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.
Level 1a road
Level 2water
Level 3faith
Level 4market
Level 5health
Level 6culture
Level 7safety
Level 8education
Level 9power
Level 10transit
Level 11wellbeing
Every level
Here is the whole ladder: the need behind each level, the buildings that provide it, and the age it arrives in.
| Level | Needs | Provided by | From |
|---|---|---|---|
| 1 | A road to the Town Center | Town Center | Stone Age |
| 2 | Water | Well, Aqueduct Fountain, Water Tower | Stone Age |
| 3 | Faith | Shrine, Temple | Stone Age |
| 4 | Market | Market | Bronze Age |
| 5 | Health | Bathhouse, Hospital | Classical Age |
| 6 | Culture | Amphitheater, Stadium | Classical Age |
| 7 | Safety | Watch House | Medieval Age |
| 8 | Education | School | Renaissance |
| 9 | Power | Power Station, Solar Farm, Fusion Reactor | Industrial Age |
| 10 | Transit | Metro Station | Modern Age |
| 11 | Wellbeing | Biodome | The Beyond |
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.


