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Township/Training: Difference between revisions

From Melvor Idle
m
Changed wording in some places; Fixed a few issues with the displayed icon text.
(Added Planks and Stone to useful starter resources from Casual Tasks)
m (Changed wording in some places; Fixed a few issues with the displayed icon text.)
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==Before Starting Township==
==Before Starting Township==
*{{Skill|Township|nolink=true}} takes approximately 30 days to reach Level 120. It'll provide you with plenty of {{Icon|GP|nolink=true}} (at Level 80), resources and consumables. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process.
*{{Skill|Township}} takes approximately 10 days to reach Level 99 and 20 additional days to reach Level 120 (30 days total). It'll provide you with plenty of {{Icon|GP}} from {{TownshipIcon|Town Hall|Town Halls}} and various resources and consumables from the {{TownshipIcon|Trading Post}}. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process.
*Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to {{Skill|Township|nolink=true}}. You should be updating your town at least once per day. More will be beneficial.
*Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to Township. You should be updating your town at least once per day. More will be beneficial.
*Degradation will delete resources if your storage cannot hold them. This could slow you down significantly.
*Degradation will delete resources if your {{TownshipIcon|Storage}} cannot hold them (possibly a bug). This could slow you down significantly. This will only happen after your maximum storage is below your current storage and a tick/town update happens.
*Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to {{Skill|Township|nolink=true}}, it may be better to just wait until you are.
*Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to Township, it may be better to just wait until you are.
*You cannot fail {{Skill|Township|nolink=true}}. No matter how bad it looks, there's always a solution to fixing your town.
*You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
*Each "tick", or "town update", is takes 1 hour and is done automatically.
*Each "tick", or "town update", is takes 1 hour and is done automatically.


==Quick Tips==
==Quick Tips==
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}+{{TownshipIcon|Wood|nolink=true}}+{{TownshipIcon|Stone|nolink=true}}. Starting from Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s!
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}+{{TownshipIcon|Wood|nolink=true}}+{{TownshipIcon|Stone|nolink=true}}. Starting with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s!
*The general goal with {{Skill|Township|nolink=true}} is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population}} (XP).
*The general goal with Township is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population|Population (XP)}}.
*If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduciton at -25% building cost which is doubled in spring. This can dramatically reducing the GP cost for {{Skill|Township|nolink=true}}, especially {{TownshipIcon|Town Hall}}.
*If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduction at -25% building cost which is doubled in spring. This can dramatically reduce the GP cost for Township, especially {{TownshipIcon|Town Hall}}.
*The building costs to Level 99 is around 60m {{Icon|GP|nolink=true}}. {{TownshipIcon|Statue of Worship}} and {{TownshipIcon|Town Hall}} will add 320m {{Icon|GP|nolink=true}} (Aeris) or 470m {{Icon|GP|nolink=true}} (other gods) on top of this.
**The cost to switch worships, including to and from "None :(" is {{Icon|GP|nolink=true|notext=true}}50m GP. This will also destroy any worship buildings and your entire town will need 50% repairs. It's highly advised you pick a god due to this.
*The building costs to Level 99 is around {{GP|60000000}}. {{TownshipIcon|Statue of Worship}} and {{TownshipIcon|Town Hall}} will add an additional {{GP|320000000}} worshipping Aeris, or {{GP|470000000}} worshipping the other gods.
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one.
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one.
*The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes.
**This bonus production will be factored into the displayed values.
*Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
*Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
*{{TownshipIcon|Worship|nolink=true}} modifiers are multiplicative, dramatically increasing resources gained.
*{{TownshipIcon|Worship}} modifiers are multiplicative, dramatically increasing resources gained.
*If your {{TownshipIcon|Population|nolink=true}} is low, check {{TownshipIcon|Health|nolink=true}}. You can recover {{TownshipIcon|Health|nolink=true}} with Herbs and Potions using the buttons below the Repair All buttons. Each individual building along with {{TownshipIcon|Health|nolink=true}} have a 25% chance to be reduced by 1% per tick.
*If your {{TownshipIcon|Population}} is low, check your {{TownshipIcon|Health}}. Health is the final multiplier of population. Having 75% health will result in 75% of your population.
*Buildings that are at 0/x (meaning you can't buy the next tier yet) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This has a very niche use case.
*Buildings that are at 0/x Built (meaning you haven't purchased any buildings in this tier yet) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This has a very niche use case.
*Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out!
*Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out!


