Guide

Growing homes

The house-growth ladder: how a home climbs from level 1 to level 11 as services reach it, and how each age raises the ceiling.

The ladder

A House on a road connected to the Town Center is level 1. It then climbs one level for every service that reaches it, in order: a home needs Water before Faith counts, faith before the Market, and so on up the ladder. A gap stops the climb, however many later services reach it.

  1. A level 1 home of the Stone Age, wearing its level placardLevel 1a road
  2. A level 2 home of the Stone Age, wearing its level placardLevel 2water
  3. A level 3 home of the Stone Age, wearing its level placardLevel 3faith
  4. A level 4 home of the Bronze Age, wearing its level placardLevel 4market
  5. A level 5 home of the Classical Age, wearing its level placardLevel 5health
  6. A level 6 home of the Classical Age, wearing its level placardLevel 6culture
  7. A level 7 home of the Medieval Age, wearing its level placardLevel 7safety
  8. A level 8 home of the Renaissance, wearing its level placardLevel 8education
  9. A level 9 home of the Industrial Age, wearing its level placardLevel 9power
  10. A level 10 home of the Modern Age, wearing its level placardLevel 10transit
  11. A level 11 home of The Beyond, wearing its level placardLevel 11wellbeing

Every level

Here is the whole ladder: the need behind each level, the buildings that provide it, and the age it arrives in.

The age sets the ceiling

Each age adds new needs and raises the highest level a home can reach, from level 3 in the Stone Age to level 11 in The Beyond. When a home is as grand as the age allows, its inspector says so, and that the next age will bring more. Homes also take on the look of every new age.

Reading a home

Tap a house to see its Needs: a road, food and each service, ticked when met, and the next one it lacks, with a hint such as To grow: bring water here — build a Well nearby. A home whose needs are met grows after a short while; one that loses a service drops back down, a little more slowly. Bigger homes hold more people, and more people let you raise the wonder.

Placards

Every finished home wears its level on a placard by the door, styled for the age, from carved tally notches to glowing digits. Building upgrades shows them all.

Generated from the Erapolis game data, with pictures from the game itself. Numbers are per minute of game time, at Standard difficulty.