Township: Difference between revisions

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{{V|1.1}}
{{V|1.2.2}}
{{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 you can train passively, similar to farming. 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 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, Township can exist relatively passively.
'''{{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 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__


==Starting your Town==
== Town ==
To start, you make your town by choosing your map and deity to 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]].
* Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.  
 
* Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a miners pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
=== Building and Upgrading ===
* Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.
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).
 
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.
 
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}
 
=== Repairing Buildings ===
<!--
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 exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do 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:
* 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
 
<!--
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 increased or decreased repair cost bonuses, where each {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:
 
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right )</math>
 
Where:
* '''Buildings Built''' is the number of buildings currently built within the biome in which the repair is taking place
* '''Building Cost Reduction %''' is capped at 80%
* '''Repair Cost %''' is the result of <math>\text{Increased Repair Cost - Decreased Repair Cost}</math>
* '''Building Efficiency''' is the current building efficiency percentage which can be found in the top left corner of the building
 
=== 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}}
 
== Stats ==
{{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 ===
{{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 {{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%.
 
=== Storage ===
{{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.


* Terran is likely the best overall Deity to worship.  However, it requires more manual effort to "yeet" or "trade" resources to have the most net money.
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.
* Ragnar is a strong alterative for making money without all the effort. Theoretical Max: Map 11, 400 farmers markets (for 0 food usage), 100 statues (100% worship), and the rest 1109 manors (25 pop each = 27k pop total) would make 600k GP per tick (172m GP/day). In reality, this would be around 450k GP per tick.


===Maps===
=== Happiness ===
{| class="wikitable sortable"
{{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%.
!
!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
|-
|}


===Worship===
[[#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.
Completion of [[Impending Darkness Event]] is required to unlock worship of Bane.
{| 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
|-
! 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
|-
! 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
|
|-
! 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; +15% (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
|
|}


===Building in Biomes===
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:
Biomes can be divided into two categories: urban biomes and natural biomes. As far as we know, there's no real difference between these.
{{ModifierTable|TownshipHappiness|Happiness|true|}}


{| class="wikitable"
=== Education ===
|-
{{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%.
!
! colspan="4" style="text-align:center;" | Natural biomes
! colspan="7" style="text-align:center;" | Urban biomes
|-
! Buildings
| style="color:orange;" | Desert
| Water
| Swamp
| Jungle
| Grasslands
| Forrest
| Arid Plains
| Mountains
| Valley
| style="color:blue;" | Snowlands
|-
| {{BuildingIcon|Hunters Cabin}}
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
|
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Fishermans Dock}}
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
|
|
|
|
| style="background-color:lightgreen;" | Yes
|
|-
| {{BuildingIcon|Herbalist}}
|
|
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
|-
| {{BuildingIcon|Miners Pit}}
| style="background-color:lightgreen;" | Yes
|
|
|
|
|
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Woodcutter Camp}}
|
|
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|
|
|
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Carpenters Workshop}}
|
|
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|
|
|
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Gatherers Hut}}
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
|
|
|
| style="background-color:lightgreen;" | Yes
|
|-
| {{BuildingIcon|Orchard}}
|
|
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|
|
|
|
|-
| {{BuildingIcon|Magic Emporium}}
| style="background-color:lightgreen;" | Yes
|
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Basic Shelter}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Blacksmiths Smithy}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|School}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Farmers Market}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Tavern}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Cemetery}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Trading Post}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Prats Hats}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Malcs Cats}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Chapel}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Library}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Cool Rocks}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Lemvor Lemon Stall}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Storehouse}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Farmland}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
|
|-
| {{BuildingIcon|Tailor}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Gardens}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Town Hall}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|-
| {{BuildingIcon|Statue of God}}
|
|
|
|
| style="background-color:lightgreen;" | Yes
|
|
| style="background-color:lightgreen;" | Yes
| style="background-color:lightgreen;" | Yes
|
|}


