Township/Training: Difference between revisions

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{{V|1.1.2}}
{{V|1.1.2}}
{{Otheruses|training the Township skill|the skill itself|Township}}
{{Otheruses|training the Township skill|the skill itself|Township}}
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.
This guide is based on the post from @slahsh on Discord or u/No-Train4777 on [https://www.reddit.com/r/MelvorIdle/comments/137r5uq/township_tips_progression_guide_general/ reddit] with some tweaks.


==Before Starting Township==
==Before Starting Township==
*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.
*{{Skill|Township|nolink=true}} takes approximately 30 days to reach Level 120. It'll provide you with plenty of {{Icon|GP|nolink=true}} (at Level 80), resources and consumables. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process.
*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.
*Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to {{Skill|Township|nolink=true}}. You should be updating your town at least once per day. More will be beneficial.
*Degradation will delete resources if your storage cannot hold them. This could slow you down significantly.
*Degradation will delete resources if your storage cannot hold them. This could slow you down significantly.
*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.
*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 {{Skill|Township|nolink=true}}, it may be better to just wait until you are.
*You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
*You cannot fail {{Skill|Township|nolink=true}}. No matter how bad it looks, there's always a solution to fixing your town.
*Each "tick", or "town update", is takes 1 hour and is done automatically.
*Each "tick", or "town update", is takes 1 hour and is done automatically.


==Quick Tips==
==Quick Tips==
*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!
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}+{{TownshipIcon|Wood|nolink=true}}+{{TownshipIcon|Stone|nolink=true}}. Starting from Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s!
*The general goal with Township is to prioritize whatever resource you're low on and then increase Population (XP).
*The general goal with {{Skill|Township|nolink=true}} is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population}} (XP).
*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.
*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 {{Skill|Township|nolink=true}}, especially {{TownshipIcon|Town Hall}}.
*Building costs to Lv 99 are around 60m. Statues and Townhalls will add 320m (Aeris) or 470m (other gods) on top of this.
*The building costs to Level 99 is around 60m {{Icon|GP|nolink=true}}. {{TownshipIcon|Statue of Worship}} and {{TownshipIcon|Town Hall}} will add 320m {{Icon|GP|nolink=true}} (Aeris) or 470m {{Icon|GP|nolink=true}} (other gods) on top of this.
*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.
*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.
*Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
*Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
*Worship modifiers are multiplicative dramatically increasing resources gained.
*{{TownshipIcon|Worship|nolink=true}} modifiers are multiplicative, dramatically increasing resources gained.
*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.
*If your {{TownshipIcon|Population|nolink=true}} is low, check {{TownshipIcon|Health|nolink=true}}. You can recover {{TownshipIcon|Health|nolink=true}} with Herbs and Potions using the buttons below the Repair All buttons. Each individual building along with {{TownshipIcon|Health|nolink=true}} have a 25% chance to be reduced by 1% per tick.
*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.
*Buildings that are at 0/x (meaning you can't buy the next tier yet) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This has a very niche use case.
*Seasons have modifiers. Click the 'View Season Modifiers' to check them out!
*Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out!


==General Progression==
==General Progression==
The general progression may change based on which god you choose. The following will be based on Aeris.
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 bulk up your {{TownshipIcon|Storage|nolink=true}} 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.
#Always prioritize resources you aren't generating enough of to avoid delays at higher Levels of {{Skill|Township|nolink=true}} 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.
#After resources, always prioritize {{TownshipIcon|Population|nolink=true}} which is required to build later upgrades. A general goal is to reach the next upgrade {{TownshipIcon|Population|nolink=true}} 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.
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 1-14==
==Level 1-14==
*Build 20 Basic Shelters, 20 Woodcutters, and 4 Carpenters Workshop. Save the rest of your wood for more Carpenters.
'''New Buildings:''' {{TownshipIcon|Basic Shelter}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Wooden Hut}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Woodcutter Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Carpenters Workshop}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Miners Pit}} ({{TownshipIcon|Stone|nolink=true}},{{TownshipIcon|Ore|nolink=true}},{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Smithy}} ({{TownshipIcon|Bar|nolink=true}}), {{TownshipIcon|Hunters Cabin}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Hut}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Herbalist}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Storehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|School}} ({{TownshipIcon|Education|nolink=true}})
*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.  
*Build {{TownshipIcon|Basic Shelter|qty=20|nolink=true}}, {{TownshipIcon|Woodcutter Camp|qty=20|nolink=true}}, and {{TownshipIcon|Carpenters Workshop|qty=4|nolink=true}}. Save the rest of your {{TownshipIcon|Wood|nolink=true}} for more {{TownshipIcon|Carpenters Workshop|nolink=true}}.
*After having {{TownshipIcon|Carpenters Workshop|qty=10-20|nolink=true}} built, start building {{TownshipIcon|Wooden Hut|nolink=true}} to reach Level 15 faster.
*If you're an {{Icon|Adventure|nolink=true}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give {{TownshipIcon|Wood|nolink=true}}. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.


