Guides

Town to City Beginner Guide: First Steps, Supply Chain, and Hamlet Milestone

GuidesTown to CityBeginner GuideSteam2026
Town to City beginner town with station, warehouse, and first market stalls

Quick Answer

Town to City beginner priority: survey the map first, place your town nucleus (Station → Warehouse → Stalls → Houses) in a central open area rather than against the station, build a Research Center immediately, and maintain 60% happiness by placing decorations alongside food stalls. Hamlet milestone requires 50 citizens and 60% average happiness.

Last checked May 15, 2026
Version focus 1.0 Release — May 26, 2026
Source status Mechanics confirmed by the ai-owl.com master guide and community Early Access experience. Game mechanics are stable heading into 1.0 launch.
Editor note Beginner guide built on ai-owl.com master guide and IntoIndieGames tips. Core mechanics confirmed from Early Access gameplay. Updated for 1.0 launch May 26, 2026.

Town to City rewards players who understand two things early: the supply chain that connects your station to your citizens, and the 60% happiness threshold that controls population growth. The game is very forgiving — you can move any building for free at any time — so the starting decisions are about setting up a layout that does not need constant correction, not about getting everything perfect from scratch.

Last checked: May 15, 2026. Town to City 1.0 launches May 26, 2026. Core mechanics described here have been stable through Early Access. The new tourism system unlocks in mid-game and is covered in the Tourism Guide.

Quick Answer

Build your first warehouse near the station, but plan your town center in an open central area — not crammed against the station wall. Place stalls within warehouse range, connect them with roads, assign workers to every building, and add decorations immediately. The goal for the first hour is 50 citizens at 60% happiness to unlock Hamlet.

Before You Place Anything: Reading the Map

The first thing to do in a new Town to City session is pause the game and look at the full map. The starting maps have meaningful differences:

MapTerrainStarting advantage
BelvueGentle hillsEasy to build, forgiving layout
MontedeuxMountain-split valleyChallenging — plan around the geography
VentelieuVast flatlandsMaximum room to expand — very beginner friendly
FontebracFarm-ready fieldsBest for farming supply chains in mid-game

Identify: where is the flattest, most central open area? That is your town nucleus, not the corner where the station sits.

Step-by-Step: First 60 Minutes

Step 1: Plan Your Main Road

Draw a road from the train station to your chosen center point. This road will become your main artery. All future expansion branches from it. Use a straight or gently curving path — tight corners slow worker movement.

Step 2: Place Your First Warehouse

Build a Small Warehouse near the station side of your main road. This warehouse receives goods from the station.

BuildingPlacement rule
Small WarehouseClose to station — needs to receive train deliveries
Later warehousesDistributed across town as you expand

Step 3: Place Stalls in Warehouse Range

Place Poultry Stall and Cheese Stall within the warehouse’s distribution range. You will see a circle indicator when you hover a stall — keep it inside the warehouse coverage area.

Step 4: Build and Assign Houses

Build three to four houses near the stalls. Connect them with roads. Assign arriving families from the station to empty houses by clicking the family then clicking a house.

Step 5: Assign Labor to Every Building

This is a step many players forget. Click each warehouse, stall, and any other building and assign at least one worker. Buildings without workers do nothing.

BuildingWorkers to assign early
Warehouse2–3 (more if deliveries are slow)
Each Stall1 minimum
Research Center2 (priority)

Step 6: Place Decorations

Immediately after setting up food, place decorations near houses. Decorations fulfill a direct happiness need. Street lights, trees, benches, and flower patches all count.

A useful decoration tip: flower patches are context-aware. Placed near a window, they become window boxes. Near a wall, they become hanging garlands. Next to water, they become lily pads. Experimenting with placement unlocks more visual options than you might expect.

Step 7: Build a Research Center

Place a Research Center in your town and assign workers to it. Research Points (RP) are essential for unlocking new buildings. The sooner you start generating RP, the earlier you can access the mid-game content.

The 60% Happiness Rule

Happiness levelEffect on town
100%Maximum citizen productivity — multiplied income and RP
60–100%New families arrive, growth continues
Below 60%Growth stops
Below 50%Citizens start leaving

How to check happiness: Click any house to see its current happiness breakdown. Red items are unfulfilled needs — address those first. If your overall average is showing yellow or red in the top UI, open one of the struggling houses to diagnose the problem.