==Building your Town==
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:
#Go to the "Tasks" tab, then "Township starter guide". Our goal will be to complete all of these tasks to get bonus resources and xp.
{{ModifierTable|TownshipEducation|Education|true|}}
#Our first few tasks require us to build some basic shelters, farmlands, a woodcutter camp, and a mining pit.
#Go to the "build" tab, and then notice you are in the grasslands. Tap the "forest" button to go there.
#If you try to build you will get an error- you need to buy land first! Tap the dropdown button next to the "buy more land" button to buy a higher quantity, then tap that button to buy it. Buying land costs your gp.
#Now build two farmland and one woodcutter camp. Don't buy too many right now or you'll have to restart.
#Go to the mountains biome, buy some land, and build a mining pit.
#Next go to the grasslands, buy some land, and build basic shelters. You should be able to afford 6.
#Now go back to the "Tasks" tab and then to starter guide. Claim your rewards for your first two tasks! Now we need to build six more shelters and a farmland.
#After building a farmland and five shelters we are out of wood. Time to use some ticks! First, tap the meat icon at the top to select it as green. Your new workers will now prioritize this building. Then tap the "1 (5m)" button in the middle of the screen.
#Our population has grown from 2 to 3, and we produced some food! We are interested in wood now, so tap the wood icon and use another two ticks.
#Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.


==FAQs==
=== Health ===
# Go with Map 11 Terran if you don't know what to choose.
{{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.
# Follow the Township Starter Guide under the Tasks tab.
 
# Township Experience = Population * ( 1 + Happiness Percent ) / 3. You're goal is likely levels to start so make sure you focus on population growth and happiness.
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.
# As early as possible, build at least 1 Woodcutter Camp and 1 Miners Pit or you will not have enough resources to continue and will need to restart.
 
# If you starve your town, you'll need to restart.
=== Worship ===
# Restart in the "Township Settings" tab.
{{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.
# When restarting you save ticks you haven't spent. You do not get back ticks that you have spent. However, you will always have a minimum of 144 ticks when starting even if you had 0 before restarting.
 
# There's NO tick cap. You can store as many ticks as you'd like.
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%.
# To Upgrade or Delete a building, go to the "Town" tab. Select the biome, then tap the red trashcan to delete a building or the green arrow to upgrade it. Some upgrades have town population or township level requirements.
 
# Biomes have different modifiers to resource production and are effected by your Worship bonuses.  
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.
# Snow and Desert Biomes have upkeep requirements. You will not need these Biomes to start, so focus on other Biomes until you're more confortable.
 
# Food is a balancing act: running out is catastrophic, but usually you rather be producing building materials than a ton of extra food. If you have too much of one resource and your storage is full, use the "Yeet" tab to delete resources.
All bonuses are '''additive''' with one another.
# Build 1 Trading Post once you've unlocked it. You can exchange your regular in game resources into Township ones, or vice versa. A trader arrives every 8 hours and will stay for an hour. Meaning there are 7 hours between traders or 84 ticks.
{{TownshipWorshipTable}}
# There is no benefit to having more Trading Posts. The trader will not come more frequently.  
 
# In order for a resource to be available for trade in The Trader, you have to have found it. Items received from Township tasks are not considered "found".
== Buildings and Resources ==
# If you need to "find" a cooked item, you can use the Squid+Pig synergy while fishing to unlock the item if your cooking level is too low.
There are a total of 13 Township building resources that are produced by, and used to purchase buildings:
# The Prats Hats, Malcs Cats, and Cool Rocks buildings can be destroyed after buying the upgrade from the Shop.  You do not need the buildings to receive the cat/rock bonuses, but have to wear the hats.
* {{TownshipIcon|GP}}
# Libraries are not a flat +0.25% boost.  It only boosts your current education by an additional 0.25%.  If you had 0 education before building a library, you'll still have 0 education.
* {{TownshipIcon|Food}}
* {{TownshipIcon|Wood}}
* {{TownshipIcon|Planks}}
* {{TownshipIcon|Stone}}
* {{TownshipIcon|Bar}}
* {{TownshipIcon|Ore}}
* {{TownshipIcon|Coal}}
* {{TownshipIcon|Rune Essence}}
* {{TownshipIcon|Herbs}}
* {{TownshipIcon|Potions}}
* {{TownshipIcon|Leather}}
* {{TownshipIcon|Clothing}}
 
The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers.
 
