% of the total [[Experience Table|experience]] between the player's current Township level and the next level
* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level


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.
=== Other Tasks ===
 
All other tasks are permanent tasks which may only be completed once and do not change on a daily basis. Many of the Township related [[Shop#Township|Shop purchases]] are locked behind completing a certain number of these tasks.
{{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 ==
== Shop Items ==
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.
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}}
{{ShopTownshipTable}}


== Skillcape ==
== Skillcape ==
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
The [[Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}


== 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.
{{PetIcon|B}} has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the {{Icon|Shop}} after meeting their conditions.
{{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,decreasedTownshipBuildingCost,increasedTownshipGPProduction,increasedTownshipMaxStorage,increasedTownshipEducation,increasedTownshipHappiness,increasedTownshipHealth,increasedTownshipResourceProduction,increasedNonCombatSkillXP|{{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}}