Reaching the Hamlet Milestone

Hamlet requires 50 citizens and 60% average happiness. This is typically achievable within the first 30–60 minutes if your supply chain is running.

ProblemLikely causeFix
Growth stalled below 50 citizensHappiness below 60%Check red needs in houses — usually food or decorations
Food need shows redWarehouse not connected or no workersAssign workers; check stall is within range
Decorations need redNot enough trees/lights near housesAdd benches, street lights, trees around residential area
Happiness good but no new arrivalsHouses are all occupiedBuild 2–3 new empty houses ahead of demand

What Hamlet Unlocks

After reaching 50 citizens at 60% happiness, your settlement upgrades to Hamlet. This unlocks:

  • Apparel need (new citizens require Clothing Store and Shoe Maker)
  • Tier 2 Research — more buildings available
  • Mayor’s Home — unlocks the Requests system, which gives unique rewards for building challenges
  • Butcher — provides meat (food) + Luxury Value, the first real happiness multiplier

The Five Biggest Beginner Mistakes

MistakeWhat it causesCorrect approach
Building everything next to the stationTown gets trapped in a corner with no room to expandBuild your nucleus at a central map location
Forgetting to assign workers to buildingsBuildings do nothing without assigned laborCheck every building after placing it
Ignoring decorations until “later”Decoration happiness need goes unmet, slowing growthPlace trees and lights immediately with early houses
Over-staffing one buildingNearby buildings go understaffedAssign minimal needed workers, then balance
Building only one warehouse foreverDistribution breaks down as town expandsAdd new warehouses in each district as you grow

Citizens With Traits

Some arriving families have a Trait icon — a special preference that gives them +20% happiness when fulfilled. Common Traits include preferences for living near trees, near markets, or near specific decoration types.

Use the free move function (M key) to place Trait families near the conditions that match their Trait. A family that loves trees can go near a park area and stay happy even in a less service-dense location — freeing up your prime service-rich land for families without Trait bonuses.

Key Moves to Know

KeyAction
MFree move any building to a new location (no cost)
Road draw toolDraw, erase, and repave roads freely
Click houseView happiness breakdown and fulfilled/unfulfilled needs
Click service buildingView active connections (which houses it is serving)
Pause buttonPause time while planning

After Hamlet: What Comes Next

Next stageTargetNew system to learn
Village (120 citizens)Build apparel shops (Clothing Store, Shoe Maker)Luxury goods and higher-tier needs
Small TownArtisan class arrives — build Artisan ResidencesClass-based happiness management
Tourism (1.0)Hotels, tour routes, landmarksTourism Guide
QuestionGuide to open
How do I optimize warehouse placement and district layout?Town to City Layout Guide
How does the tourism system work in the 1.0 update?Town to City Tourism Guide
Where is the full game hub?Town to City Hub

Sources

FAQ

Where should I start building in Town to City?

Do not build directly next to the train station. Instead, survey the full map and identify a central, open, flat area. Run your main road from the station to that center and build your first warehouse, stalls, and houses there. This gives your town room to grow in all directions.

How do I get new families to arrive in Town to City?

Maintain average happiness above 60%. New families wait at the train station and move in when you assign them to a house. Pre-building two or three empty houses means new arrivals can move in immediately, keeping growth momentum going.

How does the supply chain work in Town to City?

Goods arrive at the Train Station. A nearby Warehouse collects and stores them. Workers from the Warehouse deliver goods to Stalls and Shops within range. Citizens visit those stalls to fulfill their food needs. Every step in the chain requires assigned labor.

What do I research first in Town to City?

Build a Research Center as soon as possible and assign at least two workers to it. Research Points unlock new buildings and upgrades. In the early game, prioritize Vault upgrades (to hold more money), upgraded Warehouses, and Tier 2 buildings unlocked at the Hamlet milestone.

What happens if my happiness drops below 60% in Town to City?

Below 60%, new families stop arriving and your population growth stalls. Below 50%, citizens begin to leave. If happiness drops and you cannot identify why, click on individual houses to see which needs are red (unfulfilled) and address those first.