> For the complete documentation index, see [llms.txt](https://docs.townies.games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.townies.games/townies/multi-resource-economy.md).

# 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
* 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&#x20;
* 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&#x20;
* Speed up conversions, upgrades, or repairs
* **Traded on Uniswap** on Base

> 🏰 The endgame resource — rare, tradable, powerful.

### $GOLD conversion rate

| Resource | Rate (per 1 $GOLD) |
| -------- | ------------------ |
| Wood     | **10 units**       |
| Stone    | **3 units**        |
| Iron     | **2 units**        |

#### 🔁 Strategic Trade-Offs

| Concept    | Dynamic                                                |
| ---------- | ------------------------------------------------------ |
| **Wood**   | Free but slow or instant with $**GOLD**                |
| **Stone**  | Earned through growth                                  |
| **Iron**   | Infrastructure-based, requires Forge investment        |
| **$cGOLD** | Passive proof of gameplay, bridge to $**GOLD**         |
| **$GOLD**  | Scarce, valuable, and convertible, every action counts |
