Township: Difference between revisions

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===Building in Biomes===
===Buildings===
 
==== Upgrades ====
Need to confirm if there's more tiers for rows which end in ellipsis.
 
{| class="wikitable"
|-
!
! colspan="5" | Tiers (Low ➝ High)
|-
! Housing
| {{BuildingIcon|Basic Shelter}}
| {{BuildingIcon|Wooden Hut}}
| {{BuildingIcon|House}}
| {{BuildingIcon|Cottage}}
| ...
|-
! Storage
| {{BuildingIcon|Storehouse}}
| {{BuildingIcon|Warehouse}}
| ...
|-
! Food
| {{BuildingIcon|Farmland}}
| {{BuildingIcon|Plantation}}
| ...
|-
! Fishing
| {{BuildingIcon|Fishermans Dock}}
| {{BuildingIcon|Fishermans Pier}}
| ...
|-
! Wood
| {{BuildingIcon|Woodcutter Camp}}
| {{BuildingIcon|Logging Camp}}
| ...
|-
! Carpentry
| {{BuildingIcon|Carpenters Workshop}}
| {{BuildingIcon|Carpenters Factory}}
| ...
|-
! Leather
| {{BuildingIcon|Hunters Cabin}}
| {{BuildingIcon|Hunters Lodge}}
| ...
|-
! Clothes
| {{BuildingIcon|Tailor}}
| {{BuildingIcon|Clothier}}
| ...
|-
! Herbs
| {{BuildingIcon|Gatherers Hut}}
| {{BuildingIcon|Gatherers Lodge}}
| ...
|-
! Minerals
| {{BuildingIcon|Miners Pit}}
| {{BuildingIcon|Miners Field}}
| ...
|-
! Metal
| {{BuildingIcon|Blacksmiths Smithy}}
| {{BuildingIcon|Blacksmiths Workshop}}
| ...
|}
 
 
====Biomes====
Biomes can be divided into two categories: urban biomes and natural biomes. As far as we know, there's no real difference between these.
Biomes can be divided into two categories: urban biomes and natural biomes. As far as we know, there's no real difference between these.


{| class="wikitable"  
{| class="wikitable"
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!  

Revision as of 23:01, 28 October 2022

This page was last updated for (v1.1).
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 relatively passively. 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 at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.

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.

Primary Resources

Population

Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. Population cap is gained by building Basic Shelter, spending ticks will cause population to increase until it reaches the cap.

  • Experience in township is earned based on the following formula:

[math]\displaystyle{ max\left(\tfrac{1 + \text{Happiness %}}{100}\right) * (\text{Population} * \text{0.01}) * (\text{Tick Length} * \text{0.01}) }[/math]

  • Population Gain Rate Formula:

= Math.ceil(((0.05 * this.populationLimit) / 100) * (this.TICK_LENGTH / 10));

  • Population Gain Chance Formula:

= .4 - this.currentPopulation / this.populationLimit

Workers

The Available Workers stat shows how many unemployed workers compared to the maximum amount of working age citizens are available to the town.

Age

All population has a set Age that increases with ticks spent. The working age in Melvor is from 8 to 55 (?), any citizens outside of this range are not eligible to be Workers, and therefore do not impact Happiness. Population above the age of 55 have a chance to die every tick, reduced by the amount of Health in the town, which is primarily increases by having Potions from Herbalist.

Death

Citizens die when they reach 100 years of age or before without sufficient Health or if you run out of Food.

Corpses have a negative effect on Happiness and Health(?), and must be removed by building File:Cemetary (building).svg Cemetary.

Storage

Storage cap is gained by building Storehouse. With every tick spent, buildings in Township produce Resources that fill Storage until the cap. No resources can be gained past the cap, and hitting the cap will cause buildings that consume resources to continue doing so.

Happiness

Happiness is a modifier to the amount of experience you earn, it is gained from building many different buildings, and is expressed as a percent out of two times your total population. Happiness is a flat increase to the amount of experience you earn, 1% Happiness increases experience by 1%.

Education

Education is a modifier to the amount of Resources each building in township produces, it is gained from building School and is expressed as a percent out of three times your total population. Education is a flat increase to the amount of production, 1% Education increases production by 1%.

Health

Health is a mechanic that prevents elderly citizens from dying. Each citizen above the Age of 55 has a 100% chance of dying at some time before reaching the age of 100. This percent is reduced by the amount of Health in the town - 1% health decreases this chance of death by 1%.

Worship

Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building Chapel and has a set cap of 2000. The benefits of each Deity you choose is outlined below:

Completion of Impending Darkness Event is required to unlock worship of Bane.

All bonuses are additive with one another.

