Township

From Melvor Idle
Revision as of 17:02, 12 April 2023 by GonX (talk | contribs) (add disclaimer for being outdated)
This page was last updated for (v1.1.1).
This guide has NOT been fully updated for Melvor Idle 1.1.2 which completely reworked Township. Many mechanics have been removed or simplified.
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 at any time 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 unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.

Town

A

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Town

contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.

Maps

The following maps are available to start a Town. A Town must be completely reset to change maps.Template:TownshipMaps

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 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 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.

Stats

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Statistics

are various properties in the Town that do not take up

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Storage

space.

Population

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Population

is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building Template:BuildingIcon, 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

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Happiness

, up to an additional 100% bonus, which is additively added to normal skill boosts. To maximize experience, once a basic Town setup is completed,

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Happiness

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

File:Workers (township).png Available Workers 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 File:Workers (township).png Workers. The left number indicates the number of jobless File:Workers (township).png Workers, out of the total amount on the right.

Unemployed citizens generate -5

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Happiness

.

Storage

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Storage

allows Resources to be stockpiled in the Town. A Town starts with a base

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Storage

of 19,000, and is gained by building Template:BuildingIcon. In addition, Template:BuildingIcon 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

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Happiness

is a modifier to the amount of experience you earn.

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Happiness

provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of

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Happiness

is twice your

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Population

. Each point of

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Education

provides 1

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Happiness

, and is often the main source of a Town's

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Happiness

. In additiona, a small amount of

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Happiness

is gained or lost from each building in the Town. Notably, Template:BuildingIcon and Template:BuildingIcon buildings are intended to increase

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Happiness

. Lastly,

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Happiness

is decreased by 5 points for every overflowing corpse and unemployed citizen, and

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Happiness

is decreased by 40% and 50% additively from a

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Potions

shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.

Education

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Education

is a modifier to the amount of Resources each building produces.

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Education

provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of

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Education

is three times your

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Population

. Every point of

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Education

also provides one point of

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Happiness

.

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Education

is produced from Template:BuildingIcon and Template:BuildingIcon buildings.

Health

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Health

is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the File:Dead Storage (township).png Dead Storage.

The base chance for a citizen to die each tick is expressed by:

[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]

In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:

[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]

[math]\displaystyle{ \textrm{DeathChance} }[/math] is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.

The table below gives some examples.

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Health
Chance of death per tick
0% 0.52%
25% 0.34%
50% 0.20%
75% 0.08%
100% 0%

Health is first calculated using the following parameters weighted out of 235:

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    Happiness
    with a weight of 100
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    Education
    with a weight of 100
  • Nonzero
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    Potions
    stockpile and positive growth rate contributes 15 weight
  • Nonzero Clothing stockpile and positive growth rate contributes 15 weight
  • Nonzero Herbs 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%.

Dead Storage

File:Dead Storage (township).png Dead Storage represents the number of citizens that have died from poor

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Health

. This storage is created by building Template:BuildingIcon. 1% of the total File:Dead Storage (township).png Dead Storage will be cleared every hour (12 ticks). Corpses overflowing the maximum File:Dead Storage (township).png Dead Storage generate -5

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Happiness

.

Worship

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Worship

is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building Template:BuildingIcon or Template:BuildingIcon and has a set cap of 2000. Note that although each Deity is associated with a different Template:BuildingIcon, all statues have identical benefits.

All bonuses are additive with one another.

Resources

There are a total of 13 resources. The production of all resources can be increased by up to 100% through

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Education

, stacking additively with any regular modifiers.

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GP

is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in

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Storage

. This is the only resource that is exceptionally not affected by

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Education

or other production bonuses. A citizen produces 0.3GP per tick per percentage point of tax, or 0.6GP per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as Aorpheat's Signet Ring.

The other 12 resources may be used within the town, or traded via the Template:BuildingIcon to obtain items for the player (see Template:BuildingIcon). The production of a building is calculated as follows: [math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]

Food is used to feed citizens. Each citizen will consume 30 Food per tick.

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Wood

is a basic resource used to build the lowest-level buildings.

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Planks

are produced from

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Wood

and are used to build low- to high-level buildings.

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Stone

is used to build buildings of all levels. A large amount of stone is needed for high-level buildings. Bar is produced from

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Ore

and Coal. It is used to build mid- to high-level buildings.

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Ore

has no use, except to be converted into Bar.

Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.

Rune Essence is used to build high-level buildings.

Herbs provide a very small

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Health

bonus, but are mainly used to be converted into

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Potions

.

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Potions

are consumed by citizens over the age of 55, and provides a small

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Health

bonus. If there are not enough

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Potions

, a 40%

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Happiness

penalty is applied.

Leather has no use, except to be converted into Clothing.

Clothing is consumed by buildings built in the Desert biome, and provide a small

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Health

bonus.

Buildings

Upgrades

Township/UpgradeBuildingTable

Biomes

Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough Clothing, then total

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Happiness

reduced by a flat 50%. Each building in the Snowlands biome consumes 30 Coal/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%:

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Worship

,

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Happiness

,

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Education

and all production.


Tasks

Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive

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Township

Skill XP, Township Resources,

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GP

,

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Slayer Coins

, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.

For a list of Tasks, their requirements, and their rewards, see Task list

Shop Items

One of the ways Township interacts with the rest of the game is by unlocking a variety of useful

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Shop

purchases.

The Township requirements only apply when purchasing each respective item. Afterwards the player may demolish any buildings that were required to make the purchase and the pet or item will continue to function as normal.

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 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

B is acquired randomly when using ticks (similar to other skill-based Pets). The other Township-related pets are purchased in the

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Shop

after meeting their conditions. Once a pet is purchased from the shop it will stay unlocked, even if the player demolishes the buildings that were needed to buy it.

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.