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.

Town to City game thumbnail
Quick Answer

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.
Readiness0/18

Choose the current save state to get the next planning move.

Request And Cleanup Board

Prove One System Before Expanding The Next

0/12 checks

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.

16 entries
NameSystemThresholdPlanner actionNote
60% happinesscurrent checkhappinessgrowth floorKeep above this before pushing population.Below 60%, arrivals stall.
Below 50% happinesscurrent checkhappinessdangerPause expansion and fix needs immediately.Citizens can leave if happiness drops too far.
Happiness before hotelscurrent checkhappinesstourism gateFix 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 checkwarehouseearly bottleneckPlace near station but keep town center open.Station area is logistics, not the whole town.
Distributed warehousescurrent checkwarehousemid-game fixAdd warehouses as districts spread.One warehouse becomes a bottleneck.
Warehouse cellcurrent checkwarehouselocal supplyKeep 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 checkresearchearly priorityBuild and staff early so upgrades do not lag.Research unlocks can solve needs and productivity problems.
First-hour checklistcurrent checklayoutsaved toolMark center, warehouse, stalls, workers, decorations, and happiness before Hamlet.Use it when a new save stalls before 50 citizens.
Farm buffercurrent checkfarmingfood pressureSeparate 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 statushotels1.0 featureStart with one hotel near services and route appeal before expanding.Tourism should connect to existing happiness and service planning.
One hotel testcurrent checkhotelsreversible routeBuild 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 statustourism1.0 featureConnect hotels, landmarks, scenic districts, and services in a short readable route.Route shape matters more than isolated landmarks.
Rocemareeofficial statustourismnew 1.0 townCheck 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 statuslandmarks1.0 monumentsUse 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 statusrequests1.0 objectivesRead the current request before building expensive hotels, roads, or civic pieces.One wrong objective build can force a costly rebuild.
Art Atelierofficial statuslandmarks1.0 civic/culture pieceSupport it with Bourgeoisie services, goods, and warehouse reach before adding it to a route.Culture buildings still need the city loop behind them.

Route Presets

Pick the route that matches today's blocker.

layout checks

Starter Layout Fix

  1. Pick open center.
  2. Station feeds warehouse.
  3. Stalls feed houses.
  4. Decorations support happiness.
Open Route

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%.

Layout and Logistics

Warehouse cell planner, service connections, road bottlenecks, class zones, farm lanes, and tourism-ready district fixes.

Tourism and 1.0

Hub planner, hotels, landmark chains, tourist routes, Rocemarée, 1.0 feature tracker, request routing, cleanup checks, and save checks.

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

  1. Survey the map before placing anything — identify a central, open area for your town nucleus.
  2. Connect station → warehouse → stalls → houses in a cluster at that center.
  3. Build a Research Center immediately and assign workers to it.
  4. Place decorations alongside food stalls — decorations fulfill a happiness need directly.
  5. 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 guideUse it whenWhat it protects
Hub Readiness BoardYou need one read on whether the save is ready for tourismCity state, happiness, warehouse cells, hotel space, landmarks, and services
Route WorkbenchYou are drawing or fixing one hotel-to-landmark routeRequest matching, route recipes, appeal packs, blocker diagnosis, hotel size, and a copyable build order
Tourism Readiness CheckYou are deciding whether hotels should start nowWait, test one Inn route, or expand tourism
Warehouse DiagnosticWarehouses, roads, or services are bottlenecking growthDistrict type, current symptom, service connections, local warehouse cells, and road fixes
Food Chain TriageFood chains, fields, worker routes, and warehouse supply feel unstableEmpty stalls, worker pressure, warehouse overload, new housing, and tourism food drain
1.0 Request RouterYou want the feature tracker before rebuildingRocemarée, hotels, routes, Lighthouse, Obelisk, requests, Art Atelier, save checks, and route workbench links

Guide Map

GuideWhat it coversWhen to open it
Beginner GuideFirst hour, station lane, warehouse coverage, food stalls, Research Center, decorations, and 60% happinessBefore the first Hamlet push
Tourist RoutesHotel-to-landmark route scoring, saved route presets, Rocemarée, Lighthouse, Obelisk, ruins, services, and route failuresWhen the route itself is the problem
1.0 UpdateTourism launch prep, hotels, new map checks, save planning, and live-build verificationBefore starting a 1.0 save or after opening an older town
Farming GuideFields, warehouses, food stalls, workers, happiness, and tourism readinessBefore adding hotels or a new residential district
Layout GuideWarehouse placement, distributed networks, road upgrades, social class zonesWhen planning expansion or fixing bottlenecks
Tourism Guide1.0 hotel and tour route system, tourist happiness, new questsWhen a stable mid-game town is ready for visitors

How Town to City Differs From Other City Builders

FeatureTown to CityTraditional city builders (SimCity, Cities: Skylines)
GridNone — fully free placementGrid-based
Building penaltyFree to move any building at any timeDemolition costs
Disaster systemNoneFire, crime, floods, etc.
FocusHappiness, community, aestheticsTraffic, budget, services
Social classesWorkers, Artisans, BourgeoisieSingle population type
Tourism (1.0)Tour routes, hotels, landmarksPresent in some; varies

Town Progression Stages

StagePopulation neededHappiness neededNew content unlocked
DwellingStartingBasic houses, station, warehouse, stalls
Hamlet5060%Apparel needs, Tier 2 Research, Mayor’s Home/Requests
Village12060%Luxury goods, Butcher, clothing stores, new shops
Small TownHigher60%Artisan class, advanced workshops
CityFurther60%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 levelWhat 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 stateTourism moveWhy
Happiness below 60%WaitVisitors will not fix a city that cannot keep residents growing
One warehouse serving too much townFix layout firstHotels add jobs and movement to an already weak route
Research Center is lateBuild research before hotelsUnlock pace matters more than visitor income early
Districts are stable and decoratedStart one modest hotel routeA small route teaches tourism without overbuilding
Luxury or landmark district is readyBuild a stronger hotel loopExisting 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:

MistakeWhy it hurtsFix
Building the town center next to the train stationThe 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 warehouseA single warehouse creates constant distribution bottlenecks as town growsPlan for distributed warehouses across the town as each district forms
Ignoring the Research CenterResearch Center is the fastest path to new building types and upgradesBuild it in the first session and assign workers immediately
Placing decorations only when neededDecorations directly raise happiness — placing them reactively means sustained periods below 60%Build decorations alongside food stalls from the start
Expanding population before happiness is stableEach new family that arrives demands happiness be above 60% alreadyConfirm 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.