Featured Game Hub
Town to City Hub: Tourism, Layout, Logistics Planner
A cozy city-builder planning hub for tourism readiness, hotel routes, warehouse cells, service coverage, farming stability, 60% happiness, layout fixes, and 1.0 feature tracking.
Popular Checks
6 quick linksScore city state, happiness, warehouse coverage, hotel space, landmarks, services, and roads before spending on tourism.
Workbench Open Route WorkbenchPick a request, route recipe, blocker, and hotel size, then copy one build order.
Readiness Run Tourism ReadinessDecide whether to wait, test one Inn route, or expand hotels.
Triage Triage Food ChainChoose the food-chain symptom and get the next field, warehouse, worker, or tourism fix.
Diagnostic Run Warehouse DiagnosticChoose the district and symptom before moving warehouses, roads, services, or hotels.
Tracker Track 1.0 RequestsFilter features, route requests, and cleanup checks, then open the matching route workbench.
All Guides
6 pagesTools & Databases
Town to City's 1.0 release is live on Steam. Use the hub planner before hotels: keep happiness above 60%, split the city into warehouse cells, confirm food and services, then build one hotel-to-landmark route through a supported district. If food, workers, roads, or warehouse reach are weak, fix layout before tourism.
Version focusTown to City 1.0 release, checked May 29, 2026
Current statusGood for Town to City 1.0 planning around hotels, tourism routes, warehouse cells, farming, happiness, and layout fixes. Check exact hotel values, crop yields, unlock thresholds, and route scoring in the live build.
Official pageOpen official page
Town Planning Board
Tourism, Layout, And Logistics Planner
Score the save before you spend on hotels: happiness, warehouse cells, service coverage, landmark chain, and road pressure.Hub Planner
Check If The Save Is Ready For Hotels
Use this before switching from resident growth to visitor routes. A low score means the next move is layout, food, workers, or service coverage.Choose the current save state to get the next planning move.
Request And Cleanup Board
Prove One System Before Expanding The Next
0/12 checksNo cleanup check matches those filters.
Tourism Readiness Board
Plan Hotels, Landmarks, Warehouses, Farming, And Layout Stability
Use the board before a first-city push or tourist route: check happiness, warehouses, workers, food movement, hotels, landmarks, and the current 1.0 request.
Search The Hub
Filter the current data, then open the exact guide when a row matches your problem.
| Name | System | Threshold | Planner action | Note |
|---|---|---|---|---|
| 60% happinesscurrent check | happiness | growth floor | Keep above this before pushing population. | Below 60%, arrivals stall. |
| Below 50% happinesscurrent check | happiness | danger | Pause expansion and fix needs immediately. | Citizens can leave if happiness drops too far. |
| Happiness before hotelscurrent check | happiness | tourism gate | Fix food, decorations, and services before adding hotels or landmark traffic. | Tourism adds pressure to a city that is already below its growth floor. |
| First warehousecurrent check | warehouse | early bottleneck | Place near station but keep town center open. | Station area is logistics, not the whole town. |
| Distributed warehousescurrent check | warehouse | mid-game fix | Add warehouses as districts spread. | One warehouse becomes a bottleneck. |
| Warehouse cellcurrent check | warehouse | local supply | Keep route shops and services stocked with local warehouse reach before drawing tourist roads. | A pretty route fails if goods travel too far before reaching shops and service buildings. |
| Research Centercurrent check | research | early priority | Build and staff early so upgrades do not lag. | Research unlocks can solve needs and productivity problems. |
| First-hour checklistcurrent check | layout | saved tool | Mark center, warehouse, stalls, workers, decorations, and happiness before Hamlet. | Use it when a new save stalls before 50 citizens. |
| Farm buffercurrent check | farming | food pressure | Separate farm and granary movement from visitor roads before tourism strains food. | Food movement should stay reliable even after hotels pull traffic across the district. |
| Three hotel typesofficial status | hotels | 1.0 feature | Start with one hotel near services and route appeal before expanding. | Tourism should connect to existing happiness and service planning. |
| One hotel testcurrent check | hotels | reversible route | Build one hotel-to-landmark route and watch service, food, and happiness before expanding. | One reversible test is cheaper than rebuilding a full visitor district. |
| Tourist routesofficial status | tourism | 1.0 feature | Connect hotels, landmarks, scenic districts, and services in a short readable route. | Route shape matters more than isolated landmarks. |
| Rocemareeofficial status | tourism | new 1.0 town | Check the coastal map, two monumental ruins, beach decorations, hotel space, and request text before rebuilding. | Build roads and services before treating the coast as a visitor district. |
| Lighthouse and Obeliskofficial status | landmarks | 1.0 monuments | Use them as anchors in a route chain with food, services, decorations, and clear roads. | A landmark works better as part of a walk than as a lonely decoration. |
| Eleven requestsofficial status | requests | 1.0 objectives | Read the current request before building expensive hotels, roads, or civic pieces. | One wrong objective build can force a costly rebuild. |
| Art Atelierofficial status | landmarks | 1.0 civic/culture piece | Support it with Bourgeoisie services, goods, and warehouse reach before adding it to a route. | Culture buildings still need the city loop behind them. |
No matching rows. Clear the search or switch back to all routes.
