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Township/Training: Difference between revisions

From Melvor Idle
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==Quick Tips==
==Quick Tips==
*[[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 with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s! '''Overfilling your storage will result in resources being deleted when the next tick happens'''.
*[[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}} and {{TownshipIcon|Stone|nolink=true}}. Starting with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s! '''Overfilling your storage will result in resources being deleted when the next tick happens'''.
*The general goal with Township is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population|Population (XP)}}.
*The general goal with Township is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population|Population (XP)}}.
*If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduction at -25% building cost which is doubled in spring. This can reduce the resource and repair costs for Township.
*If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduction at -25% building cost which is doubled in spring. This can reduce the resource and repair costs for Township.
**The cost to switch worships, including to and from "None :(" is {{GP|50000000}}. This will also destroy any worship buildings and your entire town will need 50% repairs. It's highly advised you pick a god due to this.
**The cost to switch worships, including to and from "None :(" is {{GP|50000000}}. This will also destroy any worship buildings and your entire town will need 50% repairs. It's highly advised you pick a god due to this.
*The cost of all buildings (excluding {{TownshipIcon|Statue of Worship}} and {{TownshipIcon|Town Hall}}) up to level 99 is {{GP|123948850}}. Level 120 will be an additional {{GP|220322010}}. {{TownshipIcon|Statue of Worship|qty=50}} and {{TownshipIcon|Town Hall|qty=8}} will add an additional {{GP|850000000}} for a grand total of {{GP|1194270860}}.
*The cost of all buildings (excluding Statues and Town Hall) up to level 99 is 123,948,850 GP. Level 120 will be an additional 220,322,010 GP. {{TownshipIcon|Statue of Worship|qty=50}} and {{TownshipIcon|Town Hall|qty=8}} will add an additional 850,000,000 GP for a grand total of {{GP|1194270860}}.
*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.
*The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes.
*The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes. This bonus production will be factored into the displayed values.
**This bonus production will be factored into the displayed values.
*Building Cost Reduction will also reduce repair cost (including GP!) which can be very valuable before town halls are built.
*Building Cost Reduction will also reduce repair cost (including GP!) which can be very valuable before town halls are built.
*{{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
*{{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
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==Level 1-14==
==Level 1-14==
'''New Buildings:''' {{TownshipIcon|Basic Shelter}} ({{TownshipIcon|Population|notext=true}}), {{TownshipIcon|Wooden Hut}} ({{TownshipIcon|Population|notext=true}}), {{TownshipIcon|Woodcutter Camp}} ({{TownshipIcon|Wood|notext=true}}), {{TownshipIcon|Carpenters Workshop}} ({{TownshipIcon|Planks|notext=true}}), {{TownshipIcon|Miners Pit}} ({{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}), {{TownshipIcon|Blacksmiths Smithy}} ({{TownshipIcon|Bar|notext=true}}), {{TownshipIcon|Hunters Cabin}} ({{TownshipIcon|Leather|notext=true}}), {{TownshipIcon|Gatherers Hut}} ({{TownshipIcon|Herbs|notext=true}}), {{TownshipIcon|Herbalist}} ({{TownshipIcon|Potions|notext=true}}), {{TownshipIcon|Storehouse}} ({{TownshipIcon|Storage|notext=true}}), {{TownshipIcon|School}} ({{TownshipIcon|Education|notext=true}})
'''New Buildings:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Basic Shelter|noicon=true}}, {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Wooden Hut|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Woodcutter Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Workshop|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Pit|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Smithy|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Cabin|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Hut|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Herbalist|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Storehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|School|noicon=true}}


*Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of your {{TownshipIcon|Wood|nolink=true}} for more Carpenters Workshops.
*Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of your Wood for more Carpenters Workshops.
*After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
*After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
*If you're an {{Icon|Adventure}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give {{TownshipIcon|Wood|nolink=true}}, {{TownshipIcon|Planks|nolink=true}} or {{TownshipIcon|Stone|nolink=true}}. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*If you're an {{Icon|Adventure}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give Wood, Planks or Stone. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*{{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}} underneath the Repair All buttons. It's advised you build an Herbalist and keep Health at or near 100% at all times.
*Health will start to decrease after Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. It's advised you build an Herbalist and keep Health at or near 100% at all times.


