# Township

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Township

Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to , it can be trained relatively passively. However, unlike Farming, Township has no 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 unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.

## Town

A Town contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.

### Maps

The following maps are available to start a Town. A Town must be completely reset to change maps.

Map
Grasslands

Forest

Desert

Water

Swamp

Arid Plains

Mountains

Valley

Jungle

Snowlands
Map 1 231 296 256 280 174 88 129 149 204 241
Map 2 151 333 55 251 161 157 277 63 301 339
Map 3 212 161 112 260 237 172 206 190 249 249
Map 4 502 167 279 276 235 133 106 114 90 146
Map 5 258 47 305 296 77 245 126 219 217 258
Map 6 333 184 331 6 153 288 223 305 73 152
Map 7 346 153 317 204 51 243 51 391 102 190
Map 8 71 324 24 337 321 372 131 423 45 0
Map 9 98 47 30 73 73 157 335 366 387 482
Map 10 124 180 460 45 376 110 135 104 40 474
Map 11 221 534 124 0 0 108 227 479 315 40
Map 12 163 462 174 100 124 69 194 378 274 110

### Land

Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.

A total of  7,464,639,466 is required to purchase all 2,048 tiles of land. For more details, see Land.

### Biomes

Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.

## Stats

Statistics are various properties in the Town that do not take up space.

### Population

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

For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by , up to an additional 100% bonus, which is additively added to normal skill boosts.

To maximize experience, once a basic Town setup is completed, should always be at 100% to provide at least 0.6 experience per citizen per tick.

If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.

A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.

### Workers

Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered Workers. The left number indicates the number of jobless Workers, out of the total amount on the right.

Unemployed citizens generate -5 .

### Storage

allows Resources to be stockpiled in the Town. A Town starts with a base of 19,000, and is gained by building . In addition, contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.

### Happiness

is a modifier to the amount of experience you earn. provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of is twice your .

Each point of provides 1 , and is often the main source of a Town's . In additiona, a small amount of is gained or lost from each building in the Town. Notably, and buildings are intended to increase . Lastly, is decreased by 5 points for every overflowing corpse and unemployed citizen, and is decreased by 40% and 50% additively from a Potions shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.

### Education

is a modifier to the amount of Resources each building produces. provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of is three times your .

Every point of also provides one point of . is produced from and buildings.

### Health

is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the . The base chance for a citizen to die each tick is expressed by:

$\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }$

In the above calculation, $\displaystyle{ \textrm{healthPercent} }$ is the % health as displayed in-game. If we consider $\displaystyle{ \textrm{sickness} }$ to be the decimal representation of "un-health" (i.e. $\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }$, this simplifies to:

$\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }$

$\displaystyle{ \textrm{DeathChance} }$ is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.

The table below gives some examples.

Health Chance of death per tick
0% 0.52%
25% 0.34%
50% 0.20%
75% 0.08%
100% 0%

Health is first calculated using the following parameters weighted out of 235:

• with a weight of 100
• with a weight of 100
• Nonzero Potions stockpile and positive growth rate contributes 15 weight
• Nonzero Clothing stockpile and positive growth rate contributes 15 weight
• Nonzero Herbs stockpile and positive growth rate contributes 5 weight

This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.

represents the number of citizens that have died from poor . This storage is created by building . 1% of the total will be cleared every hour (12 ticks).

Corpses overflowing the maximum generate -5 .

### Worship

is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building or and has a set cap of 2000. Note that although each Deity is associated with a different , all statues have identical benefits.

All bonuses are additive with one another.

