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{{V|1.1}}
{{UserContentVersion|1.2.2}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{HasSkillGuide|{{PAGENAME}}/Training}}
{{Skillbox
|released=18 October 2022 ([[v1.1]])
|expansion=Base game
|type=Support
|99=None
|120=TotH
|abyssal60=ItA
}}


[[File:Township (skill).svg|thumb|right|Township]]
'''{{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 passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system of progression. Each hour, a town update will occur, during which [[#Resources|Resources]] and {{GP}} [[GP]] will be gained, which may then be reinvested into the town or converted into a number of [[Consumables]] and other resources for use in other skills.


'''{{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 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.
Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.


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.
__TOC__
 
== Town ==
A {{TownshipIcon|Town}} contains [[#Buildings|Buildings]] that are used to produce [[#Resources|Resources]] and {{GP}} [[GP]] for the player. The buildings are built within [[#Biomes|Biomes]], where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected [[#Worship|Worship]].
 
=== Building and Upgrading ===
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).


__TOC__
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.
 
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}


==Town==
=== Repairing Buildings ===
<!--
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.


===Maps===
There are two ways to return a building to 100% efficiency:
The following maps are available to start a Town. A Town must be completely reset to change maps.
* Repair the building, at the cost of the resources stated at the bottom of that building's tile
* If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid


{| class="wikitable sortable"
<!--
!
See: Township.getSingleResourceRepairCostForBuilding,
!colspan="4"| Grasslands
-->The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any increased or decreased repair cost bonuses, where each {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:
!colspan="4"| Forest
!colspan="4"| Desert
!colspan="4"| Water
!colspan="4"| Swamp
!colspan="4"| Arid Plains
!colspan="4"| Mountains
!colspan="4"| Valley
!colspan="4"| Jungle
!colspan="4"| Snowlands
!colspan="4"| Total Land
|-
! Map 1
|colspan="4"| 231
|colspan="4"| 296
|colspan="4"| 256
|colspan="4"| 280
|colspan="4"| 174
|colspan="4"| 88
|colspan="4"| 129
|colspan="4"| 149
|colspan="4"| 204
|colspan="4"| 241
|colspan="4"| 2048
|-
! Map 2
|colspan="4"| 111
|colspan="4"| 333
|colspan="4"| 55
|colspan="4"| 251
|colspan="4"| 161
|colspan="4"| 157
|colspan="4"| 237
|colspan="4"| 63
|colspan="4"| 301
|colspan="4"| 339
|colspan="4"| 2008
|-
! Map 3
|colspan="4"| 212
|colspan="4"| 161
|colspan="4"| 112
|colspan="4"| 260
|colspan="4"| 237
|colspan="4"| 172
|colspan="4"| 206
|colspan="4"| 190
|colspan="4"| 249
|colspan="4"| 249
|colspan="4"| 2048
|-
! Map 4
|colspan="4" style="background-color:lightgreen;" | 462
|colspan="4"| 167
|colspan="4"| 249
|colspan="4"| 246
|colspan="4"| 235
|colspan="4"| 133
|colspan="4"| 106
|colspan="4"| 114
|colspan="4"| 90
|colspan="4"| 146
|colspan="4" | 1948
|-
! Map 5
|colspan="4"| 258
|colspan="4"| 47
|colspan="4"| 305
|colspan="4"| 296
|colspan="4"| 77
|colspan="4"| 245
|colspan="4"| 126
|colspan="4"| 219
|colspan="4"| 217
|colspan="4"| 258
|colspan="4"| 2048
|-
! Map 6
|colspan="4"| 333
|colspan="4"| 184
|colspan="4"| 331
|colspan="4"| 6
|colspan="4"| 153
|colspan="4"| 288
|colspan="4"| 223
|colspan="4"| 305
|colspan="4"| 73
|colspan="4"| 152
|colspan="4"| 2048
|-
! Map 7
|colspan="4"| 346
|colspan="4"| 153
|colspan="4"| 317
|colspan="4"| 204
|colspan="4"| 51
|colspan="4"| 243
|colspan="4"| 51
|colspan="4"| 391
|colspan="4"| 102
|colspan="4"| 190
|colspan="4"| 2048
|-
! Map 8
|colspan="4"| 71
|colspan="4"| 321
|colspan="4"| 24
|colspan="4" style="background-color:lightgreen;" | 337
|colspan="4"| 321
|colspan="4"| 372
|colspan="4"| 131
|colspan="4"| 423
|colspan="4"| 45
|colspan="4"| 0
|colspan="4"| 2045
|-
! Map 9
|colspan="4"| 98
|colspan="4"| 47
|colspan="4"| 30
|colspan="4"| 73
|colspan="4"| 73
|colspan="4"| 157
|colspan="4" style="background-color:lightgreen;" | 335
|colspan="4"| 366
|colspan="4" style="background-color:lightgreen;" | 387
|colspan="4" style="background-color:lightgreen;" | 482
|colspan="4"| 2048
|-
! Map 10
|colspan="4"| 124
|colspan="4"| 180
|colspan="4"| 460
|colspan="4"| 45
|colspan="4" style="background-color:lightgreen;" | 376
|colspan="4"| 110
|colspan="4"| 135
|colspan="4"| 104
|colspan="4"| 40
|colspan="4"| 474
|colspan="4"| 2048
|-
! Map 11
|colspan="4"| 221
|colspan="4" style="background-color:lightgreen;" | 534
|colspan="4"| 124
|colspan="4"| 0
|colspan="4"| 0
|colspan="4"| 108
|colspan="4"| 227
|colspan="4" style="background-color:lightgreen;" | 479
|colspan="4"| 315
|colspan="4"| 40
|colspan="4"| 2048
|-
! Map 12
|colspan="4"| 163
|colspan="4"| 462
|colspan="4"| 174
|colspan="4"| 100
|colspan="4"| 124
|colspan="4"| 69
|colspan="4"| 194
|colspan="4"| 378
|colspan="4"| 274
|colspan="4"| 110
|colspan="4"| 2048
|-
|}