Route Presets
Pick the route that matches today's blocker.
Starter Layout Fix
- Pick open center.
- Station feeds warehouse.
- Stalls feed houses.
- Decorations support happiness.
Warehouse Cell
- Pick the district that keeps running dry.
- Check local warehouse reach.
- Move roads or service pockets before adding more houses.
- Retest stock before tourism.
Farm Buffer
- Keep farm traffic readable.
- Place granary and warehouse support close enough.
- Protect food stalls before adding hotels.
- Move visitor roads away from the food chain.
Tourist Route
- Keep happiness above 60%.
- Place one serviced hotel.
- Pick a landmark chain.
- Watch route behavior before adding hotels.
One Hotel Test
- Build one reversible hotel.
- Connect one landmark chain.
- Watch service and food pressure.
- Expand only after happiness stays stable.
Rocemaree Loop
- Read the request.
- Mark hotel space.
- Connect Lighthouse or Obelisk.
- Add services before beach decoration.
Guide Map
Choose the route that fits your save.
Start with the problem in front of you, then move sideways into the next useful guide.
First City
Start with a clean station-to-warehouse-to-stalls route, a saved first-hour checklist, a Research Center, food coverage, and happiness above 60%.
Town to City beginners should pause first, pick an open town center, then build a short Station to Warehouse to Stalls to Houses lane. Staff every building, place decorations beside homes, start the Research Center early, and keep average happiness above 60%. Do not add hotels or tourist routes until food, workers, and warehouse coverage are stable.
Farming Town to City Farming Guide: Fields, Warehouses, HappinessIn Town to City, farming should support happiness and logistics before tourism. Place fields near a warehouse lane, keep food stalls supplied, avoid blocking future roads and hotels, and do not expand visitor routes until the resident food chain, worker load, local warehouse cell, and 60% happiness floor are stable.
Layout Town to City Layout Guide: Warehouses, Roads, DistrictsTown to City layout key rules: never cluster all warehouses at the station. Use the warehouse and connections diagnostic above to choose the district type and current symptom, then fix roads, services, warehouse reach, and connections before adding hotels. Design your city as overlapping cells, each serving one neighborhood or visitor district.
Layout and Logistics
Warehouse cell planner, service connections, road bottlenecks, class zones, farm lanes, and tourism-ready district fixes.
Town to City layout key rules: never cluster all warehouses at the station. Use the warehouse and connections diagnostic above to choose the district type and current symptom, then fix roads, services, warehouse reach, and connections before adding hotels. Design your city as overlapping cells, each serving one neighborhood or visitor district.
Farming Town to City Farming Guide: Fields, Warehouses, HappinessIn Town to City, farming should support happiness and logistics before tourism. Place fields near a warehouse lane, keep food stalls supplied, avoid blocking future roads and hotels, and do not expand visitor routes until the resident food chain, worker load, local warehouse cell, and 60% happiness floor are stable.
Beginner Guide Town to City Beginner Guide: First Steps and 60% HappinessTown to City beginners should pause first, pick an open town center, then build a short Station to Warehouse to Stalls to Houses lane. Staff every building, place decorations beside homes, start the Research Center early, and keep average happiness above 60%. Do not add hotels or tourist routes until food, workers, and warehouse coverage are stable.
Tourism and 1.0
Hub planner, hotels, landmark chains, tourist routes, Rocemarée, 1.0 feature tracker, request routing, cleanup checks, and save checks.
Build Town to City tourist routes only after the city is stable: place one hotel near services, connect it to a real landmark, keep warehouse coverage close, check worker load, and test one short route before adding more hotels.
Tourism Town to City Tourism Readiness CheckDo not start tourism while the base city is weak. Build one Inn-to-landmark route after happiness is safely above 60%, warehouses cover the district, workers are available, food and services are close, and the route connects real landmarks such as the Lighthouse, Obelisk, ruins, Art Atelier, or serviced plazas.
1.0 Update Town to City 1.0 Update: Tourism, Hotels, New MapTown to City 1.0 adds Rocemarée, tourism, Inn, Boutique Hotel, Grande Hotel, tourist routes, Lighthouse, Obelisk, two monumental ruins, 11 requests, Art Atelier, City Hall departments, beach decorations, and autosave settings. Mark the feature tracker first, then start with one stable hotel route before rebuilding an old city.