Aeris Glacia Terran Ragnar Bane
Always Active  • 50% Happiness
 • 25% Leather
 • 25% Mountain Biome
 • -50% GP
 • 25% Fishing Dock Building Production
 • 25% Education
 • 25% Magic Emporium Building Production
 • 25% Valley Biome Production
 • 25% Water Biome Production
 • -50% Arid Plains Biome Production
 • -50% Desert Biome Production
 • -50% Mountain Biome Production
 • 25% Orchard Building Production
 • 25% Farm Building Production
 • 25% Herb Production
 • 25% Woodcutting Building Production
 • 25% Forest Biome Production
 • -50% Fishing Dock Building Production
 • -75% Leather Production
 • 25% GP
 • -50% Coal Usage in Snowlands
 • 25% Blacksmith Building Production
 • 25% Arid Plains Biome Production
 • 25% Desert Biome Production
 • -50% Herb
 • 50% Building Happiness Penalties
 • -25% Citizen Food Usage
 • 25% Grasslands Biome Production
 • 25% Jungle Biome Production
 • 25% Dead Storage
 • -75% Education
 • -75% Happiness
25% Worship  • +25% (50% ttl) Leather Production  • +25% (50% ttl) Fishing Dock Building Production  • +25% (50% ttl) Orchard Building Production  • -25% (-75% ttl) Coal Usage in Snowlands
 • +25% (50% ttl) Blacksmith Building Production
 • +25% Building Production in the Jungle Biome
50% Worship  • +25% (50% ttl) Mountain Biome  • +25% (50% ttl) Valley Biome Production
 • +25% (50% ttl) Water Biome Production
 • +25% (50% ttl) Woodcutting Building Production
 • +25% (50% ttl) Forest Biome Production
 • +25% (50% ttl) Arid Plains Biome Production
 • +25% (50% ttl) Desert Biome Production
 • +25% Township Dead Storage
85% Worship  • +25% (-25% ttl) GP  • +25% (25% ttl) Arid Plains Biome Production
 • +25% (25% ttl) Desert Biome Production
 • +25% (25% ttl) Mountain Biome Production
 • +25% (-25% ttl) Fishing Dock Building Production
 • +25% (-50% ttl) Leather Production
 • +25% (-25% ttl) Herb
 • -25% (+25% ttl) Happiness Penalties
 • +25% Township Education
 • +25% Township Happiness
100% Worship  • +25% (50% ttl) Happiness
 • -15% Building Costs
 • +25% (50% ttl) Education
 • -15% Building Costs
 • +25% (50% ttl) Farm Building Production
 • +15% (50% ttl) Herb Production
 • -15% Building Costs
 • +25% (50% ttl) GP
 • -15% Building Costs
 • -25% Township Citizen Food Usage
 • -15% Township Building Cost

Maps

Grasslands Forest Desert Water Swamp Arid Plains Mountains Valley Jungle Snowlands Total Land
Map 1 231 296 256 280 174 88 129 149 204 241 2048
Map 2 111 333 55 251 161 157 237 63 301 339 2008
Map 3 212 161 112 260 237 172 206 190 249 249 2048
Map 4 462 167 249 246 235 133 106 114 90 146 1948
Map 5 258 47 305 296 77 245 126 219 217 258 2048
Map 6 333 184 331 6 153 288 223 305 73 152 2048
Map 7 346 153 317 204 51 243 51 391 102 190 2048
Map 8 71 321 24 337 321 372 131 423 45 0 2045
Map 9 98 47 30 73 73 157 335 366 387 482 2048
Map 10 124 180 460 45 376 110 135 104 40 474 2048
Map 11 221 534 124 0 0 108 227 479 315 40 2048
Map 12 163 462 174 100 124 69 194 378 274 110 2048

Buildings

Upgrades

Need to confirm if there's more tiers for rows which end in ellipsis.

Tiers (Low ➝ High)
Housing Basic Shelter Wooden Hut House Cottage ...
Storage Storehouse Warehouse ...
Food Farmland Plantation ...
Fishing Fishermans Dock Fishermans Pier ...
Wood Woodcutter Camp Logging Camp ...
Carpentry Carpenters Workshop Carpenters Factory ...
Leather Hunters Cabin Hunters Lodge ...
Clothes Tailor Clothier ...
Herbs Gatherers Hut Gatherers Lodge ...
Minerals Miners Pit Miners Field ...
Metal Blacksmiths Smithy Blacksmiths Workshop ...


Biomes

Biomes can be divided into two categories: urban biomes and natural biomes. As far as we know, there's no real difference between these.

Natural biomes Urban biomes
Buildings Desert Water Swamp Jungle Grasslands Forrest Arid Plains Mountains Valley Snowlands
Hunters Cabin Yes Yes Yes Yes Yes
Fishermans Dock Yes Yes Yes
Herbalist Yes Yes Yes Yes Yes
Miners Pit Yes Yes Yes
Woodcutter Camp Yes Yes Yes
Carpenters Workshop Yes Yes Yes
Gatherers Hut Yes Yes Yes
Orchard Yes Yes
Magic Emporium Yes Yes Yes Yes Yes
Basic Shelter Yes Yes Yes Yes Yes Yes
Blacksmiths Smithy Yes Yes Yes Yes Yes Yes
School Yes Yes Yes Yes Yes Yes
File:Farmers Market (building).svg Farmers Market Yes Yes Yes Yes Yes Yes
Tavern Yes Yes Yes Yes Yes Yes
Cemetery Yes Yes Yes Yes Yes Yes
Trading Post Yes Yes Yes Yes Yes Yes
Prats Hats Yes Yes Yes Yes Yes Yes
Malcs Cats Yes Yes Yes Yes Yes Yes
Chapel Yes Yes Yes Yes Yes Yes
Library Yes Yes Yes Yes Yes Yes
Cool Rocks Yes Yes Yes Yes Yes Yes
Lemvor Lemon Stall Yes Yes Yes Yes Yes Yes
Storehouse Yes Yes Yes Yes
Farmland Yes Yes Yes Yes
Tailor Yes Yes Yes Yes Yes
Gardens Yes Yes Yes Yes Yes
Town Hall Yes Yes Yes Yes Yes
Statue of Worship Yes Yes Yes

Skillcape

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

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

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.