=== Land ===
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right )</math>
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|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. For more details, see [[Land]].
Where:
* '''Buildings Built''' is the number of buildings currently built within the biome in which the repair is taking place
* '''Building Cost Reduction %''' is capped at 80%
* '''Repair Cost %''' is the result of <math>\text{Increased Repair Cost - Decreased Repair Cost}</math>
* '''Building Efficiency''' is the current building efficiency percentage which can be found in the top left corner of the building


=== Biomes ===
=== 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 {{Icon|Clothing|type=resource}} per building per tick, and the Snowlands biome consumes 30 {{Icon|Coal|type=resource}} per building per tick. Biomes are covered in more detail in the buildings section.
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
{{TownshipBuildingBiomeTable}}


==Stats==
== Stats ==
===Population===
{{TownshipIcon|Statistics}} are various properties in the Town that do not take up {{TownshipIcon|Storage}} space. These can be seen as cards immediately above the various [[#Resources|Resources]] for a town.
{{Icon|Population|type=township}} is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building {{BuildingIcon|Basic Shelter}}, 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 {{Icon|Happiness|type=township}}, up to an additional 100% bonus, which is additively added to normal skill boosts.
=== Population ===
{{TownshipIcon|Population}} is a core feature of Township. The population of a town affects how much skill XP is gained per town update (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many [[#Biomes|Biomes]] and [[#Buildings|Buildings]].


To maximize experience, once a basic Town setup is completed, {{Icon|Happiness|type=township}} should always be at 100% to provide at least 0.6 experience per citizen per tick.
The population of a town can be increased by constructing more {{TownshipIcon|Basic Shelter|Basic Shelters}} or upgrades to that building which provide population. The population is also affected by [[#Happiness|Happiness]], as the town's population is increased by the current happiness percentage, and [[#Health|Health]], where for each 1% reduction in health the town's population is also decreased by 1%.


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.
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%.


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.
=== Storage ===
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.


===Workers===
{{ItA}}{{TownshipIcon|Soul Storage}} allows {{ItA}}[[#Resources|Abyssal Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Soul Storage}} of 1, where additional capacity can be gained by constructing more {{TownshipIcon|Sanctuary|Sanctuaries}}.
{{Icon|Available Workers|img=Workers|type=township}} 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 {{Icon|Workers|type=township}}. The left number indicates the number of jobless {{Icon|Workers|type=township}}, out of the total amount on the right.


Unemployed citizens generate -5 {{Icon|Happiness|type=township}}.
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.