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The general progression may change based on which god you choose. The following will be based on Aeris.
The general progression may change based on which god you choose. The following will be based on Aeris.


#Always bulk up your {{TownshipIcon|Storage|nolink=true}} before going to sleep to ensure you don't cap out over night!
#Always bulk up your {{TownshipIcon|Storage}} before going to sleep to ensure you don't cap out over night!
#Always prioritize resources you aren't generating enough of to avoid delays at higher Levels of {{Skill|Township|nolink=true}} and higher tiers of buildings.
#Always prioritize resources you aren't generating enough of.
#After resources, always prioritize {{TownshipIcon|Population|nolink=true}} which is required to build later upgrades. A general goal is to reach the next upgrade {{TownshipIcon|Population|nolink=true}} threshold before unlocking it. This becomes easier as you progress and may be harder if you don't play as often. Don't worry too much if you can't reach it in time.
#After resources, your next priority should be {{TownshipIcon|Population|Population (XP)}}. If the next tier of unlocks provides another upgrade to a much needed resource, prioritizing population over resource production is a valid strategy.
Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely you can avoid repairs entirely by just building new buildings until you're past Level 90.
Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely you can avoid repairs entirely by just building new buildings until you're past Level 90.


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'''New Buildings:''' {{TownshipIcon|Basic Shelter}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Wooden Hut}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Woodcutter Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Carpenters Workshop}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Miners Pit}} ({{TownshipIcon|Stone|nolink=true}},{{TownshipIcon|Ore|nolink=true}},{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Smithy}} ({{TownshipIcon|Bar|nolink=true}}), {{TownshipIcon|Hunters Cabin}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Hut}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Herbalist}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Storehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|School}} ({{TownshipIcon|Education|nolink=true}})
'''New Buildings:''' {{TownshipIcon|Basic Shelter}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Wooden Hut}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Woodcutter Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Carpenters Workshop}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Miners Pit}} ({{TownshipIcon|Stone|nolink=true}},{{TownshipIcon|Ore|nolink=true}},{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Smithy}} ({{TownshipIcon|Bar|nolink=true}}), {{TownshipIcon|Hunters Cabin}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Hut}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Herbalist}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Storehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|School}} ({{TownshipIcon|Education|nolink=true}})


*Build {{TownshipIcon|Basic Shelter|qty=20|nolink=true}}, {{TownshipIcon|Woodcutter Camp|qty=20|nolink=true}}, and {{TownshipIcon|Carpenters Workshop|qty=4|nolink=true}}. Save the rest of your {{TownshipIcon|Wood|nolink=true}} for more {{TownshipIcon|Carpenters Workshop|nolink=true}}.
*Build 20 {{TownshipIcon|Basic Shelter|Basic Shelters|nolink=true}}, 20 {{TownshipIcon|Woodcutter Camp|Woodcutter Camps|nolink=true}}, and 4 {{TownshipIcon|Carpenters Workshop|Carpenters Workshops|nolink=true}}. Save the rest of your {{TownshipIcon|Wood|nolink=true}} for more {{TownshipIcon|Carpenters Workshop|Carpenters Workshops|nolink=true}}.
*After having {{TownshipIcon|Carpenters Workshop|qty=10-20|nolink=true}} built, start building {{TownshipIcon|Wooden Hut|nolink=true}} to reach Level 15 faster.
*After having 10-20 {{TownshipIcon|Carpenters Workshop|Carpenters Workshops|nolink=true}} built, start building {{TownshipIcon|Wooden Hut|Wooden Huts|nolink=true}} to reach Level 15 faster.
*If you're an {{Icon|Adventure|nolink=true}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give {{TownshipIcon|Wood|nolink=true}}, {{TownshipIcon|Planks|nolink=true}} or {{TownshipIcon|Stone|nolink=true}}. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*If you're an {{Icon|Adventure}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give {{TownshipIcon|Wood|nolink=true}}, {{TownshipIcon|Planks|nolink=true}} or {{TownshipIcon|Stone|nolink=true}}. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*{{TownshipIcon|Health|nolink=true}} will start to decrease after Level 15. This can be increased with {{TownshipIcon|Herbs|nolink=true}} or {{TownshipIcon|Potions|nolink=true}} underneath the Repair All buttons. It's advised you build an {{TownshipIcon|Herbalist|nolink=true}} and keep Health at or near 100% at all times.