Farming Town to City Farming Guide: Fields, Warehouses, HappinessIn Town to City, farming should support happiness and logistics before tourism. Place fields near a warehouse lane, keep food stalls supplied, avoid blocking future roads and hotels, and do not expand visitor routes until the resident food chain, worker load, local warehouse cell, and 60% happiness floor are stable.
Town to City’s 1.0 release is live on Steam, and the best route still starts with a city that works before it welcomes tourists. Use the board above to score happiness, warehouse coverage, hotel space, landmark chain, service readiness, and road pressure. Then open the Route Workbench, Tourism Readiness Check, Warehouse Diagnostic, Food Chain Triage, or 1.0 Request Router based on the weakest part of the save.
Last checked: May 29, 2026. Town to City is live in its 1.0 release on Steam. Tourism, hotels, tour routes, farms, warehouses, and food routes should be checked in the live build before relying on exact values, but the route logic here is ready for current saves.
Quick Start
- Survey the map before placing anything — identify a central, open area for your town nucleus.
- Connect station → warehouse → stalls → houses in a cluster at that center.
- Build a Research Center immediately and assign workers to it.
- Place decorations alongside food stalls — decorations fulfill a happiness need directly.
- Keep happiness above 60% to sustain new family arrivals.
Use the farming guide if food stalls, fields, warehouses, or happiness are shaky. Use the tourism readiness check only when your city is stable enough to consider hotels. Use the layout guide when the board points to warehouse distance, service connections, or road bottlenecks.
Start With These Tools
| Tool or guide | Use it when | What it protects |
|---|---|---|
| Hub Readiness Board | You need one read on whether the save is ready for tourism | City state, happiness, warehouse cells, hotel space, landmarks, and services |
| Route Workbench | You are drawing or fixing one hotel-to-landmark route | Request matching, route recipes, appeal packs, blocker diagnosis, hotel size, and a copyable build order |
| Tourism Readiness Check | You are deciding whether hotels should start now | Wait, test one Inn route, or expand tourism |
| Warehouse Diagnostic | Warehouses, roads, or services are bottlenecking growth | District type, current symptom, service connections, local warehouse cells, and road fixes |
| Food Chain Triage | Food chains, fields, worker routes, and warehouse supply feel unstable | Empty stalls, worker pressure, warehouse overload, new housing, and tourism food drain |
| 1.0 Request Router | You want the feature tracker before rebuilding | Rocemarée, hotels, routes, Lighthouse, Obelisk, requests, Art Atelier, save checks, and route workbench links |
Guide Map
| Guide | What it covers | When to open it |
|---|---|---|
| Beginner Guide | First hour, station lane, warehouse coverage, food stalls, Research Center, decorations, and 60% happiness | Before the first Hamlet push |
| Tourist Routes | Hotel-to-landmark route scoring, saved route presets, Rocemarée, Lighthouse, Obelisk, ruins, services, and route failures | When the route itself is the problem |
| 1.0 Update | Tourism launch prep, hotels, new map checks, save planning, and live-build verification | Before starting a 1.0 save or after opening an older town |
| Farming Guide | Fields, warehouses, food stalls, workers, happiness, and tourism readiness | Before adding hotels or a new residential district |
| Layout Guide | Warehouse placement, distributed networks, road upgrades, social class zones | When planning expansion or fixing bottlenecks |
| Tourism Guide | 1.0 hotel and tour route system, tourist happiness, new quests | When a stable mid-game town is ready for visitors |
How Town to City Differs From Other City Builders
| Feature | Town to City | Traditional city builders (SimCity, Cities: Skylines) |
|---|---|---|
| Grid | None — fully free placement | Grid-based |
| Building penalty | Free to move any building at any time | Demolition costs |
| Disaster system | None | Fire, crime, floods, etc. |
| Focus | Happiness, community, aesthetics | Traffic, budget, services |
| Social classes | Workers, Artisans, Bourgeoisie | Single population type |
| Tourism (1.0) | Tour routes, hotels, landmarks | Present in some; varies |
Town Progression Stages
| Stage | Population needed | Happiness needed | New content unlocked |
|---|---|---|---|
| Dwelling | Starting | — | Basic houses, station, warehouse, stalls |
| Hamlet | 50 | 60% | Apparel needs, Tier 2 Research, Mayor’s Home/Requests |
| Village | 120 | 60% | Luxury goods, Butcher, clothing stores, new shops |
| Small Town | Higher | 60% | Artisan class, advanced workshops |
| City | Further | 60% | Bourgeoisie class, opulent residences, advanced services |
The 60% Happiness Rule
Citizen happiness is the core resource of Town to City. The most important threshold to understand:
| Happiness level | What happens |
|---|---|
| 100% | Citizens highly productive — multiplied income and Research Points |
| 60–100% | New families keep arriving; positive growth |
| 50–60% | Growth stops — new arrivals pause |
| Below 50% | Citizens begin to leave |
Happiness is raised by satisfying needs (food, apparel, leisure, housewares, public service), adding decorations, and building luxury goods. It is decreased by overcrowding, high taxes, and unfulfilled class needs.
