# 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)