{{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.  
 
The 12 primary resources may be used within the [[#Town|Town]] to construct buildings, 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>
 
{{TownshipIcon|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}}.
 
=== Buildings ===
{{TownshipBuildingTable}}
 
==== Upgrades ====
{{TownshipBuildingUpgradeTable}}
 
=== Trading Post ===
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}}
 
 
== 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 {{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 three rare seasons which may only occur under certain circumstances:
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship
* {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship
* {{TownshipIcon|Lemon Season|nolink=true}}, which may only occur after a Township Relic has been located in {{Icon|Ancient Relics}}.
 
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 that requires a Worship 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.
 
Unlike other seasons, {{TownshipIcon|Lemon Season|nolink=true}} only lasts for 24 hours instead of the standard 72 hours.
{{TownshipSeasonTable}}
 
 
 
== 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 either {{Skill|Township}} Skill XP, Township Resources, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items.
 
Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page.
 
=== Main Tasks ===
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related {{Icon|Shop}} purchases and trades within the [[#Trading Post|Trading Post]] are unlocked once a certain amount of main tasks have been completed.
 
=== Casual Tasks ===
Casual tasks are randomly assigned to the player and may be completed more than once, 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}}
 
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.
 
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:
* 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
 
== Shop Items ==
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.
{{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}} 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|{{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}}

Revision as of 00:39, 18 January 2024

This page is up to date (v1.2.2).
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 passively. However, unlike Farming, Township has no Mastery levels, and uses a unique tick system of progression. Each hour, the town will advance by one tick, during each tick 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.

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

Town

A Town contains Buildings that are used to produce Resources and GP GP for the player. The buildings are built within Biomes, where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected Worship.

Building and Upgrading

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 related buildings, which are destroyed when the current worship changes).

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.

The cost of building can be reduced with some Worship bonuses and in the following ways:

Repairing Buildings

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 exceptions to this are all storage buildings ( Storehouse, Warehouse, Repository, Large Repository), which do 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 or Stats will provide less of that resource or stat.

There are two ways to return a building to 100% efficiency:

  • 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

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 increased or decreased repair cost bonuses, where each Market built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:

[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right ) }[/math]

Where:

  • Buildings Built is the number of buildings currently built within the biome in which the repair is taking place
  • Building Cost Reduction % is capped at 80%
  • Repair Cost % is the result of [math]\displaystyle{ \text{Increased Repair Cost - Decreased Repair Cost} }[/math]
  • Building Efficiency is the current building efficiency percentage which can be found in the top left corner of the building

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 Worship buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.

Stats

Statistics are various properties in the Town that do not take up Storage space. These can be seen as cards immediately above the various Resources for a town.

Population

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 and Buildings.

The population of a town can be increased by constructing more Basic Shelters or upgrades to that building which provide population. The population is also affected by Happiness, as the town's population is increased by the current happiness percentage, and 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 Repaired and the health of the town is maintained at or near 100%.

Storage

Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 50,000, where additional capacity can be gained by constructing more 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.

Happiness

Happiness is a modifier affecting the amount of Population a town has, and therefore also affects the amount of skill experience earned per tick. 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 can also influence the happiness of your town, for example Winter and Nightfall reduces happiness, while Summer and Solar Eclipse increases happiness.

Happiness can be increased by building additional Gardens and Taverns, and with the following bonuses:

Education

Education is a modifier to the amount of resources each building produces. 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 Schools and Libraries, and with the following bonuses:

Health

Health is a modifier which affects the Population of a town. Once Township Level 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 Herbs or Potions into Health, the cost of which is 10% of the current amount generated per update for the resource being converted.