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


'''New Buildings:''' {{TownshipIcon|Tailor}} ({{TownshipIcon|Clothing|notext=true}}), {{TownshipIcon|Market}} (-0.25% Township repair costs), {{TownshipIcon|Gardens}} ({{TownshipIcon|Happiness|notext=true}}), {{TownshipIcon|Tavern}} ({{TownshipIcon|Happiness|notext=true}}), {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% Township Trader costs), {{TownshipIcon|Prats Hats}} (Unlocks Hats in the [[Shop#Township|Shop]])
'''New Buildings:''' {{TownshipIcon|Clothing|notext=true}}{{TownshipIcon|Tailor|noicon=true}}, {{TownshipIcon|Market}} (-0.25% Township repair costs), {{TownshipIcon|Happiness|notext=true}}{{TownshipIcon|Gardens|noicon=true}}, {{TownshipIcon|Happiness|notext=true}}{{TownshipIcon|Tavern|noicon=true}}, {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% Township 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 Carpenters Workshops until maxed at 20/20.
*If you don't have all Wooden Huts in the {{TownshipIcon|Grasslands|nolink=true}}, prioritize doing so now.
*If you don't have all Wooden Huts in the Grasslands, prioritize doing so now.
*When you have approximately 1,500-2,000 {{TownshipIcon|Stone|nolink=true}} left, build 20 Miners Pits in the {{TownshipIcon|Mountains|nolink=true}}.
*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 {{TownshipIcon|Planks|nolink=true}} usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
*For now, you will want to balance your Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
*{{TownshipIcon|Clothing|nolink=true}} will become a valuable resource soon. Aim for at least 150 {{TownshipIcon|Leather|nolink=true}} per tick so you can build 1 Tailor every tick. More {{TownshipIcon|Leather|nolink=true}} can help get Basic Shelter in the {{TownshipIcon|Arid Plains|nolink=true}} built sooner. {{TownshipIcon|Clothing|nolink=true}} will be needed in high quantities in the {{TownshipIcon|Snowlands|nolink=true}} which will eventually become the best biome to build in when you have the resources to do so.
*Clothing will become a valuable resource soon. Aim for at least 150 Leather per tick so you can build 1 Tailor every tick. More Leather can help get Basic Shelter in the Arid Plains built sooner. Clothing will be needed in high quantities in the Snowlands which will eventually become the best biome to build in when you have the resources to do so.
*{{TownshipIcon|Food|nolink=true}} production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the {{TownshipIcon|Water|nolink=true}} Biome since Aeris reduces production by -75%. Aim for around 1,200 {{TownshipIcon|Food|nolink=true}} per tick for now.
*Food production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the Water Biome since Aeris reduces production by -75%. Aim for around 1,200 Food per tick for now.


==Level 35-59==
==Level 35-59==
'''New Upgrades:''' {{TownshipIcon|Cottage}} ({{TownshipIcon|Population|notext=true}}), {{TownshipIcon|Carpenters Factory}} ({{TownshipIcon|Planks|notext=true}}), {{TownshipIcon|Hunters Lodge}} ({{TownshipIcon|Leather|notext=true}}), {{TownshipIcon|Gatherers Lodge}} ({{TownshipIcon|Herbs|notext=true}}), {{TownshipIcon|Infirmary}} ({{TownshipIcon|Potions|notext=true}}), {{TownshipIcon|Clothier}} ({{TownshipIcon|Clothing|notext=true}}), {{TownshipIcon|Warehouse}} ({{TownshipIcon|Storage|notext=true}}), {{TownshipIcon|Large School}} ({{TownshipIcon|Education|notext=true}})
'''New Upgrades:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Cottage|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Factory|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Lodge|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Lodge|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Infirmary|noicon=true}}, {{TownshipIcon|Clothing|notext=true}}{{TownshipIcon|Clothier|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Warehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Large School|noicon=true}}


'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|notext=true}} Production), {{TownshipIcon|Chapel}} ({{TownshipIcon|Worship|notext=true}}), {{TownshipIcon|Library}} ({{TownshipIcon|Education|notext=true}}), {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])
'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|notext=true}} Production), {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Chapel|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Library|noicon=true}}, {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])


If you're having trouble hitting the population threshold for these upgrades and you have all housing built, try building some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! Taverns are quite expensive in {{TownshipIcon|Food|nolink=true}} while Gardens use {{TownshipIcon|Planks|nolink=true}}.
If you're having trouble hitting the population threshold for these upgrades and you have all housing built, try building some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! Taverns are quite expensive in Food while Gardens use Planks.