===Storage===
=== Happiness ===
{{Icon|Storage|type=township}} allows [[Resource]]s to be stockpiled in the Town. A Town starts with a base {{Icon|Storage|type=township}} of 19,000, and is gained by building {{BuildingIcon|Storehouse}}. In addition, {{BuildingIcon|Basic Shelter}} 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.
{{TownshipIcon|Happiness}} is a modifier affecting the amount of {{TownshipIcon|Population}} a town has, and therefore also affects the amount of skill experience earned per town update. {{TownshipIcon|Happiness}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.


===Happiness===
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.
{{Icon|Happiness|type=township}} is a modifier to the amount of experience you earn. {{Icon|Happiness|type=township}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of {{Icon|Happiness|type=township}} is twice your {{Icon|Population|type=township}}.


Each point of {{Icon|Education|type=township}} provides 1 {{Icon|Happiness|type=township}}, and is often the main source of a Town's {{Icon|Happiness|type=township}}. In additiona, a small amount of {{Icon|Happiness|type=township}} is gained or lost from each building in the Town. Notably, {{BuildingIcon|Gardens}} and {{BuildingIcon|Tavern}} buildings are intended to increase {{Icon|Happiness|type=township}}. Lastly, {{Icon|Happiness|type=township}} is decreased by 5 points for every overflowing corpse and unemployed citizen, and {{Icon|Happiness|type=township}} is decreased by 40% and 50% additively from a {{Icon|Potions|type=resource}} shortage for elderly citizens and a {{Icon|Clothing|type=township}} shortage from buildings in the Desert biome.
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:
{{ModifierTable|TownshipHappiness|Happiness|true|}}


===Education===
=== Education ===
{{Icon|Education|type=township}} is a modifier to the amount of Resources each building produces. {{Icon|Education|type=township}} provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of {{Icon|Education|type=township}} is three times your {{Icon|Population|type=township}}.
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.


Every point of {{Icon|Education|type=township}} also provides one point of {{Icon|Happiness|type=township}}. {{Icon|Education|type=township}} is produced from {{BuildingIcon|School}} and {{BuildingIcon|Library}} buildings.
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:
{{ModifierTable|TownshipEducation|Education|true|}}


===Health===
=== Health ===
{{Icon|Health|type=township}} is a mechanic that prevents elderly citizens from dying. In [[V1.1]], {{Icon|Health|type=township}} is bugged and citizens never die under the age of 100.
{{TownshipIcon|Health}} is a modifier which affects the {{TownshipIcon|Population}} and {{TownshipIcon|Fortification}} of a town, as well as [[#Abyssal Waves|Combat Value]]. Once {{SkillReq|Township|15}} has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.


Health is first calculated using the following parameters weighted out of 235:
The health of a town can be improved by converting either {{TownshipIcon|Herbs}} or {{TownshipIcon|Potions}} into {{TownshipIcon|Health}}, the cost of which is 10% of the current amount generated per update for the resource being converted.
* {{Icon|Happiness|type=township}} with a weight of 100
* {{Icon|Education|type=township}} with a weight of 100
* Nonzero {{Icon|Potions|type=resource}} stockpile and positive growth rate contributes 15 weight
* Nonzero {{Icon|Clothing|type=resource}} stockpile and positive growth rate contributes 15 weight
* Nonzero {{Icon|Herbs|type=resource}} 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===
=== Fortification ===
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. The benefits of each Deity you choose is outlined below:
{{TownshipIcon|Fortification}} increases the Township Abyssal XP gained per Victory against an Abyssal Wave. It is gained by building {{TownshipIcon|Wooden Walls|Walls}}, {{TownshipIcon|Ethereal Altar|Altars}}, and the {{TownshipIcon|Enchanted Tower}}.


Completion of {{ZoneIcon|Impending Darkness Event}} is required to unlock worship of Bane.
=== Worship ===
{{TownshipIcon|Worship}} is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building {{TownshipIcon|Chapel|Chapels}} or {{TownshipIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{TownshipIcon|Statue of Worship}}, all statues provide an identical amount of worship.


All bonuses are '''additive''' with one another.
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Seasons|Season]]. For example, while {{TownshipIcon|Spring|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{TownshipIcon|Mountains|nolink=true}} rather than the usual +25%.