==Level 15-34==
==Level 15-34==
'''New Upgrades:''' {{TownshipIcon|House}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Logging Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Miners Field}} ({{TownshipIcon|Stone|nolink=true}}+{{TownshipIcon|Ore|nolink=true}}+{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Workshop}} ({{TownshipIcon|Bar|nolink=true}})
'''New Upgrades:''' {{TownshipIcon|House}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Logging Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Miners Field}} ({{TownshipIcon|Stone|nolink=true}},{{TownshipIcon|Ore|nolink=true}},{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Workshop}} ({{TownshipIcon|Bar|nolink=true}})


'''New Buildings:''' {{TownshipIcon|Tailor}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Market}} (-0.25% {{Skill|Township|nolink=true}} repair costs), {{TownshipIcon|Gardens}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Tavern}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% {{Skill|Township|nolink=true}} Trader costs), {{TownshipIcon|Prats Hats}} (Unlocks Hats in the [[Shop#Township|Shop]])
'''New Buildings:''' {{TownshipIcon|Tailor}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Market}} (-0.25% Township repair costs), {{TownshipIcon|Gardens}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Tavern}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% Township Trader costs), {{TownshipIcon|Prats Hats}} (Unlocks Hats in the [[Shop#Township|Shop]])


*All wood should go into {{TownshipIcon|Carpenters Workshop|nolink=true}} until maxed at 20/20.
*All wood should go into {{TownshipIcon|Carpenters Workshop|nolink=true}} until maxed at 20/20.
*If you don't have all {{TownshipIcon|Wooden Hut|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}}, prioritize doing so now.
*If you don't have all {{TownshipIcon|Wooden Hut|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}}, prioritize doing so now.
*When you have approximately {{TownshipIcon|Stone|qty=1,500-2,000|nolink=true}} left, build {{TownshipIcon|Miners Pit|qty=20|nolink=true}} in the {{TownshipIcon|Mountains|nolink=true}}.
*When you have approximately 1,500-2,000 {{TownshipIcon|Stone|nolink=true}} left, build 20 {{TownshipIcon|Miners Pit|nolink=true}} in the {{TownshipIcon|Mountains|nolink=true}}.
*For now, you will want to balance your {{TownshipIcon|Planks|nolink=true}} usage between {{TownshipIcon|Logging Camp|nolink=true}} and {{TownshipIcon|Miners Field|nolink=true}}, prioritizing the resource you have the least of.
*For now, you will want to balance your {{TownshipIcon|Planks|nolink=true}} usage between {{TownshipIcon|Logging Camp|nolink=true}} and {{TownshipIcon|Miners Field|nolink=true}}, prioritizing the resource you have the least of.
*{{TownshipIcon|Clothing|nolink=true}} will become a valuable resource soon. Around this time I aim for at least {{TownshipIcon|Leather|qty=150|nolink=true}} per tick so I can build {{TownshipIcon|Tailor|qty=1|nolink=true}} every tick. More {{TownshipIcon|Leather|nolink=true}} can help to get {{TownshipIcon|Basic Shelter|nolink=true}} in the {{TownshipIcon|Arid Plains|nolink=true}} built sooner. This will also be needed in high quantities in the {{TownshipIcon|Snowlands|nolink=true}}, which will eventually become the best biome to build in when possible.
*{{TownshipIcon|Clothing|nolink=true}} will become a valuable resource soon. Aim for at least 150 {{TownshipIcon|Leather|nolink=true}} per tick so you can build 1 {{TownshipIcon|Tailor|nolink=true}} every tick. More {{TownshipIcon|Leather|nolink=true}} can help get {{TownshipIcon|Basic Shelter|nolink=true}} in the {{TownshipIcon|Arid Plains|nolink=true}} built sooner. {{TownshipIcon|Clothing|nolink=true}} will be needed in high quantities in the {{TownshipIcon|Snowlands|nolink=true}} which will eventually become the best biome to build in when possible.
*{{TownshipIcon|Food|nolink=true}} production will likely be a problem around Lv 30-35. I prefer to get {{TownshipIcon|Farmland|qty=20/20|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}} to prevent decay and then move onto {{TownshipIcon|Fishermans Dock|nolink=true}} in the {{TownshipIcon|Swamp|nolink=true}}. Aim for around 1,200 {{TownshipIcon|Food|nolink=true}} per tick for now.
*{{TownshipIcon|Food|nolink=true}} production will likely be a problem around Level 30-35. I prefer to get 20/20 {{TownshipIcon|Farmland|Farmlands|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}} to prevent decay and then move onto {{TownshipIcon|Fishermans Dock|nolink=true}} in the {{TownshipIcon|Swamp|nolink=true}}. Aim for around 1,200 {{TownshipIcon|Food|nolink=true}} per tick for now.
*{{TownshipIcon|Health|nolink=true}} will start to decrease after Level 15. This can be increased with {{TownshipIcon|Herbs|nolink=true}} or {{TownshipIcon|Potions|nolink=true}} by the Repair All buttons.
**Reduced {{TownshipIcon|Health|nolink=true}} will multiply your population by your %Health making it very important to keep this at 100% at all times.


