Township/Training: Difference between revisions

Major update to include information from commonly linked township guide
(Add increasedNonCombatSkillXP modifier)
(Major update to include information from commonly linked township guide)
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{{Otheruses|training the Township skill|the skill itself|Township}}
{{Otheruses|training the Township skill|the skill itself|Township}}
==Starting your Town==
This guide is based on the post of u/No-Train4777 on [https://www.reddit.com/r/MelvorIdle/comments/137r5uq/township_tips_progression_guide_general/ reddit] with some tweaks.
To start, you must choose a map and, optionally, a deity to worship.
* Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.
* Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a Miner's Pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
* Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.


==Building your Town==
==Before Starting Township==
#Go to the "Tasks" tab, then "Township starter guide". Our goal will be to complete all of these tasks to get bonus resources and xp.
*Township takes approximately 30 days to reach level 120. It'll provide you with plenty of GP, resources and consumables. Completing Casual Tasks can help speed up this process.
#Our first few tasks require us to build some basic shelters, farmlands, a woodcutter camp, and a mining pit.
*Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to Township. You should be updating your town at least once per day. More will be beneficial.
#Go to the "build" tab, and then notice you are in the grasslands. Tap the "forest" button to go there.
*Degradation will delete resources if your storage cannot hold them. This could slow you down significantly.
#If you try to build you will get an error- you need to buy land first! Tap the dropdown button next to the "buy more land" button to buy a higher quantity, then tap that button to buy it. Buying land costs your gp.
*Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to Township, it may be better to just wait until you are.
#Now build two farmland and one woodcutter camp. Don't buy too many right now or you'll have to restart.
*You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
#Go to the mountains biome, buy some land, and build a mining pit.
*Each "tick", or "town update", is takes 1 hour and is done automatically.
#Next go to the grasslands, buy some land, and build basic shelters. You should be able to afford 6.
#Now go back to the "Tasks" tab and then to starter guide. Claim your rewards for your first two tasks! Now we need to build six more shelters and a farmland.
#After building a farmland and five shelters we are out of wood. Time to use some ticks! First, tap the meat icon at the top to select it as green. Your new workers will now prioritize this building. Then tap the "1 (5m)" button in the middle of the screen.
#Our population has grown from 2 to 3, and we produced some food! We are interested in wood now, so tap the wood icon and use another two ticks.
#Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.


==Temporary Starter Guide==
==Quick Tips==
# Go with Map 11 Terran if you don't know what to choose.
*Casual Tasks can greatly speed up the early game. Completing each of the base game dungeons will give a casual task for 10,000-75,000 Food+Wood+Stone with later dungeons also giving Planks and Bars!
# Follow the Township Starter Guide under the Tasks tab. 
*The general goal with Township is to prioritize whatever resource you're low on and then increase Population (XP).
# Township Experience = Population * ( 1 + Happiness Percent ) / 3.  You're goal is likely levels to start so make sure you focus on population growth and happiness.
*If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduciton at -25% building cost which is doubled in spring. This can dramatically reducing the GP cost for township, especially town halls.
# As early as possible, build at least 1 Woodcutter Camp and 1 Miners Pit or you will not have enough resources to continue and will need to restart.
*Building costs to Lv 99 are around 60m. Statues and Townhalls will add 320m (Aeris) or 470m (other gods) on top of this.
# If you starve your town, you'll need to restart.
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one.
# Restart in the "Township Settings" tab.
*Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
# When restarting you save ticks you haven't spent. You do not get back ticks that you have spent. However, you will always have a minimum of 144 ticks when starting even if you had 0 before restarting.
*Worship modifiers are multiplicative dramatically increasing resources gained.
# There's NO tick cap. You can store as many ticks as you'd like.
*If your population is low, check Health. Health can be repaired with Herbs and Potions using the buttons below Repair All. Each individual building along with your town Health have a 25% chance to be reduced by 1% per tick.
# To Upgrade or Delete a building, go to the "Town" tab. Select the biome, then tap the red trashcan to delete a building or the green arrow to upgrade it. Some upgrades have town population or township level requirements.
*Buildings that are at 0/x (meaning they are no new tier buildings) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This is a very niche use case.
# Biomes have different modifiers to resource production and are effected by your Worship bonuses.  
*Seasons have modifiers. Click the 'View Season Modifiers' to check them out!
# Snow and Desert Biomes have upkeep requirements. You will not need these Biomes to start, so focus on other Biomes until you're more confortable.
# Food is a balancing act: running out is catastrophic, but usually you rather be producing building materials than a ton of extra food. If you have too much of one resource and your storage is full, use the "Yeet" tab to delete resources.
# Build 1 Trading Post once you've unlocked it. You can exchange your regular in game resources into Township ones, or vice versa. A trader arrives every 8 hours and will stay for an hour. Meaning there are 7 hours between traders or 84 ticks.
# There is no benefit to having more Trading Posts. The trader will not come more frequently.
# In order for a resource to be available for trade in The Trader, you have to have found it. Items received from Township tasks are not considered "found".
# If you need to "find" a cooked item, you can use the Squid+Pig synergy while fishing to unlock the item if your cooking level is too low.
# The Prats Hats, Malcs Cats, and Cool Rocks buildings can be destroyed after buying the upgrade from the Shop. You do not need the buildings to receive the cat/rock bonuses, but have to wear the hats.
# Libraries are not a flat +0.25% boost.  It only boosts your current education by an additional 0.25%. If you had 0 education before building a library, you'll still have 0 education.