{| class="wikitable"
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{TownshipIcon|Chapel|Chapels}} and {{TownshipIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.
|
! {{MonsterIcon|Aeris}}
! {{MonsterIcon|Glacia}}
! {{MonsterIcon|Terran}}
! {{MonsterIcon|Ragnar}}
! {{MonsterIcon|Bane}}
|-
! Always Active
| style="color:green;" | &nbsp;&bull; 50% Happiness <br>&nbsp;&bull; 25% Leather <br>&nbsp;&bull; 25% Mountain Biome <span style="color:brown;"><br>&nbsp;&bull; -50% GP
| style="color:green;" | &nbsp;&bull; 25% Fishing Dock Building Production <br>&nbsp;&bull; 25% Education <br>&nbsp;&bull; 25% Magic Emporium Building Production <br>&nbsp;&bull; 25% Valley Biome Production<br>&nbsp;&bull; 25% Water Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Arid Plains Biome Production <br>&nbsp;&bull; -50% Desert Biome Production <br>&nbsp;&bull; -50% Mountain Biome Production
| style="color:green;" | &nbsp;&bull; 25% Orchard Building Production <br>&nbsp;&bull; 25% Farm Building Production <br>&nbsp;&bull; 25% Herb Production <br>&nbsp;&bull; 25%  Woodcutting Building Production <br>&nbsp;&bull; 25% Forest Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Fishing Dock Building Production <br>&nbsp;&bull; -75% Leather Production
| style="color:green;" | &nbsp;&bull; 25% GP <br>&nbsp;&bull; -50% Coal Usage in Snowlands <br>&nbsp;&bull; 25% Blacksmith Building Production <br>&nbsp;&bull; 25% Arid Plains Biome Production <br>&nbsp;&bull; 25% Desert Biome Production <span style="color:brown;"><br>&nbsp;&bull; -50% Herb <br>&nbsp;&bull; 50% Building Happiness Penalties
| style="color:green;" | &nbsp;&bull; -25% Citizen Food Usage <br>&nbsp;&bull; 25% Grasslands Biome Production <br>&nbsp;&bull; 25% Jungle Biome Production <br>&nbsp;&bull; 25% Dead Storage <span style="color:brown;"><br>&nbsp;&bull; -75% Education <br>&nbsp;&bull; -75% Happiness
|-
! 25% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Leather Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Fishing Dock Building Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Orchard Building Production
| style="color:green;" | &nbsp;&bull; -25% (-75% ttl) Coal Usage in Snowlands <br>&nbsp;&bull; +25% (50% ttl) Blacksmith Building Production
| style="color:green;" | &nbsp;&bull; +25% Building Production in the Jungle Biome
|-
! 50% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Mountain Biome
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Valley Biome Production <br>&nbsp;&bull; +25% (50% ttl) Water Biome Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Woodcutting Building Production <br>&nbsp;&bull; +25% (50% ttl) Forest Biome Production
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Arid Plains Biome Production <br>&nbsp;&bull; +25% (50% ttl) Desert Biome Production
| style="color:green;" | &nbsp;&bull; +25% Township Dead Storage
|-
! 85% Worship
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) GP
| style="color:green;" | &nbsp;&bull; +25% (25% ttl) Arid Plains Biome Production <br>&nbsp;&bull; +25% (25% ttl) Desert Biome Production <br>&nbsp;&bull; +25% (25% ttl) Mountain Biome Production
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) Fishing Dock Building Production <br>&nbsp;&bull; +25% (-50% ttl) Leather Production
| style="color:green;" | &nbsp;&bull; +25% (-25% ttl) Herb <br>&nbsp;&bull; -25% (+25% ttl) Happiness Penalties
| style="color:green;" | &nbsp;&bull; +25% Township Education <br>&nbsp;&bull; +25% Township Happiness
|-
! 100% Worship
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Happiness <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Education <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) Farm Building Production <br>&nbsp;&bull; +25% (50% ttl) Herb Production <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; +25% (50% ttl) GP <br>&nbsp;&bull; -15% Building Costs
| style="color:green;" | &nbsp;&bull; -25% Township Citizen Food Usage <br>&nbsp;&bull; -15% Township Building Cost
|-
! Total if 100%
| style="color:green;" | &nbsp;&bull; 75% Happiness <br>&nbsp;&bull; 50% Leather <br>&nbsp;&bull; 50% Mountain Biome <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -25% GP
| style="color:green;" | &nbsp;&bull; 50% Fishing Dock Building <br>&nbsp;&bull; 50% Education <br>&nbsp;&bull; 25% Magic Emporium Building <br>&nbsp;&bull; 50% Valley Biome <br>&nbsp;&bull; 50% Water Biome <br>&nbsp;&bull; 25% Arid Plains Biome <br>&nbsp;&bull; 25% Desert Biome <br>&nbsp;&bull; 25% Mountain Biome <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -50% Arid Plains Biome <br>&nbsp;&bull; -50% Desert Biome <br>&nbsp;&bull; -50% Mountain Biome Production
| style="color:green;" | &nbsp;&bull; 50% Orchard Building <br>&nbsp;&bull; 50% Farm Building <br>&nbsp;&bull; 50% Herb <br>&nbsp;&bull; 50% Woodcutting Building <br>&nbsp;&bull; 50% Forest Biome <br>&nbsp;&bull; 25% Fishing Dock Building <br>&nbsp;&bull; 25% Leather <br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -50% Fishing Dock Building <br>&nbsp;&bull; -50% Leather Production
| style="color:green;" | &nbsp;&bull; 50% GP <br>&nbsp;&bull; -75% Coal Usage in Snowlands <br>&nbsp;&bull; 50% Blacksmith Building <br>&nbsp;&bull; 50% Arid Plains Biome <br>&nbsp;&bull; 50% Desert Biome<br>&nbsp;&bull; -15% Building Costs <span style="color:brown;"><br>&nbsp;&bull; -25% Herb <br>&nbsp;&bull; +25% Building Happiness Penalties
| style="color:green;" | &nbsp;&bull; -50% Citizen Food Usage <br>&nbsp;&bull; 25% Grasslands Biome <br>&nbsp;&bull; 50% Jungle Biome <br>&nbsp;&bull; 50% Dead Storage <br>&nbsp;&bull; -15% Township Building Cost <span style="color:brown;"><br>&nbsp;&bull;  -50% Township Education <br>&nbsp;&bull; -50% Township Happiness
|}


