621
edits
m (→Worship: Fixing typo missing - sign before -25% ttl Fishing Dock Building for 85% Worship Terran) |
(added explanations of all major resources, didn't flesh them out all the way and the formulas need work, moved the temporary skill guide / how to sections into the new township/training page) |
||
Line 4: | Line 4: | ||
[[File:Township (skill).svg|thumb|right|Township]] | [[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 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 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. | '''{{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. | ||
It is important to note that you receive 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm. | It is important to note that you receive 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm. | ||
Line 10: | Line 10: | ||
__TOC__ | __TOC__ | ||
== | ==Primary Resources== | ||
===Population=== | |||
* | Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. Population cap is gained by building {{BuildingIcon|Basic Shelter}}, spending ticks will cause population to increase until it reaches the cap. | ||
*Experience in township is earned based on the following formula: | |||
<math>max\left(\tfrac{1 + \text{Happiness %}}{100}\right) * (\text{Population} * \text{0.01}) * (\text{Tick Length} * \text{0.01})</math> | |||
*Population Gain Rate Formula: | |||
= Math.ceil(((0.05 * this.populationLimit) / 100) * (this.TICK_LENGTH / 10)); | |||
*Population Gain Chance Formula: | |||
= .4 - this.currentPopulation / this.populationLimit | |||
====Workers==== | |||
The Available Workers stat shows how many unemployed workers compared to the maximum amount of working age citizens are available to the town. | |||
====Age==== | |||
All population has a set Age that increases with ticks spent. The working age in Melvor is from 8 to 55 (?), any citizens outside of this range are not eligible to be Workers, and therefore do not impact Happiness. Population above the age of 55 have a chance to die every tick, reduced by the amount of Health in the town, which is primarily increases by having Potions from {{BuildingIcon|Herbalist}}. | |||
====Death==== | |||
Citizens die when they reach 100 years of age or before without sufficient Health or if you run out of Food. | |||
Corpses have a negative effect on Happiness and Health(?), and must be removed by building {{BuildingIcon|Cemetary}}. | |||
===Storage=== | |||
Storage cap is gained by building {{BuildingIcon|Storehouse}}. With every tick spent, buildings in Township produce Resources that fill Storage until the cap. No resources can be gained past the cap, and hitting the cap will cause buildings that consume resources to continue doing so. | |||
===Happiness=== | |||
Happiness is a modifier to the amount of experience you earn, it is gained from building many different buildings, and is expressed as a percent out of two times your total population. Happiness is a flat increase to the amount of experience you earn, 1% Happiness increases experience by 1%. | |||
===Education=== | |||
Education is a modifier to the amount of Resources each building in township produces, it is gained from building {{BuildingIcon|School}} and is expressed as a percent out of three times your total population. Education is a flat increase to the amount of production, 1% Education increases production by 1%. | |||
===Health=== | |||
Health is a mechanic that prevents elderly citizens from dying. Each citizen above the Age of 55 has a 100% chance of dying at some time before reaching the age of 100. This percent is reduced by the amount of Health in the town - 1% health decreases this chance of death by 1%. | |||
===Worship=== | |||
Worship is a stat that provides multiple powerful bonuses based on which Deity you choose. It is gained by building {{BuildingIcon|Chapel} and has a set cap of 2000. The benefits of each Deity you choose is outlined below: | |||
Completion of {{ZoneIcon|Impending Darkness Event}} is required to unlock worship of Bane. | |||
All bonuses are '''additive''' with one another. | |||
{| class="wikitable" | |||
| | |||
! {{MonsterIcon|Aeris}} | |||
! {{MonsterIcon|Glacia}} | |||
! {{MonsterIcon|Terran}} | |||
! {{MonsterIcon|Ragnar}} | |||
! {{MonsterIcon|Bane}} | |||
|- | |||
! Always Active | |||
| style="color:green;" | • 50% Happiness <br> • 25% Leather <br> • 25% Mountain Biome <span style="color:brown;"><br> • -50% GP | |||
| style="color:green;" | • 25% Fishing Dock Building Production <br> • 25% Education <br> • 25% Magic Emporium Building Production <br> • 25% Valley Biome Production<br> • 25% Water Biome Production <span style="color:brown;"><br> • -50% Arid Plains Biome Production <br> • -50% Desert Biome Production <br> • -50% Mountain Biome Production | |||
| style="color:green;" | • 25% Orchard Building Production <br> • 25% Farm Building Production <br> • 25% Herb Production <br> • 25% Woodcutting Building Production <br> • 25% Forest Biome Production <span style="color:brown;"><br> • -50% Fishing Dock Building Production <br> • -75% Leather Production | |||
| style="color:green;" | • 25% GP <br> • -50% Coal Usage in Snowlands <br> • 25% Blacksmith Building Production <br> • 25% Arid Plains Biome Production <br> • 25% Desert Biome Production <span style="color:brown;"><br> • -50% Herb <br> • 50% Building Happiness Penalties | |||
| style="color:green;" | • -25% Citizen Food Usage <br> • 25% Grasslands Biome Production <br> • 25% Jungle Biome Production <br> • 25% Dead Storage <span style="color:brown;"><br> • -75% Education <br> • -75% Happiness | |||
|- | |||
! 25% Worship | |||
| style="color:green;" | • +25% (50% ttl) Leather Production | |||
| style="color:green;" | • +25% (50% ttl) Fishing Dock Building Production | |||
| style="color:green;" | • +25% (50% ttl) Orchard Building Production | |||
| style="color:green;" | • -25% (-75% ttl) Coal Usage in Snowlands <br> • +25% (50% ttl) Blacksmith Building Production | |||
| style="color:green;" | • +25% Building Production in the Jungle Biome | |||
|- | |||
! 50% Worship | |||
| style="color:green;" | • +25% (50% ttl) Mountain Biome | |||
| style="color:green;" | • +25% (50% ttl) Valley Biome Production <br> • +25% (50% ttl) Water Biome Production | |||
| style="color:green;" | • +25% (50% ttl) Woodcutting Building Production <br> • +25% (50% ttl) Forest Biome Production | |||
| style="color:green;" | • +25% (50% ttl) Arid Plains Biome Production <br> • +25% (50% ttl) Desert Biome Production | |||
| style="color:green;" | • +25% Township Dead Storage | |||
|- | |||
! 85% Worship | |||
| style="color:green;" | • +25% (-25% ttl) GP | |||
| style="color:green;" | • +25% (25% ttl) Arid Plains Biome Production <br> • +25% (25% ttl) Desert Biome Production <br> • +25% (25% ttl) Mountain Biome Production | |||
| style="color:green;" | • +25% (-25% ttl) Fishing Dock Building Production <br> • +25% (-50% ttl) Leather Production | |||
| style="color:green;" | • +25% (-25% ttl) Herb <br> • -25% (+25% ttl) Happiness Penalties | |||
| style="color:green;" | • +25% Township Education <br> • +25% Township Happiness | |||
|- | |||
! 100% Worship | |||
| style="color:green;" | • +25% (50% ttl) Happiness <br> • -15% Building Costs | |||
| style="color:green;" | • +25% (50% ttl) Education <br> • -15% Building Costs | |||
| style="color:green;" | • +25% (50% ttl) Farm Building Production <br> • +15% (50% ttl) Herb Production <br> • -15% Building Costs | |||
| style="color:green;" | • +25% (50% ttl) GP <br> • -15% Building Costs | |||
| style="color:green;" | • -25% Township Citizen Food Usage <br> • -15% Township Building Cost | |||
|} | |||
===Maps=== | ===Maps=== | ||
Line 187: | Line 267: | ||
|colspan="4"| 2048 | |colspan="4"| 2048 | ||
|- | |- | ||
|} | |} | ||
Line 578: | Line 614: | ||
| style="background-color:lightgreen;" | Yes | | style="background-color:lightgreen;" | Yes | ||
|- | |- | ||
| {{BuildingIcon|Statue of | | {{BuildingIcon|Statue of Worship}} | ||
| | | | ||
| | | | ||
Line 590: | Line 626: | ||
| | | | ||
|} | |} | ||
== Skillcape == | == Skillcape == |