==Level 15-34==
==Level 15-34==
'''New Upgrades:''' Storage, Housing, Miners, Bars
'''New Upgrades:''' {{TownshipIcon|House}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Logging Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Miners Field}} ({{TownshipIcon|Stone|nolink=true}}+{{TownshipIcon|Ore|nolink=true}}+{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Workshop}} ({{TownshipIcon|Bar|nolink=true}})


'''New Buildings:''' Tailor (Grasslands, Snowlands), Gardens (Grasslands), Taverns (Grasslands, Snowlands), Orchard (Forest, Jungle), Trading Post, Prats Hats, Market
'''New Buildings:''' {{TownshipIcon|Tailor}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Market}} (-0.25% {{Skill|Township|nolink=true}} repair costs), {{TownshipIcon|Gardens}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Tavern}} ({{TownshipIcon|Happiness|nolink=true}}), {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% {{Skill|Township|nolink=true}} Trader costs), {{TownshipIcon|Prats Hats}} (Unlocks Hats in the [[Shop#Township|Shop]])


*All wood should go into Carpenters Workshops until maxed at 20/20.
*All wood should go into {{TownshipIcon|Carpenters Workshop|nolink=true}} until maxed at 20/20.
*If you don't have all Wooden Huts in the Grasslands, prioritize doing so now.
*If you don't have all {{TownshipIcon|Wooden Hut|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}}, prioritize doing so now.
*When you have approximately 1,500-2,000 stone left, build 20 Miners Pits in the Mountains.
*When you have approximately {{TownshipIcon|Stone|qty=1,500-2,000|nolink=true}} left, build {{TownshipIcon|Miners Pit|qty=20|nolink=true}} in the {{TownshipIcon|Mountains|nolink=true}}.
*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.
*For now, you will want to balance your {{TownshipIcon|Planks|nolink=true}} usage between {{TownshipIcon|Logging Camp|nolink=true}} and {{TownshipIcon|Miners Field|nolink=true}}, prioritizing the resource you have the least of.
*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.
*{{TownshipIcon|Clothing|nolink=true}} will become a valuable resource soon. Around this time I aim for at least {{TownshipIcon|Leather|qty=150|nolink=true}} per tick so I can build {{TownshipIcon|Tailor|qty=1|nolink=true}} every tick. More {{TownshipIcon|Leather|nolink=true}} can help to get {{TownshipIcon|Basic Shelter|nolink=true}} in the {{TownshipIcon|Arid Plains|nolink=true}} built sooner. This will also be needed in high quantities in the {{TownshipIcon|Snowlands|nolink=true}}, 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.
*{{TownshipIcon|Food|nolink=true}} production will likely be a problem around Lv 30-35. I prefer to get {{TownshipIcon|Farmland|qty=20/20|nolink=true}} in the {{TownshipIcon|Grasslands|nolink=true}} to prevent decay and then move onto {{TownshipIcon|Fishermans Dock|nolink=true}} in the {{TownshipIcon|Swamp|nolink=true}}. Aim for around 1,200 {{TownshipIcon|Food|nolink=true}} per tick for now.
*{{TownshipIcon|Health|nolink=true}} will start to decrease after Level 15. This can be increased with {{TownshipIcon|Herbs|nolink=true}} or {{TownshipIcon|Potions|nolink=true}} by the Repair All buttons.
**Reduced {{TownshipIcon|Health|nolink=true}} will multiply your population by your %Health making it very important to keep this at 100% at all times.


