# Building Types

### 🏗️ Building Types in **Townies**

Every building in Townies plays a **vital role** in your resource economy, from early-game scaling to on-chain reward generation.\
Understanding how each structure functions and how they **synergize** is the key to building a thriving city.

#### 🏘️ **House**

> *Your foundation. Converts Wood into Stone*

* **Requires:** Wood
* **Generates:** Stone
* **Upgrades:** 3 levels (↑ Stone yield)
* **Role:** Entry-level structure; unlocks early infrastructure

Houses are your first active producers. Build many early to supply the Stone needed for mid-tier buildings like Forges and Churches.

#### 🔥 **Forge**

> *Turns Stone into Iron. The forge burns at the heart of your economy.*

* **Requires:** Wood + Stone
* **Generates:** Iron
* **Upgrades:** 3 levels (↑ Iron yield)
* **Role:** Core generator for Iron; enables late-game expansion

Forges convert your Stone surplus into Iron — a critical resource for Castles, upgrades, and repairs.\
Forge output is boosted by nearby **Churches**.

#### ⛪ **Church**

> *Divine synergy. Produces $cGOLD and blesses your Forges.*

* **Requires:** Wood + Stone + Iron
* **Generates:** $cGOLD (soft-currency)
* **Effect:** Boosts global Iron production from 1.07× to 1.09×
* **Upgrades:** 3 levels (↑ $cGOLD yield + Iron multiplier)
* **Role:** Strategic multiplier; enables $**GOLD** conversion and scaling

Churches are your economic catalysts. They passively generate $cGOLD, which your Castle converts to $GOLD — and amplify Iron output globally.

#### 🏰 **Castle**

> *Your on-chain vault. Where gameplay turns to real value.*

* **Requires:** Wood + Stone + Iron + 16 unlocked tiles
* **Generates:** $**GOLD** (tradable ERC-20 token)
* **Upgrades:** ❌ No upgrades
* **Role:** Final step in the loop; transforms $cGOLD into on-chain rewards

The Castle converts 2600 $cGOLD → 1820 $**GOLD** daily.\
It’s your bridge between in-game economy and real on-chain value.

#### 🛠️ **Building Durability & Repairs**

Buildings degrade over time and require **maintenance**.

* **Repair Cost:**
  * Native resource of the building (e.g: Wood for House)
  * small amount of $**GOLD**
* **Consequence of Neglect:**
  * Production halts until repaired

> Proactive maintenance = uninterrupted flow. Letting buildings rot = stalled economy.

#### 📈 Building Upgrades & Progression

* All buildings (except Castle) can be upgraded up to **Level 3**
* Each level improves:
  * Resource yield
  * Efficiency (e.g., Church multiplier)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.townies.games/townies/building-types.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