Worship

Worship is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building Chapels or Statues of Worship and has a set cap of 2,000. Note that although each Deity is associated with a different 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. For example, while Spring is the current season, the 5% bonus from Aeris would provide a +50% production bonus to buildings within Mountains 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 50,000,000GP. Upon changing, the town will enter a period of unrest during which time all Chapels and 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.

Buildings and Resources

There are a total of 13 Township building resources that are produced by, and used to purchase buildings:

  • GP
  • Food
  • Wood
  • Planks
  • Stone
  • Bar
  • Ore
  • Coal
  • Rune Essence
  • Herbs
  • Potions
  • Leather
  • Clothing

The production of all resources can be increased 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 within Storage. This is the only resource that is not affected by resource production bonuses.

The 12 primary resources may be used within the Town to construct buildings, or traded via the Trading Post to obtain items for the player. The amount of resources produced by a building can be calculated as follows: [math]\displaystyle{ \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]

GP is earned by taxing the town's Population, where the tax rate starts at 0% and increases by 10% for each 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 1.5GP 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, although is not affected by global GP modifiers such as from Aorpheat's Signet Ring.

Buildings

Upgrades

1 15 35
2,500
60
15,000
80
40,000
100
80,000
110
175,000
Housing Basic Shelter
Wooden Hut
House Cottage Large Cottage Manor Estate
Storage Storehouse Warehouse Repository Large Repository
Education School Large School Academy Large Academy
Potions Herbalist Infirmary Healing Centre Hospital
Food Farmland Plantation Mill Farming Estate
Minerals Miners Pit Miners Field Miners Quarry Miners Estate
Wood Woodcutter Camp Logging Camp Forestry Camp Forestry Estate
Metal Blacksmiths Smithy Blacksmiths Workshop Blacksmiths Forge Blacksmiths Estate
Fishing Fishermans Dock Fishermans Pier Fishermans Port Fishermans Estate
Carpentry Carpenters Workshop Carpenters Factory Carpenters Foundry Carpenters Estate
Leather Hunters Cabin Hunters Lodge Hunters Villa Hunters Estate
Herbs Gatherers Hut Gatherers Lodge Gatherers Villa Gatherers Estate
Clothes Tailor Clothier Outfitter Clothiers Estate
Runes Magic Emporium

Trading Post

The Trading Post enables players to exchange their Township resources for various Consumables and other resources for use within other Skills. Trading becomes available once the player has built at least one Trading Post, with the resource cost of trades decreasing by 0.33% for each trading post that is built.


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 Spring. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: Spring, Summer, Fall, and Winter.

In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances:

  • Nightfall, which may only occur while Statue of Bane is the current worship
  • Solar Eclipse, which may only occur while Statue of The Herald is the current worship
  • Lemon Season, which may only occur after a Township Relic has been located in Ancient Relics.

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 that requires a Worship is active it is not possible to change the current 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.

Unlike other seasons, Lemon Season only lasts for 24 hours instead of the standard 72 hours.


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 either Township Skill XP, Township Resources, GP, Slayer Coins, or items.

Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.

Main Tasks

Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related Shop purchases and trades within the Trading Post are unlocked once a certain amount of main tasks have been completed.

Casual Tasks

Casual tasks are randomly assigned to the player and may be completed more than once, 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 required to reach the next Township level, up to a maximum of 10,000,000GP

The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.

Casual tasks can provide a combination of GP GP, SC Slayer Coins, Township experience, and Resources as a reward, where the amount of the currency and experience rewards is determined as follows:

  • The amount of Township experience is equal to 9% of the total 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 Slayer level

Shop Items

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

Skillcape

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

The superior skillcape can be purchased from the store for 10,000,000GP after the player reaches Township Level 120.

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 has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the Shop after meeting their conditions.

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.