==Level 35-59==
==Level 35-59==
'''New Upgrades:''' {{TownshipIcon|Cottage}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Carpenters Factory}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Hunters Lodge}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Lodge}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Infirmary}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Clothier}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Warehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|Large School}} ({{TownshipIcon|Education|nolink=true}})
'''New Upgrades:''' {{TownshipIcon|Cottage}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Carpenters Factory}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Hunters Lodge}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Lodge}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Infirmary}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Clothier}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Warehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|Large School}} ({{TownshipIcon|Education|nolink=true}})


'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|nolink=true}} Production), {{TownshipIcon|Chapel}} ({{TownshipIcon|Worship|nolink=true}}), {{TownshipIcon|Library}} ({{TownshipIcon|Education|nolink=true}}), {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])
'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|nolink=true}} Production), {{TownshipIcon|Chapel}} ({{TownshipIcon|Worship|nolink=true}}), {{TownshipIcon|Library}} ({{TownshipIcon|Education|nolink=true}}), {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])
 
If you're having trouble hitting the population threshold for these upgrades and you have all housing built, try building some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! {{TownshipIcon|Tavern|Taverns|nolink=true}} are quite expensive in {{TownshipIcon|Food|nolink=true}} while {{TownshipIcon|Gardens|nolink=true}} use {{TownshipIcon|Planks|nolink=true}}.


