Township: Difference between revisions

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(→‎Biomes: Consolidate both tables into one)
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== Town ==
== Town ==
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]].
A {{TownshipIcon|Town}} 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]].


=== Building and Upgrading ===
=== Building and Upgrading ===
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<!--
<!--
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
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.
-->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 {{TownshipIcon|Town Hall}}<!-- and {{TownshipIcon|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.


There are two ways to return a building to 100% efficiency:
There are two ways to return a building to 100% efficiency:
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<!--
<!--
See: Township.getSingleResourceRepairCostForBuilding,  
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:
-->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 {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The repair cost of a building can be calculated as follows:
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \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>
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \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>


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=== Biomes ===
=== 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.
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 {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
{{TownshipBuildingBiomeTable}}
{{TownshipBuildingBiomeTable}}


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


=== Population ===
=== 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]].
{{TownshipIcon|Population}} 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]].


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%.
The population of a town can be increased by constructing more {{TownshipIcon|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%.


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%.
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%.


=== Storage ===
=== Storage ===
{{Icon|Storage|type=township}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{Icon|Storage|type=township}} of 50,000, where additional capacity can be gained by constructing more {{BuildingIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.


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.
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.


=== Happiness ===
=== 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%.
{{TownshipIcon|Happiness}} is a modifier affecting the amount of [[#Population|Population]] a town has, and therefore also affects the amount of skill experience earned per tick. {{TownshipIcon|Happiness}} 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%.


[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{Icon|Winter|type=township|nolink=true}} and {{Icon|Nightfall|type=township|nolink=true}} reduces happiness, while {{Icon|Summer|type=township|nolink=true}} and {{Icon|Solar Eclipse|type=township|nolink=true}} increases happiness.
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.


Happiness can be increased by building additional {{BuildingIcon|Gardens}} and {{BuildingIcon|Tavern|Taverns}}, and with the following bonuses:
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:
{{ModifierTable|TownshipHappiness|Happiness|true|}}
{{ModifierTable|TownshipHappiness|Happiness|true|}}


=== Education ===
=== 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%.
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} 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%.


Education can be increased by building additional {{BuildingIcon|School|Schools}} and {{BuildingIcon|Library|Libraries}}, and with the following bonuses:
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:
{{ModifierTable|TownshipEducation|Education|true|}}
{{ModifierTable|TownshipEducation|Education|true|}}


=== Health ===
=== 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.
{{TownshipIcon|Health}} 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.


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.
The health of a town can be improved by converting either {{TownshipIcon|Herbs}} or {{TownshipIcon|Potions}} into {{TownshipIcon|Health}}, the cost of which is 10% of the current amount generated per update for the resource being converted.


=== Worship ===
=== 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.
{{TownshipIcon|Worship}} is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building {{TownshipIcon|Chapel|Chapels}} or {{TownshipIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{TownshipIcon|Statue of Worship}}, all statues provide an identical amount of worship.


Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{Icon|Spring|type=township|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{Icon|Mountains|type=biome|nolink=true}} rather than the usual +25%.
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{TownshipIcon|Spring|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{TownshipIcon|Mountains|nolink=true}} rather than the usual +25%.


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, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.
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 {{TownshipIcon|Chapel|Chapels}} and {{TownshipIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.


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 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 {{TownshipIcon|Education}}, 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 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}}.
{{TownshipIcon|GP}} is a special type of resource that is deposited directly into the player's [[Bank]], while the other 12 resources are kept within {{TownshipIcon|Storage}}. 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 {{TownshipIcon|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|Town]], or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows:
The other 12 resources may be used within the [[#Town|Town]], or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows:
<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>
<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>


=== Trading Post ===
=== Trading Post ===
The {{BuildingIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{BuildingIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
{{TownshipTrader}}
{{TownshipTrader}}


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


In addition to these four seasons, there are two rare seasons which may only occur while the town is using the relevant [[#Worship|Worship]]:
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
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|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
* {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship


While worships with rare seasons 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, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.
While worships with rare seasons 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, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.
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== Tasks ==
== 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.
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, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items.


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.
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.