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{{V}} | {{V|1.2.2}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | {{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | ||
[[File:Township (skill).svg|thumb|right|Township]] | [[File:Township (skill).svg|thumb|right|Township]] | ||
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{{TownshipWorshipTable}} | {{TownshipWorshipTable}} | ||
== Resources == | == Buildings and Resources == | ||
There are a total of 13 resources | There are a total of 13 Township building resources that are produced by, and used to purchase buildings: | ||
* {{TownshipIcon|GP}} | |||
* {{TownshipIcon|Food}} | |||
* {{TownshipIcon|Wood}} | |||
* {{TownshipIcon|Planks}} | |||
* {{TownshipIcon|Stone}} | |||
* {{TownshipIcon|Bar}} | |||
* {{TownshipIcon|Ore}} | |||
* {{TownshipIcon|Coal}} | |||
* {{TownshipIcon|Rune Essence}} | |||
* {{TownshipIcon|Herbs}} | |||
* {{TownshipIcon|Potions}} | |||
* {{TownshipIcon|Leather}} | |||
* {{TownshipIcon|Clothing}} | |||
The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers. | |||
The | {{TownshipIcon|GP}} is a special type of resource that is deposited directly into the player's [[Bank]], while the other 12 resources are kept within {{TownshipIcon|Storage}}. This is the only resource that is not affected by resource production bonuses. | ||
The 12 primary resources may be used within the [[#Town|Town]] to construct buildings, or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows: | |||
<math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math> | <math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math> | ||
{{TownshipIcon|GP}} is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{TownshipIcon|Town Hall}} that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is {{GP|1.5}} for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some [[#Seasons|Seasons]], although is not affected by global GP modifiers such as from {{ItemIcon|Aorpheat's Signet Ring}}. | |||
=== Buildings === | |||
{{TownshipBuildingTable}} | |||
==== Upgrades ==== | |||
{{TownshipBuildingUpgradeTable}} | |||
=== Trading Post === | === Trading Post === | ||
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built. | The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built. | ||
{{TownshipTrader}} | {{TownshipTrader}} | ||
== Seasons == | == Seasons == | ||
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}. | Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}. | ||
In addition to these four seasons, there are | In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances: | ||
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship | * {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship | ||
* {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship | * {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship | ||
* {{TownshipIcon|Lemon Season|nolink=true}}, which may only occur after a Township Relic has been located in {{Icon|Ancient Relics}}. | |||
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off. | While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season that requires a Worship is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off. | ||
Unlike other seasons, {{TownshipIcon|Lemon Season|nolink=true}} only lasts for 24 hours instead of the standard 72 hours. | |||
{{TownshipSeasonTable}} | {{TownshipSeasonTable}} | ||
== Tasks == | == Tasks == |