Worship
Requirements None None None None Completion of
0%
0/2000
-50% Township GP Production
+25% Township Building Production in Mountains Biome
+25% Township Leather Production
-50% Township Building Production in Arid Plains Biome
-50% Township Building Production in Mountains Biome
+25% Township Building Production in Water Biome
+25% Township Production for Fishing Dock buildings
-50% Township Building Production in Desert Biome
-75% Township Leather Production
+25% Township Production for Farm buildings
+25% Township Production for Woodcutting buildings
-50% Township Production for Fishing Dock buildings
+25% Township Building Production in Arid Plains Biome
+50% Township Building Happiness Penalties
-50% Township Herb Production
+25% Township Production for Blacksmith buildings
-75% Township Education
-75% Township Happiness
+25% Township Building Production in Grasslands Biome
+25% Township Building Production in Jungle Biome
5%
100/2000
+25% Township Happiness +25% Township Education
+25% Township Building Production in Valley Biome
+25% Township Production for Magic Emporium buildings
+25% Township Building Production in Forest Biome
+25% Township Herb Production
+25% Township Production for Orchard buildings
+25% Township Building Production in Desert Biome
-50% Township Coal Usage
-25% Township Citizen Food Usage
25%
500/2000
+25% Township Leather Production +25% Township Production for Fishing Dock buildings +25% Township Production for Orchard buildings +25% Township Production for Blacksmith buildings
-25% Township Coal Usage
+25% Township Building Production in Jungle Biome
50%
1000/2000
+25% Township Building Production in Mountains Biome +25% Township Building Production in Water Biome
+25% Township Building Production in Valley Biome
+25% Township Production for Woodcutting buildings
+25% Township Building Production in Forest Biome
+25% Township Building Production in Desert Biome
+25% Township Building Production in Arid Plains Biome
85%
1700/2000
+25% Township GP Production +25% Township Building Production in Arid Plains Biome
+25% Township Building Production in Mountains Biome
+25% Township Building Production in Desert Biome
+25% Township Production for Fishing Dock buildings
+25% Township Leather Production
+25% Township Herb Production
-25% Township Building Happiness Penalties
+25% Township Education
+25% Township Happiness
100%
2000/2000
-15% Township Building Cost
+25% Township Happiness
+25% Township Education
-15% Township Building Cost
-15% Township Building Cost
+25% Township Production for Farm buildings
+25% Township Herb Production
-15% Township Building Cost
+25% GP gained from Township Citizen Tax
-50% Township Citizen Food Usage
-15% Township Building Cost
Total +50% Township Building Production in Mountains Biome
-15% Township Building Cost
+50% Township Leather Production
+50% Township Happiness
-25% Township GP Production
+50% Township Building Production in Water Biome
+50% Township Production for Fishing Dock buildings
+25% Township Production for Magic Emporium buildings
-25% Township Building Production in Desert Biome
-25% Township Building Production in Mountains Biome
+50% Township Education
-15% Township Building Cost
-25% Township Building Production in Arid Plains Biome
+50% Township Building Production in Valley Biome
-15% Township Building Cost
+50% Township Production for Orchard buildings
-50% Township Leather Production
+50% Township Building Production in Forest Biome
+50% Township Production for Woodcutting buildings
+50% Township Production for Farm buildings
+50% Township Herb Production
-25% Township Production for Fishing Dock buildings
+25% GP gained from Township Citizen Tax
+50% Township Building Production in Arid Plains Biome
-25% Township Herb Production
+50% Township Production for Blacksmith buildings
-15% Township Building Cost
+25% Township Building Happiness Penalties
-75% Township Coal Usage
+50% Township Building Production in Desert Biome
-50% Township Education
+50% Township Building Production in Jungle Biome
-15% Township Building Cost
-50% Township Happiness
+25% Township Building Production in Grasslands Biome
-75% Township Citizen Food Usage

## Resources

There are a total of 13 resources. The production of all resources can be increased by up to 100% through , stacking additively with any regular modifiers.

is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in . This is the only resource that is exceptionally not affected by or other production bonuses. A citizen produces  0.3 per tick per percentage point of tax, or  0.6 per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as .

The other 12 resources may be used within the town, or traded via the to obtain items for the player (see ). The production of a building is calculated as follows: $\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }$

Food is used to feed citizens. Each citizen will consume 30 Food per tick.

Wood is a basic resource used to build the lowest-level buildings.

Planks are produced from Wood and are used to build low- to high-level buildings.

Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.

Bar is produced from Ore and Coal. It is used to build mid- to high-level buildings.

Ore has no use, except to be converted into Bar.

Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.

Rune Essence is used to build high-level buildings.

Herbs provide a very small bonus, but are mainly used to be converted into Potions.

Potions are consumed by citizens over the age of 55, and provides a small bonus. If there are not enough Potions, a 40% penalty is applied.

Leather has no use, except to be converted into Clothing.

Clothing is consumed by buildings built in the Desert biome, and provide a small bonus.

## Buildings

1
1
15
200
35
500
60
2500
80
4000
100
6000
110
13000
Housing
Storage
Education
Potions
Food
Minerals
Wood
Metal
Fishing
Carpentry
Leather
Herbs
Clothes
Runes

### Biomes

Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough Clothing, then total reduced by a flat 50%.

Each building in the Snowlands biome consumes 30 Coal/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%: , , and all production.

Building
Grasslands

Forest

Desert

Water

Swamp

Arid Plains

Mountains

Valley

Jungle

Snowlands
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +20% +15% +5% -5%
+0% -10% -15%
+0% +0% +0% +0% +0%
+40% +0% +20%
+0% +0% +0% +0%
+0% +20% -20%
+0% +0% +0%
+0% +5% -5% +10%
+0% +0% +0% +0% +0% +0%
+10% +0% -5%
+0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +10%
+0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0%
+0% +0% +0% +0% +0% +0%
+0% +0% +0% +0% +0% +0%

Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive Skill XP, Township Resources, , , or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.

For a list of Tasks, their requirements, and their rewards, see Task list

## Shop Items

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

The Township requirements only apply when purchasing each respective item. Afterwards the player may demolish any buildings that were required to make the purchase and the pet or item will continue to function as normal.

## Skillcape

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

Skillcape Name Requirements Effect
Township Skillcape Level 99 -15% Township Building Cost
Superior Township Skillcape Level 120 -20% Township Building Cost

## Pet

is acquired randomly when using ticks (similar to other skill-based Pets). The other Township-related pets are purchased in the after meeting their conditions. Once a pet is purchased from the shop it will stay unlocked, even if the player demolishes the buildings that were needed to buy it.

Pet Name Effect
B +10% Township Max Storage
Marcy +2% Township Skill XP
Roger +2% Township Resource Generation
Ace +1% Chance to Double Items Globally
Layla +2% Township Happiness
Mister Fuzzbutt +5% GP from all sources (Except Item Selling)
Octavius Lepidus VIII +2% Township Education
Classy Rock +10 Mining Node HP
Cute Rock +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
Royal Rock +3% Chance to gain +1 additional resource in Mining. Cannot be doubled
Elf Rock +5% Global Evasion
Magic Rock +3% Chance to Double Items in Magic
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 rewards.