*You'll likely want to build Carpenters Factory and the rest of the Logging Camps if you don't already have them.
*You'll likely want to build Carpenters Factory and the rest of the Logging Camps if you don't already have them.
*Building up your {{TownshipIcon|Herbs|nolink=true}} supply is highly recommended. They are the only resource required to build Infirmary and even with max {{TownshipIcon|Herbs|Herb|nolink=true}} production, it takes a few ticks to build one. If you don't start stockpiling {{TownshipIcon|Potions|nolink=true}} now, you may run out when you start building the next tier of housing, the {{TownshipIcon|Large Cottage}}.
*Building up your Herbs supply is highly recommended. They are the only resource required to build Infirmary and even with max Herb production, it takes a few ticks to build one. If you don't start stockpiling Potions now, you may run out when you start building the next tier of housing, the {{TownshipIcon|Large Cottage}}.
*Work towards getting 28-30% {{TownshipIcon|Worship|nolink=true}}. If you're very active you can increase this to 50% however 1% damage to your Chapels will result in these modifiers being lost.
*Work towards getting 28-30% Worship. If you're very active you can increase this to 50% however 1% damage to your Chapels will result in these modifiers being lost.
**If your god is "None :(" do not build any Worship buildings. Without a god, Worship does nothing.
**If your god is "None :(" do not build any Worship buildings. Without a god, Worship does nothing.
*{{TownshipIcon|Bar|Bars|nolink=true}} are going needed at Level 60 so get some production now (about 200 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 25% Worship.
*Bars are going needed at Level 60 so get some production now (about 200 per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the Mountains for the 25% bonus production at 25% Worship.
*In the {{TownshipIcon|Snowlands|nolink=true}}, focus on building Miners Fields then Clothiers then Cottages for now.
*In the Snowlands, focus on building Miners Fields then Clothiers then Cottages for now.
*Malcs Cats and Prats Hats can be built whenever you feel like it. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.
*Malcs Cats and Prats Hats can be built whenever you feel like it. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.


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


'''New Building:''' {{TownshipIcon|Magic Emporium}} ({{TownshipIcon|Rune Essence|notext=true}})
'''New Building:''' {{TownshipIcon|Rune Essence|notext=true}}{{TownshipIcon|Magic Emporium|noicon=true}}


*{{TownshipIcon|Food|nolink=true}} will be needed in higher quantities soon. For now, something like 2,000-4,000 {{TownshipIcon|Food|nolink=true}} per tick will do. You'll mostly be limited by other resources anyway but this will help with building more Taverns and get a nice stockpile for when you build Large Cottages, which require 7,200 {{TownshipIcon|Food|nolink=true}} each.
*Food will be needed in higher quantities soon. For now, around 2,000-4,000 Food per tick will do. You'll mostly be limited by other resources anyway but this will help with building more Taverns and get a nice stockpile for when you build Large Cottages, which require 7,200 Food each.
*Purchase a few Magic Emporiums for {{TownshipIcon|Rune Essence|nolink=true}} as it will be needed in large quantities later on. Aim for about 200-300 per tick for now
*Purchase a few Magic Emporiums for Rune Essence as it will be needed in large quantities later on. Aim for about 200-300 per tick for now
**After buying all Miners Quarries and Carpenters Foundries you will want to increase {{TownshipIcon|Rune Essence|nolink=true}} production to around 2,000 per tick.
**After buying all Miners Quarries and Carpenters Foundries you will want to increase Rune Essence production to around 2,000 per tick.
*{{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} will begin to be heavily strained. Priorize the Miners Quarries in the {{TownshipIcon|Snowlands|nolink=true}} first due to the 2x biome modifier. Then {{TownshipIcon|Mountains|nolink=true}} if you worship Aeris otherwise build in the {{TownshipIcon|Desert|nolink=true}} if your god does not decrease production there.
*Stone and Coal will begin to be heavily strained. Prioritize the Miners Quarries in the Snowlands first due to the 2x biome modifier. Then Mountains if you worship Aeris otherwise build in the Desert if your god does not decrease production there.
*Schools and Libraries should be cheap enough that they're worth grabbing now. You may want to get {{TownshipIcon|Planks|nolink=true}} upgraded first. This should help with the lack of {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}}.
*Schools and Libraries should be cheap enough that they're worth grabbing now. You may want to get Planks upgraded first. This should help with the lack of Stone and Coal.
*{{TownshipIcon|Bar|Bars|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.
*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.
*Cemeteries 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.
*Cemeteries can be built in the Grasslands to further increase Potions production, if needed. They cost quite a bit of Herbs and Bars so only dump your remaining resources, if you have any.


