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== | ==Town== | ||
===Maps=== | |||
The following maps are available to start a Town. A Town must be completely reset to change maps. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! | ! | ||
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=== Land === | === Land === | ||
A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land | Each building requires a piece of [[land]] to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free. | ||
A total of {{GP|{{#invoke:Township|GetCumulativeLandCost|2048}}}} is required to purchase all 2,048 tiles of land. For more details, see [[Land]]. | |||
=== Biomes === | |||
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 {{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. | |||
==Stats== | |||
===Population=== | |||
{{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. | |||
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. | |||
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase. | |||
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old. | |||
===Workers=== | |||
{{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}}. | |||
===Storage=== | |||
{{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. | |||
===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. | |||
===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}}. | |||
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. | |||
===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. | |||
Health is first calculated using the following parameters weighted out of 235: | |||
* {{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=== | |||
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: | |||
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> • +25% (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 | |||
|} | |||
===Dead Space=== | |||
{{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). | |||
<!-- | |||
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}}. | |||
== Resources == | |||
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. | |||
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}}). | |||
{{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. | |||
{{Icon|Wood|type=resource}} is a basic resource used to build the lowest-level buildings. | |||
{{Icon|Planks|type=resource}} are produced {{Icon|Wood|type=resource}} and is used to build low- to high-level buildings. | |||
{{Icon|Stone|type=resource}} is used to build buildings of all levels. A large amount of stone is needed for high-level buildings. | |||
{{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. | |||
{{Icon|Ore|type=resource}} has no use, except to be converted into {{Icon|Bar|type=resource}}. | |||
{{Icon|Coal|type=resource}} is consumed by buildings built in the Snowlands biome. In addition, it can be converted into {{Icon|Bar|type=resource}}. | |||
{{Icon|Rune Essence|type=resource}} is used to build high-level buildings. | |||
{{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}}. | |||
{{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. | |||
{{Icon|Leather|type=resource}} has no use, except to be converted into {{Icon|Clothing|type=resource}}. | |||
{{Icon|Clothing|type=resource}} is consumed by buildings built in the Desert biome. | |||
==Buildings== | |||
=== Upgrades === | |||
{{:Township/UpgradeBuildingTable}} | {{:Township/UpgradeBuildingTable}} | ||
===Biomes=== | |||
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 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. | ||
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