==Level 35-59==
==Level 35-59==
'''New Upgrades:''' Storage, Housing, Plank, Leather, Clothing, Herb and Potion
'''New Upgrades:''' {{TownshipIcon|Cottage}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Carpenters Factory}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Hunters Lodge}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Lodge}} ({{TownshipIcon|Herbs|nolink=true}}), {{TownshipIcon|Infirmary}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Clothier}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Warehouse}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|Large School}} ({{TownshipIcon|Education|nolink=true}})
 
'''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.
'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|nolink=true}} Production), {{TownshipIcon|Chapel}} ({{TownshipIcon|Worship|nolink=true}}), {{TownshipIcon|Library}} ({{TownshipIcon|Education|nolink=true}}), {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])


*Try to get the new Plank upgrades and max out your wood production.
*You'll likely want to build {{TownshipIcon|Carpenters Factory|nolink=true}} and the rest of the {{TownshipIcon|Logging Camp|nolink=true}} if you don't already have them.
*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.
*You will need more {{TownshipIcon|Potions|nolink=true}} for {{TownshipIcon|Cottage|nolink=true}}. Get your {{TownshipIcon|Herbs|nolink=true}} production maxed out since this will become a limiting factor for {{TownshipIcon|Potions|nolink=true}} production, which requires just {{TownshipIcon|Herbs|nolink=true}} to build.
*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.
*Work towards getting {{TownshipIcon|Worship|qty=25%|nolink=true}} (+1% for every 4 hours of inactivity). You can get {{TownshipIcon|Worship|qty=50%|nolink=true}} 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%.
**If your god is "None :(" do not build any {{TownshipIcon|Worship|nolink=true}} buildings. Without a god {{TownshipIcon|Worship|nolink=true}} does nothing.
*In the Snowlands, focus on building Clothing then Miners then Housing for now.
*{{TownshipIcon|Bar|nolink=true}} are going needed at Level 60 so get some production now (about {{TownshipIcon|Bar|qty=200|nolink=true}} per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the {{TownshipIcon|Mountains|nolink=true}} for the 25% bonus production at {{TownshipIcon|Worship|qty=25%|nolink=true}}.
*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.
*In the {{TownshipIcon|Snowlands|nolink=true}}, focus on building {{TownshipIcon|Clothier|nolink=true}} then {{TownshipIcon|Miners Field|nolink=true}} then {{TownshipIcon|Cottage|nolink=true}} for now.
*{{TownshipIcon|Malcs Cats|nolink=true}} and {{TownshipIcon|Prats Hats|nolink=true}} can be built whenever you feel like it. These won't require repairs until after Level 100-110. {{TownshipIcon|Malcs Cats|nolink=true}} can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global {{Icon|GP|nolink=true}}.


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!
If you find yourself at max {{TownshipIcon|Storage|nolink=true}} and you can't build more {{TownshipIcon|Warehouse|nolink=true}}, you can make {{TownshipIcon|Trading Post|qty=1|nolink=true}} and trade out excess resources. You may not need to do this until around Level 100-110. Avoid repairing {{TownshipIcon|Trading Post|nolink=true}} since these are very expensive to repair!


==Level 60-79==
==Level 60-79==
'''New Upgrades:''' Housing, Wood, Planks, Miners, Bars, Leather, and Herbs
'''New Upgrades:''' {{TownshipIcon|Large Cottage}} ({{TownshipIcon|Population|nolink=true}}), {{TownshipIcon|Forestry Camp}} ({{TownshipIcon|Wood|nolink=true}}), {{TownshipIcon|Carpenters Foundry}} ({{TownshipIcon|Planks|nolink=true}}), {{TownshipIcon|Miners Quarry}} ({{TownshipIcon|Stone|nolink=true}},{{TownshipIcon|Ore|nolink=true}},{{TownshipIcon|Coal|nolink=true}}), {{TownshipIcon|Blacksmiths Forge}} ({{TownshipIcon|Bar|nolink=true}}), {{TownshipIcon|Hunters Villa}} ({{TownshipIcon|Leather|nolink=true}}), {{TownshipIcon|Gatherers Villa}} ({{TownshipIcon|Herbs|nolink=true}})


'''New Building:''' Magic Emporiums (Desert, Snowlands)
'''New Building:''' {{TownshipIcon|Magic Emporium}} ({{TownshipIcon|Rune Essence|nolink=true}})


