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Township: Difference between revisions

From Melvor Idle
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==Primary Resources==
==Town==
===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 {{BuildingIcon|Basic Shelter}}, spending ticks will cause population to increase until it reaches the cap.


Experience in Township earned per tick is given by the following formula:
===Maps===
 
The following maps are available to start a Town. A Town must be completely reset to change maps.
<math>\text{Base Experience} = \max \left (\left ( 1 + \frac{\text{Happiness %}}{100} \right ) \times \frac{\text{Current Population}}{100} \times \frac{\text{Tick Length}}{10}, 1 \right )</math>
 
Where <math>\text{Tick Length} = 300</math>, being the number of seconds taken to gain a tick.


The chance of gaining additional population when advancing one tick is given by the following formula:
<math>\text{Population Gain Chance} = \min \left (1.4 - \frac{\text{Current Population}}{\text{Population Limit}}, 1 \right )</math>
If the roll for gaining population succeeds, the amount of population gained is given by the following formula:
<math>\text{Population Gain Rate} = \min \left (\left \lceil \frac{\text{Population Limit}}{2000} \times \frac{\text{Tick Length}}{10} \right \rceil, \text{Population Limit} - \text{Current Population} \right )</math>
====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 70, 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 increased by having Potions from {{BuildingIcon|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 must be removed by building {{BuildingIcon|Cemetery}}.
===Storage===
Storage cap is gained by building {{BuildingIcon|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 {{BuildingIcon|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%.
Health is first calculated using the following parameters weighted out of 235:
* Happiness with a weight of 100
* Education with a weight of 100
* Nonzero potion stockpile and positive growth rate contributes 15 weight
* Nonzero clothing stockpile and positive growth rate contributes 15 weight
* Nonzero herb 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%.
===Worship===
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel}} and has a set cap of 2000. The benefits of each Deity you choose is outlined below:
Completion of {{ZoneIcon|Impending Darkness Event}} is required to unlock worship of Bane.
All bonuses are '''additive''' with one another.
{| 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
| style="color:green;" | &nbsp;&bull; +25% Building Production in the Jungle Biome
|-
! 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
| style="color:green;" | &nbsp;&bull; +25% Township Dead Storage
|-
! 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
| style="color:green;" | &nbsp;&bull; +25% Township Education <br>&nbsp;&bull; +25% Township Happiness
|-
! 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; +25% (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
| style="color:green;" | &nbsp;&bull; -25% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|}
===Maps===
{| class="wikitable sortable"
{| class="wikitable sortable"
!
!
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=== Land ===
=== Land ===
A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. The first 32 pieces of land are free. For more details, see [[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 {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} 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 {{Icon|Clothing|type=resource}} per building per tick, and the Snowlands biome consumes 30 {{Icon|Coal|type=resource}} per building per tick. Biomes are covered in more detail in the buildings section.
 
==Stats==
===Population===
{{Icon|Population|type=township}} is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building {{BuildingIcon|Basic Shelter}}, 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 {{Icon|Happiness|type=township}}, up to an additional 100% bonus, which is additively added to normal skill boosts.
 
To maximize experience, once a basic Town setup is completed, {{Icon|Happiness|type=township}} 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===
{{Icon|Available Workers|img=Workers|type=township}} 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 {{Icon|Workers|type=township}}. The left number indicates the number of jobless {{Icon|Workers|type=township}}, out of the total amount on the right.
 
Unemployed citizens generate -5 {{Icon|Happiness|type=township}}.
 
===Storage===
{{Icon|Storage|type=township}} allows [[Resource]]s to be stockpiled in the Town. A Town starts with a base {{Icon|Storage|type=township}} of 19,000, and is gained by building {{BuildingIcon|Storehouse}}. In addition, {{BuildingIcon|Basic Shelter}} 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===
{{Icon|Happiness|type=township}} is a modifier to the amount of experience you earn. {{Icon|Happiness|type=township}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of {{Icon|Happiness|type=township}} is twice your {{Icon|Population|type=township}}.
 
Each point of {{Icon|Education|type=township}} provides 1 {{Icon|Happiness|type=township}}, and is often the main source of a Town's {{Icon|Happiness|type=township}}. In additiona, a small amount of {{Icon|Happiness|type=township}} is gained or lost from each building in the Town. Notably, {{BuildingIcon|Gardens}} and {{BuildingIcon|Tavern}} buildings are intended to increase {{Icon|Happiness|type=township}}. Lastly, {{Icon|Happiness|type=township}} is decreased by 5 points for every overflowing corpse and unemployed citizen, and {{Icon|Happiness|type=township}} is decreased by 40% and 50% additively from a {{Icon|Potions|type=resource}} shortage for elderly citizens and a {{Icon|Clothing|type=township}} shortage from buildings in the Desert biome.
 
===Education===
{{Icon|Education|type=township}} is a modifier to the amount of Resources each building produces. {{Icon|Education|type=township}} provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of {{Icon|Education|type=township}} is three times your {{Icon|Population|type=township}}.
 
Every point of {{Icon|Education|type=township}} also provides one point of {{Icon|Happiness|type=township}}. {{Icon|Education|type=township}} is produced from {{BuildingIcon|School}} and {{BuildingIcon|Library}} buildings.
 