==General Progression==
The general progression may change based on which god you choose. The following will be based on Aeris.
#Always bulk up your storage before going to sleep to ensure you don't cap out over night!
#Always prioritize resources you aren't generating enough of to avoid delays at higher levels of township and higher tiers of buildings.
#After resources, always prioritize Population which is required to build later upgrades. A general goal is to reach the next upgrade population threshold before unlocking it. This becomes easier as you progress and may be harder if you don't play as often. Don't worry too much if you can't reach it in time.
Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely you can avoid repairs entirely by just building new buildings until you're past level 90.
==Level 1==
*Build 20 Basic Shelters, 20 Woodcutters, and 4 Carpenters Workshop. Save the rest of your wood for more Carpenters.
*If you're an adventure mode character, check for any Casual Tasks that give wood. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*You can either dump the rest of your wood into Wooden Huts or save for more Carpenters Workshops.
==Level 15==
'''New Upgrades:''' Storage, Housing, Miners, Bars
'''New Buildings:''' Tailor (Grasslands, Snowlands), Gardens (Grasslands), Taverns (Grasslands, Snowlands), Orchard (Forest, Jungle), Trading Post, Prats Hats, Market
*All wood should go into Carpenters Workshops until maxed at 20/20.
*If you don't have all Wooden Huts in the Grasslands, prioritize doing so now.
*When you have approximately 1,500-2,000 stone left, build 20 Miners Pits in the Mountains.
*For now, you will want to balance your plank usage between Logging Camps and Miners Fields for a roughly 3:2 wood:stone per tick ratio, prioritizing the resource you have the least of. This ratio will quickly change after 35+ since Wood will be phased out of most buildings and replaced with Planks.
*Clothing will become a valuable resource soon. Around this time I aim for at least 150 leather/tick so I can build 1 Tailor/tick. More leather can help to get basic shelters in the Arid Plains built sooner. This will also be needed in high quantities in the Snowlands, which will eventually become the best biome to build in when possible.
*Food production will likely be a problem around Lv 30-35. I prefer to get 20/20 Farmlands in the Grasslands to prevent decay and then move onto Fisherman's Dock in the Swamp. Aim for around 1,200/tick for now.
==Level 35==
'''New Upgrades:''' Storage, Housing, Plank, Leather, Clothing, Herb and Potion
'''New Buildings:''' Chapels (Grasslands), Malc's Cats (Grasslands), Trading Post (Grasslands, Arid Plains, Snowlands)
Around now it may become difficult to keep up. You will need food, wood, planks, stone, clothing, and potions and you've got a limited amount of resources. It will take a bit to catch up to everything so don't feel bad it you're behind.
*Try to get the new Plank upgrades and max out your wood production.
*Potion production will start becoming necessary for housing. Try to get a baseline started. You will want every upgrade when all your housing requires potions and Lv 35 potion upgrades cost 3+ hours of the max herbs/tick at this stage.
*Work towards getting Worship to 25% (+3-5% as a buffer). You can get 50% if you're more active however 1% damage will result in those modifiers being lost.
*Bars are going needed at Lv 60 so get some production now (about 200/t will do for now, just to start stockpiling). Start with the Mountains for now since if you picked Aeris, the 25% Worship bonus will increase production by 25%.
*In the Snowlands, focus on building Clothing then Miners then Housing for now.
*Malc's Cats and Prat's Hats can be built whenever you feel like it. These won't require repairs until after Lv 110. Malc's Cats is especially important as these pets can provide significant bonuses to your town and globally.
If you find yourself at max storage, and you can't build more storage, you can make 1 trading post and trade out excess resources. You may not need to do this until around level 110. Avoid repairing storage buildings when you can as these can get very expensive!
==Level 60==
'''New Upgrades:''' Housing, Wood, Planks, Miners, Bars, Leather, and Herbs
'''New Building:''' Magic Emporiums (Desert, Snowlands)
If you haven't built all the Gardens and Taverns by now, they should be very cheap to build and will help you reach the 15,000 population needed for level 60 buildings.
*Food will be needed in higher quantities soon. For now, something like 2-4k per tick will do. You'll mostly be limited by other resources anyway but this will help with Taverns and get a nice stockpile going for level 60 Housing, which require 7,200 food each
*Purchase a few Magic Emporiums for rune essence as it will be needed in large quantities later on. The goal would be about 200-300 per tick for now. After sorting out stone get to 2,000/tick. This will stockpile over time.
*Stone and Coal will begin to be heavily strained. Prioritize getting every upgrade (Mountains, Desert, Snowlands) prioritizing the Snowlands since it gives 2x production compared to the Grasslands.
*Schools (Grasslands, Snowlands) and Libraries (Grasslands) should be cheap enough that they're worth grabbing now. You may want to get planks upgraded first.