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.
If you haven't built all the {{TownshipIcon|Gardens|nolink=true}} and {{TownshipIcon|Tavern|nolink=true}} by now, they should be very cheap to build and will help you reach the 15,000 {{TownshipIcon|Population|nolink=true}} 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
*{{TownshipIcon|Food|nolink=true}} will be needed in higher quantities soon. For now, something like {{TownshipIcon|Food|qty=2,000-4,000|nolink=true}} per tick will do. You'll mostly be limited by other resources anyway but this will help with {{TownshipIcon|Tavern|nolink=true}} and get a nice stockpile going for {{TownshipIcon|Large Cottage|nolink=true}}, which require 7,200 {{TownshipIcon|Food|nolink=true}} 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.
*Purchase a few {{TownshipIcon|Magic Emporium|nolink=true}}s for {{TownshipIcon|Rune Essence|nolink=true}} as it will be needed in large quantities later on. The goal would be about {{TownshipIcon|Rune Essence|qty=200-300|nolink=true}} per tick for now
*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.
**After buying all of the {{TownshipIcon|Miners Quarry|nolink=true}} and {{TownshipIcon|Carpenters Foundry|nolink=true}} you will want to increase production to around {{TownshipIcon|Rune Essence|qty=2,000|nolink=true}} per tick.
*Schools (Grasslands, Snowlands) and Libraries (Grasslands) should be cheap enough that they're worth grabbing now. You may want to get planks upgraded first.
*{{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} will begin to be heavily strained. Priorize the {{TownshipIcon|Miners Quarry|nolink=true}} in the {{TownshipIcon|Snowlands|nolink=true}} first due to the 2x biome modifier. Then {{TownshipIcon|Mountains|nolink=true}} if you {{TownshipIcon|Worship|nolink=true}} Aeris otherwise build in the {{TownshipIcon|Desert|nolink=true}} if your god does not decrease production there.
*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.
*{{TownshipIcon|School|nolink=true}} and {{TownshipIcon|Library|nolink=true}} should be cheap enough that they're worth grabbing now. You may want to get {{TownshipIcon|Planks|nolink=true}} upgraded first.
*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.
*{{TownshipIcon|Bar|nolink=true}} will start to be heavily used. {{TownshipIcon|Mountains|nolink=true}} will probably be the easiest to max out since {{TownshipIcon|Coal|nolink=true}} and {{TownshipIcon|Clothing|nolink=true}} will be in short supply.
*{{TownshipIcon|Cemetery|nolink=true}} can be built in the {{TownshipIcon|Grasslands|nolink=true}} to further increase {{TownshipIcon|Potions|nolink=true}} production, if needed. They cost quite a bit of {{TownshipIcon|Herbs|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s so only dump your remaining resources, if you have any.


==Level 80==
==Level 80==
'''New Upgrades:''' Storage, Clothing, Potions, Schools
'''New Upgrades:''' {{TownshipIcon|Healing Centre}} ({{TownshipIcon|Potions|nolink=true}}), {{TownshipIcon|Outfitter}} ({{TownshipIcon|Clothing|nolink=true}}), {{TownshipIcon|Repository}} ({{TownshipIcon|Storage|nolink=true}}), {{TownshipIcon|Academy}} ({{TownshipIcon|Education|nolink=true}})


'''New Buildings:''' Townhalls (Grasslands) and Statues (Grasslands).
'''New Buildings:''' {{TownshipIcon|Town Hall}} ({{TownshipIcon|GP|nolink=true}}), {{TownshipIcon|Statue of Worship}} ({{TownshipIcon|Worship|nolink=true}})


*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
*With the {{TownshipIcon|Town Hall|nolink=true}} unlocked you can now make {{TownshipIcon|GP|nolink=true}} with {{Skill|Township|nolink=true}}. If you wait until Level 99, you will get an additional 15% Building Cost Reduction from the {{ItemIcon|Township Skillcape}}. This will reduce the price of {{TownshipIcon|Statue of Worship|nolink=true}} as well which also provides a 15%/25% Building Cost Reduction which is doubled during your god's [[Township#Worship|2x Seasonal Buff]].
*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.
*If you've maxed your {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Planks|nolink=true}} production, start building all {{TownshipIcon|Magic Emporium|nolink=true}}s. You will need a lot of {{TownshipIcon|Rune Essence|nolink=true}} when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of {{TownshipIcon|Rune Essence|nolink=true}}.
*Building {{TownshipIcon|Academy|nolink=true}} will help produce {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} if you're still in need of these resources.


