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Township: Difference between revisions

From Melvor Idle
Remove TownshipBuildingUpgradeTable; Remove ModifierTables in favor of /Boosts page; Remove Shop Item template in favor of Shop#Township page; Replaced TownshipBuildingBiomeTable with TownshipBiomeTable
m (Linked abyssal realm guide)
(Remove TownshipBuildingUpgradeTable; Remove ModifierTables in favor of /Boosts page; Remove Shop Item template in favor of Shop#Township page; Replaced TownshipBuildingBiomeTable with TownshipBiomeTable)
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Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.
Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop%23Township|Shop Purchases|img=Shop}}.


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=== Building and Upgrading ===
=== Building and Upgrading ===
{{Main|Reference=Township/Boosts#Cost_Reduction_Boosts|Name=Building Cost Reduction Boosts}}
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).


Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}


=== Repairing Buildings ===
=== Repairing Buildings ===
{{Main|Reference=Township/Boosts#Cost_Reduction_Boosts|Name=Repair Cost Reduction Boosts}}
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See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
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=== Biomes ===
=== Biomes ===
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
{{TownshipBuildingBiomeTable}}
{{TownshipBiomeTable}}


== Stats ==
== Stats ==
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=== Storage ===
=== Storage ===
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.
{{Main|Reference=Township/Boosts#Storage_Boosts|Name=Storage Boosts}}
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base Storage value of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.


{{ItA}}{{TownshipIcon|Soul Storage}} allows {{ItA}}[[#Resources|Abyssal Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Soul Storage}} of 1, where additional capacity can be gained by constructing more {{TownshipIcon|Sanctuary|Sanctuaries}}.
{{ItA}} {{TownshipIcon|Soul Storage}} allows {{ItA}} [[#Resources|Abyssal Resources]] to be stockpiled in the Town. A Town starts with a base Soul Storage value of 1, where additional capacity can be gained by constructing more {{ItA}} {{TownshipIcon|Sanctuary|Sanctuaries}}.


The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.


=== Happiness ===
=== Happiness ===
{{Main|Reference=Township/Boosts#Happiness_Boosts|Name=Happiness Boosts}}
{{TownshipIcon|Happiness}} is a modifier affecting the amount of {{TownshipIcon|Population}} a town has, and therefore also affects the amount of skill experience earned per town update. {{TownshipIcon|Happiness}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.
{{TownshipIcon|Happiness}} is a modifier affecting the amount of {{TownshipIcon|Population}} a town has, and therefore also affects the amount of skill experience earned per town update. {{TownshipIcon|Happiness}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.


[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:
{{ModifierTable|TownshipHappiness|Happiness|true|}}


=== Education ===
=== Education ===
{{Main|Reference=Township/Boosts#Education_Boosts|Name=Education Boosts}}
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:
{{ModifierTable|TownshipEducation|Education|true|}}


=== Health ===
=== Health ===
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=== Buildings ===
=== Buildings ===
{{TownshipBuildingTable}}
{{TownshipBuildingTable}}
==== Upgrades ====
{{TownshipBuildingUpgradeTable}}


=== Trading Post ===
=== Trading Post ===
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one Trading Post, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
{{TownshipTrader}}
{{TownshipTrader}}


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* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded
* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level. Slayer coin multipliers no longer affect township rewards.
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level. Slayer coin multipliers no longer affect township rewards.
== Shop Items ==
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.
{{ShopTownshipTable}}


== Skillcapes ==
== Skillcapes ==