===Health===
{{Icon|Health|type=township}} is a mechanic that prevents elderly citizens from dying. In [[V1.1]], {{Icon|Health|type=township}} is bugged and citizens never die under the age of 100.
 
Health is first calculated using the following parameters weighted out of 235:
* {{Icon|Happiness|type=township}} with a weight of 100
* {{Icon|Education|type=township}} with a weight of 100
* Nonzero {{Icon|Potions|type=resource}} stockpile and positive growth rate contributes 15 weight
* Nonzero {{Icon|Clothing|type=resource}} stockpile and positive growth rate contributes 15 weight
* Nonzero {{Icon|Herbs|type=resource}} 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%.
 
===Worship===
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. The benefits of each Deity you choose is outlined below:
 
Completion of {{ZoneIcon|Impending Darkness Event}} is required to unlock worship of Bane.
 
All bonuses are '''additive''' with one another.
 
{| 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
| style="color:green;" | &nbsp;&bull; +25% Building Production in the Jungle Biome
|-
! 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
| style="color:green;" | &nbsp;&bull; +25% Township Dead Storage
|-
! 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
| style="color:green;" | &nbsp;&bull; +25% Township Education <br>&nbsp;&bull; +25% Township Happiness
|-
! 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; +25% (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
| style="color:green;" | &nbsp;&bull; -25% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|}
 
===Dead Space===
{{Icon|Dead Storage|type=township}} is checked by highlighting the {{Icon|Population|type=township}} icon, representing the number of citizens that have died. This storage is created by building {{BuildingIcon|Cemetery}}. 20% of the total {{Icon|Dead Storage|type=township}} will be cleared every day (288 ticks).
 
<!--
ticksPerYear = 8.7
maxAge = 100
maxLifespan = ticksPerYear*maxAge
averageMigrationAge = 33
migrationChance = 0.9
averageLifespan = maxLifespan*(1-migrationChance) + maxLifespan*(maxAge - averageMigrationAge)/maxAge*migrationChance
ticksPerDay = 288
deadBodiesPerDayPerPopulation = ticksPerDay/averageLifespan
cemeteryPerDeadBodiesPerDay = 250*0.20
populationPerCemeteries = cemeteryPerDeadBodiesPerDay/deadBodiesPerDayPerPopulation
-> 106.18229166666667 citizens per Cemetery
-->
Once a Town has a fixed total {{Icon|Population|type=township}} and achieves steady-state over several real-life days, one {{BuildingIcon|Cemetery}} holding 250 {{Icon|Dead Storage|type=township}} will be required for every 107 {{Icon|Population|type=township}} on average.
 
Corpses overflowing the maximum {{Icon|Dead Storage|type=township}} generate -5 {{Icon|Happiness|type=township}}.
 
== Resources ==
There are a total of 13 resources. The production of all resources can be increased by up to 100% through {{Icon|Education|type=township}}, stacking additively with any regular modifiers.
 
{{Icon|GP|type=resource}} is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in {{Icon|Storage|type=township}}. This is the only resource that is exceptionally not affected by {{Icon|Education|type=township}}, although it does get increased by other production bonuses. The base generation is <math>\text{Citizens}*\text{Tax Rate}*30</math>, subject to other modifiers.
 
The other 12 resources may be used within the town, or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player (see {{BuildingIcon|Trading Post}}).
 
{{Icon|Food|type=resource}} is used to feed citizens. Each citizen will consume 30 {{Icon|Food|type=resource}} per tick. It is also the most profitable resource to be traded.
 
{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.
 
{{Icon|Planks|type=resource}} are produced {{Icon|Wood|type=resource}} and is used to build low- to high-level buildings.
 
{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
 
{{Icon|Bar|type=resource}} is produced from {{Icon|Ore|type=resource}} and {{Icon|Coal|type=resource}}. It is used to build mid- to high-level buildings.
 
{{Icon|Ore|type=resource}} has no use, except to be converted into {{Icon|Bar|type=resource}}.
 
{{Icon|Coal|type=resource}} is consumed by buildings built in the Snowlands biome. In addition, it can be converted into {{Icon|Bar|type=resource}}.
 
{{Icon|Rune Essence|type=resource}} is used to build high-level buildings.
 
{{Icon|Herbs|type=resource}} provide a very small {{Icon|Health|type=township}} bonus, but are mainly used to be converted into {{Icon|Potions|type=resource}}.
 
{{Icon|Potions|type=resource}} are consumed by citizens over the age of 55, and provides a small {{Icon|Health|type=township}} bonus. If there are not enough {{Icon|Potions|type=resource}}, a 40% {{Icon|Happiness|type=township}} penalty is applied.
 
{{Icon|Leather|type=resource}} has no use, except to be converted into {{Icon|Clothing|type=resource}}.
 
{{Icon|Clothing|type=resource}} is consumed by buildings built in the Desert biome.


===Buildings===
==Buildings==


==== Upgrades ====
=== Upgrades ===
{{:Township/UpgradeBuildingTable}}
{{:Township/UpgradeBuildingTable}}


====Biomes====
===Biomes===
Each building inside the Desert biome consumes {{Icon|Clothing|type=resource}} 60/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.
Each building inside the Desert biome consumes {{Icon|Clothing|type=resource}} 60/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.


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