==Level 81+==
==Level 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.
At this point the Leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.


*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.
*{{TownshipIcon|Market|nolink=true}}s are something you should look into around now. They'll help reduce 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.
*With the [[Throne of the Herald Expansion|Throne of the Herald Expansion]] you'll get another upgrade for just about every resource at Level 100.
*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.
*At Level 100 you unlock {{TownshipIcon|Cool Rocks|nolink=true}} allowing you to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of {{TownshipIcon|Stone|nolink=true}} so building them with the
*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%
*{{TownshipIcon|Trading Post|nolink=true}}s are another thing you'll want to be building around Level 100-110. 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
*You can increase {{TownshipIcon|Rune Essence|nolink=true}} production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|nolink=true}}.
**Storage should probably be the very last building you build. Build them during your 2x season for decreased {{TownshipIcon|Rune Essence|nolink=true}} cost


==Which worship is best?==
==Which worship is best?==
[[File:Maxed account resources per tick.png|thumb]]
[[File:Maxed account resources per tick.png|thumb]]
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out Lvl 120 town, Astrology, and all Pets.
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out Lvl 120 Town, Astrology, and all Pets.
 
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less {{TownshipIcon|Food|nolink=true}} and {{TownshipIcon|Leather|nolink=true}}, are relatively inconsequential since neither is a particularly valuable resource for Building/Leveling. The resources from each god will make a very small factor in choosing which god to worship.


The resources from each god will make a very small factor in choosing which god to worship. For the early game and mid game, Aeris will typically pull ahead of the others due to her larger amount of Building Cost reduction. The downsides of worshipping Aeris, less food and leather, are relatively inconsequential since neither is a particularly valuable resource for construction/leveling.
Once unlocked, worshipping {{TownshipIcon|Statue of Bane}} or the {{TownshipIcon|Statue of Herald}} is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall|nolink=true}} and Herold gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse|nolink=true}}.


Once unlocked, worshipping Bane or the Herald is generally recommended due to their unique seasons. Bane gives 50% astrology interval reduction during Nightfall and Herold gives -1s monster respawn time during Solar Eclipse.
[https://docs.google.com/spreadsheets/d/1nuorvUH6R2t6qkill2bQf_kIC6UsP-D9LJBXAlzsz-o/edit#gid=0 Spreadsheet] used to create the Averages tables and has options to enable/disable Astrology and Pet buffs as well as set the number of Town Halls.


==The Trader==
==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:
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 most cases, Skill Level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be {{ItemIcon|Food Box I}} which provides more overall healing per Township Resource than {{ItemIcon|Food Box II}} and {{ItemIcon|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.
*Food: The {{ItemIcon|Monster Hunter Scroll}} can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The {{ItemIcon|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 {{ItemIcon|Pig}} and {{ItemIcon|Wolf}} tablets


*Leather: The Gem Preserver Scroll can help reduce the cost for Monkey tablets.
*Wood: {{ItemIcon|Quick Burner}} will be very useful until you have the {{ItemIcon|Kindling Pouch}} or {{ItemIcon|Kindling Pouch II}} from {{Skill|Crafting}}. The Wood Boxes can be used to quickly gather secondaries for the {{ItemIcon|Ent}} Tablet.


*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.
*Ore and Bars: The boxes can be used to quickly gather secondaries for the {{ItemIcon|Mole}} and {{ItemIcon|Salamander}} Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.


*Stone: The {{ItemIcon|Melee Hinder Scroll}} can be used to fill the Consumable slot if you have no better options.


==Modifiers==
*Essence: {{ItemIcon|Scroll Of Essence}} can dramatically increase the amount of Essence you can mine while the {{ItemIcon|Looter Pouch}} can increase combat loot. The {{ItemIcon|Magic Hinder Scroll}} can be used to fill the Consumable slot if you have no better options.
*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.
*Leather: The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets.


*Grasslands, Forest, Mountains, Water: 1x
*Potions: The {{ItemIcon|Consumable Enhancer}} can 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 {{ItemIcon|Diamond Luck Potion I}} potions.
*Swamp, Valley, Arid Plains: 1.5x
*Forest, Desert, Snowlands 2x


==Boosts==
==Boosts==
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.
Below is an automatically generated list of boosts that will speed up Leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.


{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP|Township Boosts|false|skill=Township}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP|Township Boosts|false|skill=Township}}