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 β€” 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

πŸ’‘ Common and free β€” but you'll always need more than you think.

πŸͺ¨ Stone

Actively generated by building and upgrading Houses. Not tradable or purchasable β€” 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 β€” 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

  • Upgrade high-tier buildings

  • Cover late-game maintenance

πŸ”© Iron is your bottleneck β€” 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

β›ͺ Soft but sacred β€” play more, earn more, convert smarter.

πŸͺ™ $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

  • Speed up conversions, upgrades, or repairs

  • Traded on Uniswap on Base

🏰 The endgame resource β€” rare, tradable, powerful.

$GOLD conversion rate

Resource
Rate (per 1 $GOLD)

Wood

10 units

Stone

3 units

Iron

2 units

πŸ” 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

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