Township

Revision as of 16:34, 3 November 2022 by Falterfire (talk | contribs) (Added more modifiers to the Township table)

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

This page was last updated for (v1.1).
Township
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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 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.

Primary Resources

Population

Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. Population cap is gained by building Template:BuildingIcon, spending ticks will cause population to increase until it reaches the cap.

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} \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.

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]

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]

Workers

The Available Workers stat shows how many unemployed workers compared to the maximum amount of working age citizens are available to the town.

Age

All population has a set Age that increases with ticks spent. The working age in Melvor is from 8 to 70, any citizens outside of this range are not eligible to be Workers, and therefore do not impact Happiness. Population above the age of 55 have a chance to die every tick, reduced by the amount of Health in the town, which is primarily increased by having Potions from Template:BuildingIcon.

Death

Citizens die when they reach 100 years of age or before without sufficient Health or if you run out of Food.

Corpses have a negative effect on Happiness, and must be removed by building Template:BuildingIcon.

Storage

Storage cap is gained by building Template:BuildingIcon. With every tick spent, buildings in Township produce Resources that fill Storage until the cap. No resources can be gained past the cap, and hitting the cap will cause buildings that consume resources to continue doing so.

Happiness

Happiness is a modifier to the amount of experience you earn, it is gained from building many different buildings, and is expressed as a percent out of two times your total population. Happiness is a flat increase to the amount of experience you earn, 1% Happiness increases experience by 1%.

Education

Education is a modifier to the amount of Resources each building in township produces, it is gained from building Template:BuildingIcon and is expressed as a percent out of three times your total population. Education is a flat increase to the amount of production, 1% Education increases production by 1%.

Health

Health is a mechanic that prevents elderly citizens from dying. Each citizen above the Age of 55 has a 100% chance of dying at some time before reaching the age of 100. This percent is reduced by the amount of Health in the town - 1% health decreases this chance of death by 1%. Health is first calculated using the following parameters weighted out of 235:

  • Happiness with a weight of 100
  • Education with a weight of 100
  • Nonzero potion stockpile and positive growth rate contributes 15 weight
  • Nonzero clothing stockpile and positive growth rate contributes 15 weight
  • Nonzero herb 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%.

Worship

Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building Template:BuildingIcon and has a set cap of 2000. The benefits of each Deity you choose is outlined below:

Completion of

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Impending Darkness Event

is required to unlock worship of Bane.

All bonuses are additive with one another.

  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
 • +25% Building Production in the Jungle Biome
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
 • +25% Township Dead Storage
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
 • +25% Township Education
 • +25% Township Happiness
100% Worship  • +25% (50% ttl) Happiness
 • -15% Building Costs
 • +25% (50% ttl) Education
 • -15% Building Costs
 • +25% (50% ttl) Farm Building Production
 • +25% (50% ttl) Herb Production
 • -15% Building Costs
 • +25% (50% ttl) GP
 • -15% Building Costs
 • -25% Township Citizen Food Usage
 • -15% Township Building Cost

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

Land

A total of   is required to purchase all 2,048 tiles of land. The first 32 pieces of land are free. For more details, see Land.

Buildings

Upgrades

Township/UpgradeBuildingTable

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. Township/BiomeTable

Skillcape

The skillcape can be purchased from the store for 1,000,000  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 1,000,000  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 10,000,000  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

PetNameDLCEffect
 B  +10% Township Max Storage
 Marcy  +2% Township Skill XP
 Roger  +2% Township Resource Generation
 Ace  +1% Chance to Double Items Globally
 Layla  +2% Township Happiness
 Mister Fuzzbutt  +5% Global GP (except Item Sales)
 Octavius Lepidus VIII  +2% Township Education
 Classy Rock  +10 Mining Node HP
 Cute Rock  +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
 Royal Rock  +3% Chance to gain +1 additional resource in Mining (Cannot be doubled)
 Elf Rock  +5% Global Evasion
 Magic Rock  +3% Chance to Double Items in Magic
 Party Rock  +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.