*You'll likely want to build {{TownshipIcon|Carpenters Factory|nolink=true}} and the rest of the {{TownshipIcon|Logging Camp|nolink=true}} if you don't already have them.
*You'll likely want to build {{TownshipIcon|Carpenters Factory|nolink=true}} and the rest of the {{TownshipIcon|Logging Camp|nolink=true}} if you don't already have them.
*You will need more {{TownshipIcon|Potions|nolink=true}} for {{TownshipIcon|Cottage|nolink=true}}. Get your {{TownshipIcon|Herbs|nolink=true}} production maxed out since this will become a limiting factor for {{TownshipIcon|Potions|nolink=true}} production, which requires just {{TownshipIcon|Herbs|nolink=true}} to build.
*Building up your {{TownshipIcon|Herbs|nolink=true}} supply is highly recommended. They are the only resource required to build {{TownshipIcon|Infirmary|nolink=true}} and even with max {{TownshipIcon|Herbs|Herb|nolink=true}} prudction, ittakes a few ticks to build one. If you don't start stockpiling {{TownshipIcon|Potions|nolink=true}} now, you may run out when you start building the next tier of housing, the {{TownshipIcon|Large Cottage}}.
*Work towards getting {{TownshipIcon|Worship|qty=25%|nolink=true}} (+1% for every 4 hours of inactivity). You can get {{TownshipIcon|Worship|qty=50%|nolink=true}} if you're more active however 1% damage will result in those modifiers being lost.
*Work towards getting 28-29% {{TownshipIcon|Worship|nolink=true}}. If you're very active you can increase this to 50% however 1% damage to your {{TownshipIcon|Chapel|Chapels|nolink=true}} will result in these modifiers being lost.
**If your god is "None :(" do not build any {{TownshipIcon|Worship|nolink=true}} buildings. Without a god {{TownshipIcon|Worship|nolink=true}} does nothing.
**If your god is "None :(" do not build any Worship buildings. Without a god, Worship does nothing.
*{{TownshipIcon|Bar|nolink=true}} are going needed at Level 60 so get some production now (about {{TownshipIcon|Bar|qty=200|nolink=true}} per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the {{TownshipIcon|Mountains|nolink=true}} for the 25% bonus production at {{TownshipIcon|Worship|qty=25%|nolink=true}}.
*{{TownshipIcon|Bar|Bars|nolink=true}} are going needed at Level 60 so get some production now (about 200 {{TownshipIcon|Bar|Bars|nolink=true}} per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the {{TownshipIcon|Mountains|nolink=true}} for the 25% bonus production at 25% {{TownshipIcon|Worship|nolink=true}}.
*In the {{TownshipIcon|Snowlands|nolink=true}}, focus on building {{TownshipIcon|Clothier|nolink=true}} then {{TownshipIcon|Miners Field|nolink=true}} then {{TownshipIcon|Cottage|nolink=true}} for now.
*In the {{TownshipIcon|Snowlands|nolink=true}}, focus on building {{TownshipIcon|Miners Field|nolink=true}}s then {{TownshipIcon|Clothier|nolink=true}}s then {{TownshipIcon|Cottage|nolink=true}}s for now.
*{{TownshipIcon|Malcs Cats|nolink=true}} and {{TownshipIcon|Prats Hats|nolink=true}} can be built whenever you feel like it. These won't require repairs until after Level 100-110. {{TownshipIcon|Malcs Cats|nolink=true}} can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global {{Icon|GP|nolink=true}}.
*{{TownshipIcon|Malcs Cats|nolink=true}} and {{TownshipIcon|Prats Hats|nolink=true}} can be built whenever you feel like it. Don't bother repairing these until after Level 100-110. {{TownshipIcon|Malcs Cats|nolink=true}} can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.


If you find yourself at max {{TownshipIcon|Storage|nolink=true}} and you can't build more {{TownshipIcon|Warehouse|nolink=true}}, you can make {{TownshipIcon|Trading Post|qty=1|nolink=true}} and trade out excess resources. You may not need to do this until around Level 100-110. Avoid repairing {{TownshipIcon|Trading Post|nolink=true}} since these are very expensive to repair!
If you find yourself at max {{TownshipIcon|Storage|nolink=true}} and you can't build more {{TownshipIcon|Warehouse|nolink=true}}, you can make {{TownshipIcon|Trading Post|qty=1|nolink=true}} and trade out excess resources. You may not need to do this until around Level 100-110. Avoid repairing your {{TownshipIcon|Trading Post|nolink=true}} since it's very expensive to repair!


==Level 60-79==
==Level 60-79==
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'''New Building:''' {{TownshipIcon|Magic Emporium}} ({{TownshipIcon|Rune Essence|nolink=true}})
'''New Building:''' {{TownshipIcon|Magic Emporium}} ({{TownshipIcon|Rune Essence|nolink=true}})


If you haven't built all the {{TownshipIcon|Gardens|nolink=true}} and {{TownshipIcon|Tavern|nolink=true}} by now, they should be very cheap to build and will help you reach the 15,000 {{TownshipIcon|Population|nolink=true}} needed for Level 60 buildings.
*{{TownshipIcon|Food|nolink=true}} will be needed in higher quantities soon. For now, something like 2,000-4,000 {{TownshipIcon|Food|nolink=true}} per tick will do. You'll mostly be limited by other resources anyway but this will help with building more {{TownshipIcon|Tavern|Taverns|nolink=true}} and get a nice stockpile for when you build {{TownshipIcon|Large Cottage|Large Cottages|nolink=true}}, which require 7,200 {{TownshipIcon|Food|nolink=true}} each.
 