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


'''New Buildings:''' {{TownshipIcon|Town Hall}} ({{TownshipIcon|GP|notext=true}}), {{TownshipIcon|Statue of Worship}} ({{TownshipIcon|Worship|notext=true}})
'''New Buildings:''' {{TownshipIcon|GP|notext=true}}{{TownshipIcon|Town Hall|noicon=true}}, {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Statue of Worship|noicon=true}}


*With the Town Halls unlocked you can now make {{TownshipIcon|GP|nolink=true}} with Township. The resource cost of these (specifically {{TownshipIcon|Herbs|nolink=true}} and {{TownshipIcon|Potions|nolink=true}}) are quite high. You can reduce the resource costs by 15% by wearing the {{ItemIcon|Township Skillcape}}. Building Statues can further reduce this by 25% with Aeris or 15% with the other 3 starter gods. This is doubled during Spring with Aeris (check for your god's [[Township#Worship|2x Season here]]). Resource cost reduction does not work for GP.
*With the Town Halls unlocked you can now make GP with Township. The resource cost of these (specifically Herbs and Potions) are quite high. You can reduce the resource costs by 15% by wearing the {{ItemIcon|Township Skillcape}}. Building Statues can further reduce this by 25% with Aeris or 15% with the other 3 starter gods. This is doubled during Spring with Aeris (check for your god's [[Township#Worship|2x Season here]]). Resource cost reduction does not work for GP.
*If you've maxed your {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Planks|Plank|nolink=true}} production and you have the Throne of the Herald DLC, start building all Magic Emporiums. 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}}.
*If you've maxed your Stone and Plank production and you have the Throne of the Herald DLC, start building all Magic Emporiums. You will need a lot of Rune Essence when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of Rune Essence.
*Building Academies will help produce {{TownshipIcon|Stone|nolink=true}} and {{TownshipIcon|Coal|nolink=true}} if you're still in need of these resources.
*Building Academies will help produce Stone and Coal if you're still in need of these resources.


==Level 81+==
==Level 81+==
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*{{TownshipIcon|Market|Markets}} 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.
*{{TownshipIcon|Market|Markets}} 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 Expansion|Throne of the Herald Expansion]] you'll get another upgrade for just about every resource at Level 100.
*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 {{TownshipIcon|Cool Rocks}} 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  
*At Level 100 you unlock {{TownshipIcon|Cool Rocks}} 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 Stone so building them with the  
*Trading Posts 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%
*Trading Posts 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 {{TownshipIcon|Rune Essence|nolink=true}} production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|Large Repositories}}.
*You can increase Rune Essence production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|Large Repositories}}.
**Storage should probably be the very last building you build. Build them during your 2x season for decreased {{TownshipIcon|Rune Essence|nolink=true}} cost
**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?==
==Which worship is best?==
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This chart shows the average resource per tick (hour) granted by each Worship with a maxed out at Level 99 Town with all Pets (Bottom) and Level 120 Town with Astrology and all Pets (Top).
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out at Level 99 Town with all Pets (Bottom) and Level 120 Town with Astrology and all Pets (Top).


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.
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 Food and Leather, 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.


Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall}} and Herald gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse}}.
Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall}} and Herald gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse}}.