Multi-Resource Economy

Townies runs on a layered and evolving multi-resource economy. Each resource has its own generation logic, purpose, and strategic role in your city’s growth — from passive farming to on-chain token rewards.

To succeed, players must balance short-term actions with long-term planning, while choosing when to wait, when to upgrade, and when to cash out.

🌲 Wood

Passively generated by your board once deployed. Free and accumulates even while offline — but time-gated unless boosted.

Used to:

  • Build Houses and basic infrastructure

  • Unlock tiles

  • Maintain low-tier buildings

💡 Common and free — but you'll always need more than you think.

🪨 Stone

Actively generated by building and upgrading Houses. Not tradable or purchasable — represents your growth and builder activity.

Used to:

  • Construct Forges and Churches

  • Unlock tiles 6+

  • Upgrade structures to stronger levels

  • Pay mid-game maintenance

🧱 Mid-game fuel — tied to your workforce and expansion strategy.

⛓️ Iron

Soft-currency generated by Forges, scaling with Forge level. Crucial for unlocking late-game progression, but not tradable.

Used to:

  • Build the Castle

  • Unlock tiles 11+

  • Upgrade high-tier buildings

  • Cover late-game maintenance

🔩 Iron is your bottleneck — manage it or stall.

✨ $cGOLD (Church Gold)

Generated passively by Churches, and stored locally. Acts as a conversion currency, turning gameplay into on-chain rewards.

Used to:

  • Converted into $GOLD at the Castle

⛪ Soft but sacred — play more, earn more, convert smarter.

🪙 $GOLD – Tradable ERC-20 Token

Minted by the Castle by converting your $cGOLD. Represents on-chain rewards and can be used throughout gameplay.

Used to:

  • Replace Wood for any building/upgrades

  • Pay for all maintenance types

  • Unlock tiles 16+

  • Speed up conversions, upgrades, or repairs

  • Traded on Uniswap on Base

🏰 The endgame resource — rare, tradable, powerful.

🔁 Strategic Trade-Offs

Concept
Dynamic

Wood

Free but slow — or instant with $GOLD

Stone

Earned through growth — can’t be rushed

Iron

Infrastructure-based — requires Forge investment

$cGOLD

Passive proof of gameplay — bridge to $GOLD

$GOLD

Scarce, valuable, and convertible — every action counts

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