Population: Difference between revisions

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{{V|1.1}}
{{V|1.1}}
'''{{Icon|Population|type=township}}''' is a {{Skill|Township}} stat that counts the number of people in a [[Town]]. The maximum population is increased by building {{BuildingIcon|Basic Shelter}}.
'''{{Icon|Population|type=township}}''' is a {{Skill|Township}} stat that counts the number of people in a [[Town]]. The maximum population is increased by building {{BuildingIcon|Basic Shelter}}.
==Experience==


Experience in Township earned per tick is given by the following formula:
Experience in Township earned per tick is given by the following formula:
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Where <math>\text{Tick Length} = 300</math>, being the number of seconds taken to gain a tick.
Where <math>\text{Tick Length} = 300</math>, being the number of seconds taken to gain a tick.
==Gaining Population==


The chance of gaining additional population when advancing one tick is given by the following formula:
The chance of gaining additional population when advancing one tick is given by the following formula:
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<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>
<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>


90% of the population gain will be from migration, where the new person will have an age randomly distributed between 16 to 50, and 10% of the population gain will be from births, with an age of 0. Below 10 population, all population gain is from migration.
== Aging ==
One year of age is equivalent to 8.7 ticks.


{{TownshipBuildingNav}}
{{TownshipBuildingNav}}
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Revision as of 16:32, 6 November 2022

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

Population is a Township stat that counts the number of people in a Town. The maximum population is increased by building Basic Shelter.

Experience

Experience in Township earned per tick is given by the following formula:

[math]\displaystyle{ \text{Base Experience} = \max \left (\left ( 1 + \frac{\text{Happiness %}}{100} + \frac{\text{SkillXPBonus %}}{100} \right ) \times \frac{\text{Current Population}}{100} \times \frac{\text{Tick Length}}{10}, 1 \right ) }[/math]

Where [math]\displaystyle{ \text{Tick Length} = 300 }[/math], being the number of seconds taken to gain a tick.

Gaining Population

The chance of gaining additional population when advancing one tick is given by the following formula:

[math]\displaystyle{ \text{Population Gain Chance} = \min \left (1.4 - \frac{\text{Current Population}}{\text{Population Limit}}, 1 \right ) }[/math]

Where 1 indicates a 100% chance of gaining population, and 0 indicates a 0% chance of gaining population

If the roll for gaining population succeeds, the amount of population gained is given by the following formula:

[math]\displaystyle{ \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]

90% of the population gain will be from migration, where the new person will have an age randomly distributed between 16 to 50, and 10% of the population gain will be from births, with an age of 0. Below 10 population, all population gain is from migration.

Aging

One year of age is equivalent to 8.7 ticks.


Township
Population Basic Shelter Wooden Hut House Cottage Large Cottage Manor Estate
Storage Storehouse Warehouse Repository Large Repository
Happiness Tavern Gardens
Education School Large School Academy Large Academy Library
Worship Chapel Statue of Worship
Trading Trading Post Prats Hats Malcs Cats Cool Rocks
Food Farmland Plantation Mill Farming Estate Fishermans Dock Fishermans Pier Fishermans Port Fishermans Estate Orchard Market
Wood Woodcutter Camp Logging Camp Forestry Camp Forestry Estate
Planks Carpenters Workshop Carpenters Factory Carpenters Foundry Carpenters Estate
Stone, Ore & Coal Miners Pit Miners Field Miners Quarry Miners Estate
Bar Blacksmiths Smithy Blacksmiths Workshop Blacksmiths Forge Blacksmiths Estate
Rune Essence Magic Emporium
Herbs Gatherers Hut Gatherers Lodge Gatherers Villa Gatherers Estate
Potions Herbalist Infirmary Healing Centre Hospital
Leather Hunters Cabin Hunters Lodge Hunters Villa Hunters Estate
Clothing Tailor Clothier Outfitter Clothiers Estate
Other Cemetery Town Hall Lemvor Lemon Stall
Gateway
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Abyssal Gateway
Fortification
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Wooden Walls
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Stone Walls
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Obsidian Walls
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Empowered Altar
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Arcane Altar
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Ethereal Altar
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Enchanted Tower
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Soul Storage
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Sanctuary
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Divine Sanctuary
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Ethereal Sanctuary
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Void Sanctuary
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Armour & Weaponry
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Armourer I
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Armourer II
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Armourer III
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Armourer I
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Armourer IV
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Weaponsmith I
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Weaponsmith II
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Weaponsmith III
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Weaponsmith IV
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Abyssal Stone
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Abyssal Harvester I
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Abyssal Harvester II
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Abyssal Harvester III
Reinforced Planks
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Reinforced Carpenter I
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Reinforced Carpenter II
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Reinforced Carpenter III
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Obsidian
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Obsidian Mines
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Obsidian Quarry
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Obsidian Blaster
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Runestone
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Runestone Crafter
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Runestone Combiner
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Runestone Merger
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Voidfire Ash
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Fire Pit
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Bonfire
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Voidfire Beacon
Abyssal Buffs
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Abyssal Enhancer
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Abyssal Research Lab
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Slayer Research Lab
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Abyssal Combat Lab