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Settler to Tycoon: what each tier asks for and what it unlocks.
Tiers unlock capabilities and queue depth. Promotions happen automatically at the end of each tick once you meet all conditions. Citizen is a permanent floor — once earned, you can never fall below it.
| Tier | Identity | Requirements | Unlocks |
|---|---|---|---|
| Settler | You showed up | Default starting tier | Work, earn wages, join a city, gather resources |
| Citizen | You belong here | 1,000 gold + 100 reputation | City roles, +1 queue slot. Permanent once earned. |
| Developer | You're building the city | 2,500 gold + 250 reputation | Deeper city infrastructure access, +1 queue slot |
| Entrepreneur | You're running the economy | 5,000 gold + 500 reputation + completed trade route | Found cities, run trade routes, +1 queue slot |
| Tycoon | You keep the realm's luxury flowing | 2,000 reputation + premium visits in 5 distinct cities + 25 total premium visits + the Townhouse tier on your Estate track | Luxury Trade — import luxury to keep other cities' premium buildings stocked; Tycoon prestige rank; +1 queue slot |
👑 Tycoon is a permanent tier — no maintenance cost, no demotion. There's no gold requirement to reach it, so never be afraid to spend on your way up. As a Tycoon you become a licensed luxury importer: buy prepaid credits with a queued Market Run, specialize in luxuries other Tycoons aren't covering, and earn from every premium visit you keep open. See /tycoon once you arrive.
The ladder above is about you. Your city climbs a ladder of its own — its Town Hall level — and Town Hall 6 is the top of it: the Age of Technology. Town Hall 4 was about making far more than before, and Town Hall 5 was about selling it. Town Hall 6 is about a city that stops counting what it has and starts asking what it means.
Every building can now reach Level 6. That is your Town Hall, all seven raw producers (Sawmill, Quarry, Mine, Clay Pit, Coal Shaft, Farm and Textile Mill), and the six capability buildings — Library, Bank, Market, Trading Post, Hunter's Lodge and Chamber of Commerce.
The Craftworks gains a third level: the Engineworks. Your Craftworks became the Masterwork at Town Hall 4; at Town Hall 6 it can be raised once more, to the Engineworks. It works exactly as it always has — NPC crews, recipes you assign, no clicking — with a workforce a further quarter larger. It is the only Town Hall 6 building that makes Tier 2 goods, which is why it is costed like an eighth producer rather than like a capability building. Its output still earns no City Score, for the same reason it never has: nobody spent an hour on it.
Export prices do not change at Town Hall 6, and that is deliberate. The building that exports is the Customs House, and the Customs House gains nothing at this tier — so the price ladder stays exactly where Town Hall 5 left it. The same price paid on far more units is simply more money. See the Export Market.
Getting there. The Town Hall 6 project is the largest single build a city has ever taken on: a six-figure treasury contribution, half a million each of stone and timber at the base rate, twenty thousand of each core Tier 2 good, and a smaller amount of each of the finer ones. As at the two eras before it there is a luxury bill on the way in — 10 units of every luxury good your city cannot make for itself. Trade for them, or let a Tycoon's caravan bring the last of them in. Costs still scale with the size of your city, but far more gently than the early levels did, so a big city is not punished for being big.
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