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Township: Difference between revisions

From Melvor Idle
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(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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See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all Storage and Soul Storage buildings which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.


There are two ways to return a building to 100% efficiency:
There are two ways to return a building to 100% efficiency: