Township: Difference between revisions

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[[File:Township (skill).svg|thumb|right|Township]]
[[File:Township (skill).svg|thumb|right|Township]]


'''{{PAGENAME}}''' is a skill you can train passively, similar to farming. 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 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, Township can exist relatively passively.
'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained relatively passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|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 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.
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.
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==Starting your Town==
==Starting your Town==
To start, you make your town by choosing your map and deity to worship.  
To start, you must choose a map and, optionally, a deity to worship.
* Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.  
* Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.  
* Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a miners pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
* Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a Miner's Pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
* Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.
* Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.
* Terran is likely the best overall Deity to worship.  However, it requires more manual effort to "yeet" or "trade" resources to have the most net money.
* Ragnar is a strong alterative for making money without all the effort. Theoretical Max: Map 11, 400 farmers markets (for 0 food usage), 100 statues (100% worship), and the rest 1109 manors (25 pop each = 27k pop total) would make 600k GP per tick (172m GP/day). In reality, this would be around 450k GP per tick.


===Maps===
===Maps===
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#Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.
#Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.


==FAQs==
==Temporary Starter Guide==
# Go with Map 11 Terran if you don't know what to choose.
# Go with Map 11 Terran if you don't know what to choose.
# Follow the Township Starter Guide under the Tasks tab.   
# Follow the Township Starter Guide under the Tasks tab.   

Revision as of 23:09, 27 October 2022

This page was last updated for (v1.1).
Township

Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to

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Farming

, it can be trained relatively passively. However, unlike

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Farming

,

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Township

has no

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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 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.

Starting your Town

To start, you must choose a map and, optionally, a deity to worship.

  • Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.
  • Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a Miner's Pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
  • Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.

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

Worship

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

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
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
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
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

Building in 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
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes
Template:BuildingIcon Yes Yes Yes
Template:BuildingIcon Yes Yes Yes
Template:BuildingIcon Yes Yes Yes
Template:BuildingIcon Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes Yes Yes
Template:BuildingIcon Yes Yes Yes

Building your Town

  1. Go to the "Tasks" tab, then "Township starter guide". Our goal will be to complete all of these tasks to get bonus resources and xp.
  2. Our first few tasks require us to build some basic shelters, farmlands, a woodcutter camp, and a mining pit.
  3. Go to the "build" tab, and then notice you are in the grasslands. Tap the "forest" button to go there.
  4. If you try to build you will get an error- you need to buy land first! Tap the dropdown button next to the "buy more land" button to buy a higher quantity, then tap that button to buy it. Buying land costs your gp.
  5. Now build two farmland and one woodcutter camp. Don't buy too many right now or you'll have to restart.
  6. Go to the mountains biome, buy some land, and build a mining pit.
  7. Next go to the grasslands, buy some land, and build basic shelters. You should be able to afford 6.
  8. Now go back to the "Tasks" tab and then to starter guide. Claim your rewards for your first two tasks! Now we need to build six more shelters and a farmland.
  9. After building a farmland and five shelters we are out of wood. Time to use some ticks! First, tap the meat icon at the top to select it as green. Your new workers will now prioritize this building. Then tap the "1 (5m)" button in the middle of the screen.
  10. Our population has grown from 2 to 3, and we produced some food! We are interested in wood now, so tap the wood icon and use another two ticks.
  11. Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.

Temporary Starter Guide

  1. Go with Map 11 Terran if you don't know what to choose.
  2. Follow the Township Starter Guide under the Tasks tab.
  3. Township Experience = Population * ( 1 + Happiness Percent ) / 3. You're goal is likely levels to start so make sure you focus on population growth and happiness.
  4. As early as possible, build at least 1 Woodcutter Camp and 1 Miners Pit or you will not have enough resources to continue and will need to restart.
  5. If you starve your town, you'll need to restart.
  6. Restart in the "Township Settings" tab.
  7. When restarting you save ticks you haven't spent. You do not get back ticks that you have spent. However, you will always have a minimum of 144 ticks when starting even if you had 0 before restarting.
  8. There's NO tick cap. You can store as many ticks as you'd like.
  9. To Upgrade or Delete a building, go to the "Town" tab. Select the biome, then tap the red trashcan to delete a building or the green arrow to upgrade it. Some upgrades have town population or township level requirements.
  10. Biomes have different modifiers to resource production and are effected by your Worship bonuses.
  11. Snow and Desert Biomes have upkeep requirements. You will not need these Biomes to start, so focus on other Biomes until you're more confortable.
  12. Food is a balancing act: running out is catastrophic, but usually you rather be producing building materials than a ton of extra food. If you have too much of one resource and your storage is full, use the "Yeet" tab to delete resources.
  13. Build 1 Trading Post once you've unlocked it. You can exchange your regular in game resources into Township ones, or vice versa. A trader arrives every 8 hours and will stay for an hour. Meaning there are 7 hours between traders or 84 ticks.
  14. There is no benefit to having more Trading Posts. The trader will not come more frequently.
  15. In order for a resource to be available for trade in The Trader, you have to have found it. Items received from Township tasks are not considered "found".
  16. If you need to "find" a cooked item, you can use the Squid+Pig synergy while fishing to unlock the item if your cooking level is too low.
  17. The Prats Hats, Malcs Cats, and Cool Rocks buildings can be destroyed after buying the upgrade from the Shop. You do not need the buildings to receive the cat/rock bonuses, but have to wear the hats.
  18. Libraries are not a flat +0.25% boost. It only boosts your current education by an additional 0.25%. If you had 0 education before building a library, you'll still have 0 education.

Skillcape

The skillcape can be purchased from the store for 1,000,000GP after the player reaches

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Level 99

.

Regular Skillcape

The Township Skillcape is the skillcape for the Township skill. It can be purchased for 1,000,000GP from the Shop once the player reaches

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Level 99

in the Township skill. The Township Skillcape offers the following benefits when worn:

-15% Township Building Cost (Does not affect GP cost. Capped at -80%)

Superior Skillcape

The Superior Township Skillcape is the superior skillcape for the Township skill. It can be purchased for 10,000,000GP from the Shop once the player reaches

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Level 120

in the Township skill.

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Level 120

can only be reached if the player owns the TotH.svg Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:

-20% Township Building Cost (Does not affect GP cost. Capped at -80%)

Pet

PetNameDLCEffect
BBMelvor Logo.svg +10% Township Max Storage
MarcyMarcyMelvor Logo.svg +2% Township Skill XP
RogerRogerMelvor Logo.svg +2% Township Resource Generation
AceAceMelvor Logo.svg +1% Chance to Double Items Globally
LaylaLaylaMelvor Logo.svg +2% Township Happiness
Mister FuzzbuttMister FuzzbuttMelvor Logo.svg +5% Global GP (except Item Sales)
Octavius Lepidus VIIIOctavius Lepidus VIIIMelvor Logo.svg +2% Township Education
Classy RockClassy RockTotH.svg +10 Mining Node HP
Cute RockCute RockTotH.svg +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
Royal RockRoyal RockTotH.svg +3% Chance to gain +1 additional resource in Mining (Cannot be doubled)
Elf RockElf RockTotH.svg +5% Global Evasion
Magic RockMagic RockTotH.svg +3% Chance to Double Items in Magic
Party RockParty RockTotH.svg +4% Mastery XP for Melvor Realm only

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

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Mastery

rewards.