===Dead Space===
All bonuses are '''additive''' with one another.
{{Icon|Dead Storage|type=township}} is checked by highlighting the {{Icon|Population|type=township}} icon, representing the number of citizens that have died. This storage is created by building {{BuildingIcon|Cemetery}}. 20% of the total {{Icon|Dead Storage|type=township}} will be cleared every day (288 ticks).
{{TownshipWorshipTable}}
 
<!--
ticksPerYear = 8.7
maxAge = 100
maxLifespan = ticksPerYear*maxAge
averageMigrationAge = 33
migrationChance = 0.9
averageLifespan = maxLifespan*(1-migrationChance) + maxLifespan*(maxAge - averageMigrationAge)/maxAge*migrationChance
ticksPerDay = 288
deadBodiesPerDayPerPopulation = ticksPerDay/averageLifespan
cemeteryPerDeadBodiesPerDay = 250*0.20
populationPerCemeteries = cemeteryPerDeadBodiesPerDay/deadBodiesPerDayPerPopulation
-> 106.18229166666667 citizens per Cemetery
-->
Once a Town has a fixed total {{Icon|Population|type=township}} and achieves steady-state over several real-life days, one {{BuildingIcon|Cemetery}} holding 250 {{Icon|Dead Storage|type=township}} will be required for every 107 {{Icon|Population|type=township}} on average.


Corpses overflowing the maximum {{Icon|Dead Storage|type=township}} generate -5 {{Icon|Happiness|type=township}}.
== Buildings and Resources ==
There are a total of 13 Melvor and 7 {{ItA}} Abyssal Township building resources that are produced by, and used to purchase buildings:
===Melvor Resources===
* {{TownshipIcon|GP}}
* {{TownshipIcon|Food}}
* {{TownshipIcon|Wood}}
* {{TownshipIcon|Planks}}
* {{TownshipIcon|Stone}}
* {{TownshipIcon|Bar}}
* {{TownshipIcon|Ore}}
* {{TownshipIcon|Coal}}
* {{TownshipIcon|Rune Essence}}
* {{TownshipIcon|Herbs}}
* {{TownshipIcon|Potions}}
* {{TownshipIcon|Leather}}
* {{TownshipIcon|Clothing}}
===Abyssal Resources===
* {{ItA}} {{TownshipIcon|Abyssal Pieces}}
* {{ItA}} {{TownshipIcon|Armour & Weaponry}}
* {{ItA}} {{TownshipIcon|Abyssal Stone}}
* {{ItA}} {{TownshipIcon|Reinforced Planks}}
* {{ItA}} {{TownshipIcon|Obsidian}}
* {{ItA}} {{TownshipIcon|Runestone}}
* {{ItA}} {{TownshipIcon|Voidfire Ash}}