*{{TownshipIcon|Food|nolink=true}} will be needed in higher quantities soon. For now, something like {{TownshipIcon|Food|qty=2,000-4,000|nolink=true}} per tick will do. You'll mostly be limited by other resources anyway but this will help with {{TownshipIcon|Tavern|nolink=true}} and get a nice stockpile going for {{TownshipIcon|Large Cottage|nolink=true}}, which require 7,200 {{TownshipIcon|Food|nolink=true}} each.
*Purchase a few {{TownshipIcon|Magic Emporium|nolink=true}}s for {{TownshipIcon|Rune Essence|nolink=true}} as it will be needed in large quantities later on. The goal would be about {{TownshipIcon|Rune Essence|qty=200-300|nolink=true}} per tick for now
*Purchase a few {{TownshipIcon|Magic Emporium|nolink=true}}s for {{TownshipIcon|Rune Essence|nolink=true}} as it will be needed in large quantities later on. The goal would be about {{TownshipIcon|Rune Essence|qty=200-300|nolink=true}} per tick for now
**After buying all of the {{TownshipIcon|Miners Quarry|nolink=true}} and {{TownshipIcon|Carpenters Foundry|nolink=true}} you will want to increase production to around {{TownshipIcon|Rune Essence|qty=2,000|nolink=true}} per tick.
**After buying all{{TownshipIcon|Miners Quarry|Miners Quarries|nolink=true}} and {{TownshipIcon|Carpenters Foundry|Carpenters Foundries|nolink=true}} you will want to increase {{TownshipIcon|Rune Essence|nolink=true}} production to around 2,000 per tick.
*{{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} will begin to be heavily strained. Priorize the {{TownshipIcon|Miners Quarry|nolink=true}} in the {{TownshipIcon|Snowlands|nolink=true}} first due to the 2x biome modifier. Then {{TownshipIcon|Mountains|nolink=true}} if you {{TownshipIcon|Worship|nolink=true}} Aeris otherwise build in the {{TownshipIcon|Desert|nolink=true}} if your god does not decrease production there.
*{{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} will begin to be heavily strained. Priorize the {{TownshipIcon|Miners Quarry|Miners Quarries|nolink=true}} in the {{TownshipIcon|Snowlands|nolink=true}} first due to the 2x biome modifier. Then {{TownshipIcon|Mountains|nolink=true}} if you {{TownshipIcon|Worship|nolink=true}} Aeris otherwise build in the {{TownshipIcon|Desert|nolink=true}} if your god does not decrease production there.
*{{TownshipIcon|School|nolink=true}} and {{TownshipIcon|Library|nolink=true}} should be cheap enough that they're worth grabbing now. You may want to get {{TownshipIcon|Planks|nolink=true}} upgraded first.
*{{TownshipIcon|School|nolink=true}} and {{TownshipIcon|Library|nolink=true}} should be cheap enough that they're worth grabbing now. You may want to get {{TownshipIcon|Planks|nolink=true}} upgraded first. This should help with the lack of {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}}.
*{{TownshipIcon|Bar|nolink=true}} will start to be heavily used. {{TownshipIcon|Mountains|nolink=true}} will probably be the easiest to max out since {{TownshipIcon|Coal|nolink=true}} and {{TownshipIcon|Clothing|nolink=true}} will be in short supply.
*{{TownshipIcon|Bar|Bars|nolink=true}} will start to be heavily used. {{TownshipIcon|Mountains|nolink=true}} will probably be the easiest to max out since {{TownshipIcon|Coal|nolink=true}} and {{TownshipIcon|Clothing|nolink=true}} will be in short supply.
*{{TownshipIcon|Cemetery|nolink=true}} can be built in the {{TownshipIcon|Grasslands|nolink=true}} to further increase {{TownshipIcon|Potions|nolink=true}} production, if needed. They cost quite a bit of {{TownshipIcon|Herbs|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s so only dump your remaining resources, if you have any.
*{{TownshipIcon|Cemetery|nolink=true}} can be built in the {{TownshipIcon|Grasslands|nolink=true}} to further increase {{TownshipIcon|Potions|nolink=true}} production, if needed. They cost quite a bit of {{TownshipIcon|Herbs|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s so only dump your remaining resources, if you have any.


