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Township: Difference between revisions

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Skills are subject to change with any future expansions, and should remain manually versioned
m (Skills are subject to change with any future expansions, and should remain manually versioned)
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{{V|1.1.2}}
{{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]]
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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 {{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.
-->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:
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 {{TownshipIcon|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 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{Max Buildings} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 - \frac{\text{Repair Cost Reduction %}}{100} \right )</math>


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.
<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 ===
=== Biomes ===
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{{TownshipWorshipTable}}
{{TownshipWorshipTable}}


== Resources ==
== Buildings and Resources ==
There are a total of 13 resources. The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers.
There are a total of 13 Township building resources that are produced by, and used to purchase buildings:
* {{TownshipIcon|GP}}
* {{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. 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}}.
{{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 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:
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>
<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 ===
=== 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.
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 {{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}}.
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 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|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|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 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 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}}
{{TownshipSeasonTable}}


== Buildings ==
{{TownshipBuildingTable}}


=== Upgrades ===
{{TownshipBuildingUpgradeTable}}


== 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, {{TownshipIcon|GP}}, {{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 either {{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: 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 ===
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:
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
* 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}}
* 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}}
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* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded
* 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
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level
=== 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.


== Shop Items ==
== Shop Items ==