== Resources ==
The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers.
There are a total of 13 resources. The production of all resources can be increased by up to 100% through {{Icon|Education|type=township}}, stacking additively with any regular modifiers.


{{Icon|GP|type=resource}} is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in {{Icon|Storage|type=township}}. This is the only resource that is exceptionally not affected by {{Icon|Education|type=township}}, although it does get increased by other production bonuses. The base generation is <math>\text{Citizens}*\text{Tax Rate}*30</math>, subject to other modifiers.
{{TownshipIcon|GP}}, {{TownshipIcon|Abyssal Pieces}} and {{Icon|Abyssal Slayer Coins}} are special types of resources that are deposited directly into the player's [[Bank]], while the other 12 Melvor resources are kept within {{TownshipIcon|Storage}} and the 6 Abyssal resources are kept within {{TownshipIcon|Soul Storage}}. This is the only resource that is not affected by resource production bonuses.  


The other 12 resources may be used within the town, or traded via the {{BuildingIcon|Trading Post}} to obtain items for the player (see {{BuildingIcon|Trading Post}}).
The 18 primary resources may be used within the [[#Town|Town]] to construct buildings, or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows:
<math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math>


{{Icon|Food|type=resource}} is used to feed citizens. Each citizen will consume 30 {{Icon|Food|type=resource}} per tick. It is also the most profitable resource to be traded.
{{TownshipIcon|GP}} is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{TownshipIcon|Town Hall}} that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is {{GP|1.5}} for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some [[#Seasons|Seasons]], although is not affected by global GP modifiers such as from {{ItemIcon|Aorpheat's Signet Ring}}.


{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings.
{{TownshipIcon|Abyssal Pieces}} and {{Icon|Abyssal Slayer Coins}} are earned through fighting [[#Abyssal Waves|Abyssal Waves]] after the respective Skill Tree bonuses have been obtained. These are typically found on the right side of the Township Skill Tree.


{{Icon|Planks|type=resource}} are produced {{Icon|Wood|type=resource}} and is used to build low- to high-level buildings.
=== Buildings ===
{{TownshipBuildingTable}}


{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
==== Upgrades ====
{{TownshipBuildingUpgradeTable}}


{{Icon|Bar|type=resource}} is produced from {{Icon|Ore|type=resource}} and {{Icon|Coal|type=resource}}. It is used to build mid- to high-level buildings.
=== Trading Post ===
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
{{TownshipTrader}}


{{Icon|Ore|type=resource}} has no use, except to be converted into {{Icon|Bar|type=resource}}.
== Seasons ==
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}.


{{Icon|Coal|type=resource}} is consumed by buildings built in the Snowlands biome. In addition, it can be converted into {{Icon|Bar|type=resource}}.
In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances:
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane|Bane}} is the current worship
* {{TotH}} {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald|The Herald}} is the current worship
* {{AoD}} {{TownshipIcon|Lemon Season|nolink=true}}, which may only occur after a Township Relic has been located in {{Icon|Ancient Relics}}.
* {{ItA}} {{TownshipIcon|Eternal Darkness|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Xon|Xon}} is the current worship


{{Icon|Rune Essence|type=resource}} is used to build high-level buildings.
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season that requires a Worship is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.


{{Icon|Herbs|type=resource}} provide a very small {{Icon|Health|type=township}} bonus, but are mainly used to be converted into {{Icon|Potions|type=resource}}.
Unlike other seasons, {{TownshipIcon|Lemon Season|nolink=true}} only lasts for 24 hours instead of the standard 72 hours.
{{TownshipSeasonTable}}


{{Icon|Potions|type=resource}} are consumed by citizens over the age of 55, and provides a small {{Icon|Health|type=township}} bonus. If there are not enough {{Icon|Potions|type=resource}}, a 40% {{Icon|Happiness|type=township}} penalty is applied.
== Tasks ==
Tasks are a 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 either {{Skill|Township}} Skill XP, Township Resources, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items.