*Bars will start to be heavily used. Mountains will probably be the easiest to max out since Coal and Clothing will be in short supply.
*Cemetery can be built in the Grasslands to further increase Potion production, if needed. They cost quite a bit of herbs/bars so only dump your remaining resources, if you have any.
==Level 80==
'''New Upgrades:''' Storage, Clothing, Potions, Schools
'''New Buildings:''' Townhalls (Grasslands) and Statues (Grasslands).
*If you can hit Lv 99 (for the skillcape) before your worship's 2x season buff runs out then do so before building Townhalls and Statues. It's up to you if you want to wait up to 9 days for the next 2x season buff. The costs for both Townhalls and Statues without the 99 cape and with the 2x season buff is 447.5m with Aeris and ~605.5m with others. With 99 cape it would be 320m and ~475m respectively
*Around level 90 start maxing out all Magic Emporiums. You will need a lot when you hit Lv 100. Building a stockpile now will prevent any delays at higher levels from lack of rune essence.
==Levels 81+==
At this point the leveling process becomes very straightforward by prioritizing population for XP and improving your resources/tick for resources you are lacking.
*Markets are something you should look into eventually. They'll help reduce the repair costs which should start becoming more relevant now that you're starting to max out some buildings.
*With the Throne of the Herald DLC you'll get another upgrade for just about every resource.
*At Level 100 you unlock Cool Rocks allowing you to buy cool rock pets from the shop. These primarily improve mining and smithing, but provide some small global buffs as well. These won't have any impact on your town so they can be delayed until later.
*Trading posts are another thing you'll want to be building around level 110 or so. When all 150 are built, this will reduce trading costs by 49.5%
*You can increase Rune Essence production after you've got the basic resources done. You'll need a LOT for the level 110 storage upgrades. *Storage should probably be the very last building you build. Build them during your 2x season for decreased Rune Essence cost
==Which worship is best?==
[[File:Maxed account resources per tick.png|thumb]]
This chart shows the average resource/t of each god with a maxed out Lv 120 town, Astrology, and all Pets.
The resources from each god will make a very small factor in choosing which god to worship. You will likely want Bane or Herold due to their special season. Bane gives 50% astrology interval reduction during Nightfall and Herold gives -1s monster respawn time during Solar Eclipse.
==The Trader==
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having Township level requirements and in some cases, skill level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be Food Box I which provides more overall healing per township resource than Food Box II and Food Box III. Some key items of note from the trader:
*Food: The monster hunter scroll can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The Ranged Hinder Scroll can be used to fill the consumable slot if you have no better options. The Food Boxes can also be used to quickly gather secondaries for Pig and Wolf tablets
*Wood: Quick Burner will be very useful until you have the Kindling Pouch from Crafting. The Wood Boxes can be used to quickly gather secondaries for the Ent Tablet.
*Ore and Bars: The boxes can be used to quickly gather secondaries for the Mole and Salamander tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summon tablets as well.
*Stone: The Melee Hinder Scroll can be used to fill the consumable slot if you have no better options.
*Essence: Scroll of Essence can dramatically increase the amount of essence you can mine while the Looter Pouch can increase combat loot. The Magic Hinder Scroll can be used to fill the consumable slot if you have no better options.
*Leather: The Gem Preserver Scroll can help reduce the cost for Monkey tablets.
*Potions: The consumable enhancer can significantly upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the level for yet, or don't greatly benefit from being upgrade like Diamond Luck I potions.
==Modifiers==
*Cemetery (Grasslands): Cemeteries provide 100% more Potion production.
*Markets (Grasslands): Markets reduce Repair costs by 25% (This is shown as 30% due to rounding).
*Taverns (Grasslands, Snowlands) and Gardens (Grasslands): Taverns provide Happiness which increases Population (XP).
*Schools (Grasslands, Snowlands) and Library (Grasslands): These provide Education which increases all Township resource production
*[[Worship]]: Worship modifiers can be found in-game by clicking 'All' or the Bar Graph and clicking 'Change' beside your god. Don't accidentally change your worship!
*[[Seasons]]: Season modifiers can be found in-game by clicking the 'View Season Modifiers' button. Each season is always 3 days.
Biomes themselves have an resource multiplier. This makes it more resource efficient to build in these biomes. Unlike other modifiers, these effect Storage from Repositories, Education from Schools, Happiness from Taverns and Population from Housing. They don't effect Trading Posts.
*Grasslands, Forest, Mountains, Water: 1x
*Swamp, Valley, Arid Plains: 1.5x
*Forest, Desert, Snowlands 2x


==Boosts==
==Boosts==
3

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