Township

Revision as of 18:19, 18 November 2022 by Supersting (talk | contribs) (added death calculations)

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 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

Maps

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

Grasslands Forest Desert Water Swamp Arid Plains Mountains Valley Jungle Snowlands
Map 1 231 296 256 280 174 88 129 149 204 241
Map 2 151 333 55 251 161 157 277 63 301 339
Map 3 212 161 112 260 237 172 206 190 249 249
Map 4 502 167 279 276 235 133 106 114 90 146
Map 5 258 47 305 296 77 245 126 219 217 258
Map 6 333 184 331 6 153 288 223 305 73 152
Map 7 346 153 317 204 51 243 51 391 102 190
Map 8 71 324 24 337 321 372 131 423 45 0
Map 9 98 47 30 73 73 157 335 366 387 482
Map 10 124 180 460 45 376 110 135 104 40 474
Map 11 221 534 124 0 0 108 227 479 315 40
Map 12 163 462 174 100 124 69 194 378 274 110

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   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

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 a food deficit.

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%.

Worship

Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building Template:BuildingIcon or 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
Total if 100%  • 75% Happiness
 • 50% Leather
 • 50% Mountain Biome
 • -15% Building Costs
 • -25% GP
 • 50% Fishing Dock Building
 • 50% Education
 • 25% Magic Emporium Building
 • 50% Valley Biome
 • 50% Water Biome
 • 25% Arid Plains Biome
 • 25% Desert Biome
 • 25% Mountain Biome
 • -15% Building Costs
 • -50% Arid Plains Biome
 • -50% Desert Biome
 • -50% Mountain Biome Production
 • 50% Orchard Building
 • 50% Farm Building
 • 50% Herb
 • 50% Woodcutting Building
 • 50% Forest Biome
 • 25% Fishing Dock Building
 • 25% Leather
 • -15% Building Costs
 • -50% Fishing Dock Building
 • -50% Leather Production
 • 50% GP
 • -75% Coal Usage in Snowlands
 • 50% Blacksmith Building
 • 50% Arid Plains Biome
 • 50% Desert Biome
 • -15% Building Costs
 • -25% Herb
 • +25% Building Happiness Penalties
 • -50% Citizen Food Usage
 • 25% Grasslands Biome
 • 50% Jungle Biome
 • 50% Dead Storage
 • -15% Township Building Cost
 • -50% Township Education
 • -50% Township Happiness

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

.

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 0.3  per tick per percentage point of tax, or 0.6  per tick per percentage point if over 70 years old.

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

for the entire Town is divided in half. 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.

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

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.