{{Icon|Leather|type=resource}} has no use, except to be converted into {{Icon|Clothing|type=resource}}.
Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page.


{{Icon|Clothing|type=resource}} is consumed by buildings built in the Desert biome, and provide a small {{Icon|Health|type=township}} bonus.
=== Main Tasks ===
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related {{Icon|Shop}} purchases and trades within the [[#Trading Post|Trading Post]] are unlocked once a certain amount of main tasks have been completed.


==Buildings==
=== Casual Tasks ===
Casual tasks are randomly assigned to the player every 5 hours, and they may be duplicates of previous completed casual tasks. However, no new casual task will be assigned if the player already has 5 incomplete casual tasks and any new task will not be a duplicate of one that is currently assigned. A casual task may ''only'' be removed by either:
* Completing the task and claiming its rewards
* Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}}


=== Upgrades ===
Currently, all casual tasks are related to content in the base game. There aren't any for the expansions.
{{:Township/UpgradeBuildingTable}}


===Biomes===
Each casual task assigned should be completeable without needing to level up skills or mastery. This is because the player must meet [[Tasks#Casual|requirements]] relevant to the casual task (such as skill level, dungeon completion, and finding items) before the task can be received.
Each building inside the Desert biome consumes {{Icon|Clothing|type=resource}} 60/tick. If there is not enough {{Icon|Clothing|type=resource|nolink=true}}, then total {{Icon|Happiness|type=township}} for the entire Town is divided in half.


Each building in the Snowlands biome consumes {{Icon|Coal|type=resource}} 30/tick. Without {{Icon|Coal|type=resource|nolink=true}}, all buildings in this biome have the following benefits reduced by 75%: {{Icon|Worship|type=township}}, {{Icon|Happiness|type=township}}, {{Icon|Education|type=township}} and all production.
Casual tasks can provide a combination of {{GP}} [[GP]], {{SC}} [[Slayer Coins]], {{Skill|Township|nolink=true}} experience, and [[#Resources|Resources]] as a reward, where the amount of the currency and experience rewards is determined as follows:
* The amount of {{Skill|Township|nolink=true}} experience is equal to 9% of the total [[Experience Table|experience]] between the player's current Township level and the next level
* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level. Slayer coin multipliers no longer affect township rewards.


{{Template:TownshipBiomeTable}}
== Shop Items ==
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.
{{ShopTownshipTable}}


== Skillcape ==
== Skillcapes ==
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}


== Pet ==
== Pet ==
{{PetIcon|B}} has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the {{Icon|Shop}} after meeting their conditions.
{{PetSkillInfo}}
{{PetSkillInfo}}


==Skill Boosts==
==Skill Boosts==
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
{{Main|Reference={{PAGENAME}}/Boosts|Name={{PAGENAME}} Boosts}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,decreasedTownshipBuildingCost,increasedTownshipGPProduction,increasedTownshipMaxStorage,increasedTownshipEducation,increasedTownshipHappiness,increasedTownshipHealth,increasedTownshipResourceProduction|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}
Skill boosts are special enhancements that improve the efficiency and effectiveness of the player's skills. These boosts can come from a variety of sources such as equipment, potions, pets, and masteries. Global boosts are boosts which apply across all skills. A boost can be assumed to be for the listed skill only, unless specifically stated it is a global boost. Boosts help the player to progress faster and achieve higher levels of mastery in each skill. The following are some common types of skill boosts and what they do:
 
*'''Increased Skill XP:''' Increases the amount of experience points (XP) gained.
*'''Decreased Skill Interval:''' Reduces the time it takes to complete skilling actions, allowing the player to perform more actions in a given period.
*'''Preservation Chance:''' Increases the likelihood that resources or items used during skill actions are not consumed.
*'''Increased Chance to Double Items:''' Gives a higher chance of receiving double the items or resources when performing skill-related actions.
*'''Increased Mastery XP:''' Enhances the rate at which mastery XP is gained for a skill.
 
For more information on general skill boosts that apply to all skills, refer to the [[Skill Boosts]] page.
[[Category:Skills]]
[[Category:Skills]]
{{Menu}}
{{Menu}}
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