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'''New Buildings:''' {{TownshipIcon|Town Hall}} ({{TownshipIcon|GP|nolink=true}}), {{TownshipIcon|Statue of Worship}} ({{TownshipIcon|Worship|nolink=true}})
'''New Buildings:''' {{TownshipIcon|Town Hall}} ({{TownshipIcon|GP|nolink=true}}), {{TownshipIcon|Statue of Worship}} ({{TownshipIcon|Worship|nolink=true}})


*With the {{TownshipIcon|Town Hall|nolink=true}} unlocked you can now make {{TownshipIcon|GP|nolink=true}} with {{Skill|Township|nolink=true}}. If you wait until Level 99, you will get an additional 15% Building Cost Reduction from the {{ItemIcon|Township Skillcape}}. This will reduce the price of {{TownshipIcon|Statue of Worship|nolink=true}} as well which also provides a 15%/25% Building Cost Reduction which is doubled during your god's [[Township#Worship|2x Seasonal Buff]].
*With the {{TownshipIcon|Town Hall|nolink=true}} unlocked you can now make {{TownshipIcon|GP|nolink=true}} with Township. If you wait until Level 99, you will get an additional 15% Building Cost Reduction from the {{ItemIcon|Township Skillcape}}. This will reduce the price of {{TownshipIcon|Statue of Worship|nolink=true}} as well which also provides a 25% Building Cost Reduction (with Aeris, 15% with other gods) which is doubled during Spring (with Aeris, check for your god's [[Township#Worship|2x Season here]].
*If you've maxed your {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Planks|nolink=true}} production, start building all {{TownshipIcon|Magic Emporium|nolink=true}}s. You will need a lot of {{TownshipIcon|Rune Essence|nolink=true}} when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of {{TownshipIcon|Rune Essence|nolink=true}}.
*If you've maxed your {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Planks|Plank|nolink=true}} production and you have the Throne of the Herald DLC, start building all {{TownshipIcon|Magic Emporium|Magic Emporiums|nolink=true}}. You will need a lot of {{TownshipIcon|Rune Essence|nolink=true}} when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of {{TownshipIcon|Rune Essence|nolink=true}}.
*Building {{TownshipIcon|Academy|nolink=true}} will help produce {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} if you're still in need of these resources.
*Building {{TownshipIcon|Academy|Adademies|nolink=true}} will help produce {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} if you're still in need of these resources.


==Level 81+==
==Level 81+==
At this point the Leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.


*{{TownshipIcon|Market|nolink=true}}s are something you should look into around now. They'll help reduce repair costs which should start becoming more relevant now that you're starting to max out some buildings.
*{{TownshipIcon|Market|Markets}} are something you should look into around now. They'll help reduce repair costs which should start becoming more relevant now that you're starting to max out some buildings.
*With the [[Throne of the Herald Expansion|Throne of the Herald Expansion]] you'll get another upgrade for just about every resource at Level 100.
*With the [[Throne of the Herald Expansion|Throne of the Herald Expansion]] you'll get another upgrade for just about every resource at Level 100.
*At Level 100 you unlock {{TownshipIcon|Cool Rocks|nolink=true}} allowing you to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of {{TownshipIcon|Stone|nolink=true}} so building them with the  
*At Level 100 you unlock {{TownshipIcon|Cool Rocks}} allowing you to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of {{TownshipIcon|Stone|nolink=true}} so building them with the  
*{{TownshipIcon|Trading Post|nolink=true}}s are another thing you'll want to be building around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
*{{TownshipIcon|Trading Post|Trading Posts}} are another thing you'll want to be building around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
*You can increase {{TownshipIcon|Rune Essence|nolink=true}} production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|nolink=true}}.
*You can increase {{TownshipIcon|Rune Essence|nolink=true}} production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|Large Repositories}}.
**Storage should probably be the very last building you build. Build them during your 2x season for decreased {{TownshipIcon|Rune Essence|nolink=true}} cost
**Storage should probably be the very last building you build. Build them during your 2x season for decreased {{TownshipIcon|Rune Essence|nolink=true}} cost