What the 1.0 Tourism System Adds
The 1.0 update turns your city into a visitor destination. The tourism system introduces:
- Rocemarée: A new campaign map with two monumental ruins and three hotels for tourists
- Hotels: Build from small boutique stays to large luxury resorts, serving tourist visitors
- Landmarks: Lighthouse and Obelisk monuments, ruins, civic buildings, and attractive districts that contribute to route appeal
- Tour routes: Plan routes that guide tourists between hotels and landmarks
- New jobs and requests: Tourism and Bourgeoisie work, town hall jobs, and 11 new requests
- Art Atelier and beach decorations: Late-game decoration and scenic tools for stronger visitor areas
Tourism pairs well with happiness optimization — a more beautiful and service-rich city also generates higher tourist satisfaction.
When To Add Tourism
| City state | Tourism move | Why |
|---|---|---|
| Happiness below 60% | Wait | Visitors will not fix a city that cannot keep residents growing |
| One warehouse serving too much town | Fix layout first | Hotels add jobs and movement to an already weak route |
| Research Center is late | Build research before hotels | Unlock pace matters more than visitor income early |
| Districts are stable and decorated | Start one modest hotel route | A small route teaches tourism without overbuilding |
| Luxury or landmark district is ready | Build a stronger hotel loop | Existing appeal makes tourist income easier to test |
Common Early Mistakes
Players new to Town to City frequently make layout decisions in the first few minutes that slow the entire run:
| Mistake | Why it hurts | Fix |
|---|---|---|
| Building the town center next to the train station | The station area is for logistics, not residential. Cramping your town here limits expansion. | Survey the full map first and claim a central, open area for your nucleus |
| Building only one warehouse | A single warehouse creates constant distribution bottlenecks as town grows | Plan for distributed warehouses across the town as each district forms |
| Ignoring the Research Center | Research Center is the fastest path to new building types and upgrades | Build it in the first session and assign workers immediately |
| Placing decorations only when needed | Decorations directly raise happiness — placing them reactively means sustained periods below 60% | Build decorations alongside food stalls from the start |
| Expanding population before happiness is stable | Each new family that arrives demands happiness be above 60% already | Confirm happiness is stable at the target stage before triggering the next growth tier |
Happiness Optimization Checklist
Use this before each major population push:
- Average citizen happiness is above 60%
- Food stall coverage is within reach of all active residential areas
- At least one decoration cluster exists near each residential cluster
- Apparel needs are covered if population is above Hamlet threshold
- No active negative modifier is pulling happiness below the target
- Workers are assigned to Research Center (Research Points fund upgrades that enable better happiness buildings)
The jump from 60% to higher happiness tiers is not just comfort — happier citizens generate more income and Research Points, making every subsequent expansion move faster. Investing in happiness first pays a compound return that cost-focused play misses.
Sources
FAQ
What is Town to City?
Town to City is a grid-less cozy city builder developed by Galaxy Grove, the studio behind Station to Station. Players grow a settlement from a small Dwelling to a City by managing citizen happiness, supply chains, and labor. The 1.0 release is live on Steam with the tourism system.
What did the Town to City 1.0 update add?
The 1.0 update adds the tourism system (hotel building and tour route planning), a new town with unique mechanics, new quests and jobs, improved citizen animations, and quality-of-life improvements.
How does happiness work in Town to City?
60% average happiness is required for new families to keep arriving. Below 60%, growth stops. Below 50%, citizens leave. Happiness is raised by satisfying needs (food, apparel, leisure, housewares, public services) and adding decorations. Happier citizens are also more productive, boosting your economy directly.
Is Town to City similar to SimCity or The Sims?
Town to City sits between a supply-chain city builder (like Anno) and a creative town painter (like Townscaper). It has SimCity-like logistics and growth stages, but no grid, no disaster systems, and you can move any building freely without penalty.
What is the best strategy for beginners in Town to City?
Place your first warehouse near the train station, but plan your town center in an open central area — not cramped against the station. Build a Research Center early. Keep happiness above 60% by building decorations alongside food stalls. Distribute warehouses throughout town as you grow.