==Which worship is best?==
==Which worship is best?==
[[File:Maxed account resources per tick.png|thumb]]
[[File:Maxed account resources per tick.png|thumb]]
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out Lvl 120 Town, Astrology, and all Pets.
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out Level 120 Town, Astrology, and all Pets.


For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less {{TownshipIcon|Food|nolink=true}} and {{TownshipIcon|Leather|nolink=true}}, are relatively inconsequential since neither is a particularly valuable resource for Building/Leveling. The resources from each god will make a very small factor in choosing which god to worship.
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less {{TownshipIcon|Food|nolink=true}} and {{TownshipIcon|Leather|nolink=true}}, are relatively inconsequential since neither is a particularly valuable resource for building/leveling. The resources from each god will make a very small factor in choosing which god to worship.


Once unlocked, worshipping {{TownshipIcon|Statue of Bane}} or the {{TownshipIcon|Statue of The Herald}} is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall|nolink=true}} and Herold gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse|nolink=true}}.
Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall|nolink=true}} and Herald gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse|nolink=true}}.


[https://docs.google.com/spreadsheets/d/1nuorvUH6R2t6qkill2bQf_kIC6UsP-D9LJBXAlzsz-o/edit#gid=0 Spreadsheet] used to create the Averages tables and has options to enable/disable Astrology and Pet buffs as well as set the number of Town Halls.
[https://docs.google.com/spreadsheets/d/1nuorvUH6R2t6qkill2bQf_kIC6UsP-D9LJBXAlzsz-o/edit#gid=0 Spreadsheet] used to create the Averages tables and has options to enable/disable Astrology and Pet buffs as well as set the number of Town Halls.


==The Trader==
==The Trader==
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having Township Level requirements and in most cases, Skill Level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be {{ItemIcon|Food Box I}} which provides more overall healing per Township Resource than {{ItemIcon|Food Box II}} and {{ItemIcon|Food Box III}}. Some key items of note from the trader:
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having Township level requirements and in most cases, Skill level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be {{ItemIcon|Food Box I}} which provides more overall healing per Township Resource than {{ItemIcon|Food Box II}} and {{ItemIcon|Food Box III}}. Some key items of note from the trader:


*Food: The {{ItemIcon|Monster Hunter Scroll}} can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The {{ItemIcon|Ranged Hinder Scroll}} can be used to fill the consumable slot if you have no better options. The Food Boxes can also be used to quickly gather secondaries for {{ItemIcon|Pig}} and {{ItemIcon|Wolf}} tablets
*Food: The {{ItemIcon|Monster Hunter Scroll}} can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The {{ItemIcon|Ranged Hinder Scroll}} can be used to fill the consumable slot if you have no better options. The Food Boxes can also be used to quickly gather secondaries for {{ItemIcon|Pig}} and {{ItemIcon|Wolf}} tablets
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*Leather: The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets.
*Leather: The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets.


*Potions: The {{ItemIcon|Consumable Enhancer}} can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the Level for yet, or don't greatly benefit from being upgrade like {{ItemIcon|Diamond Luck Potion I}} potions.
*Potions: The {{ItemIcon|Consumable Enhancer}} can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the level for yet, or don't greatly benefit from being upgrade like {{ItemIcon|Diamond Luck Potion I}} potions.


==Boosts==
==Boosts==
Below is an automatically generated list of boosts that will speed up Leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.


{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP|Township Boosts|false|skill=Township}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP|Township Boosts|false|skill=Township}}
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