Guides
Town to City Tourist Routes: Hotels and Landmarks
Quick Answer
Build Town to City tourist routes only after the city is stable: place one hotel near services, connect it to real landmarks such as the Lighthouse, Obelisk, ruins, or civic districts, keep warehouse coverage close, and test one short route before adding more hotels.
Tourist Route Planner
Score A Hotel, Landmark, And Service Route
Pick the current city state, then use the route preset and saved checklist before spending heavily on hotels.Choose the current city state to get a route read.
Central Hotel Walk
Hotel:one starter hotel near town center
Landmarks:central monument, decorated plaza, service street
Services:food, leisure, public service, warehouse coverage
Do not pull workers from research or core shops just to staff tourism.Rocemaree Seaside Loop
Hotel:beach-side hotel or inn near the route start
Landmarks:Lighthouse, Obelisk, beach decorations
Services:roads, food stop, decorations, Art Atelier or high-appeal district
Check the current map first; do not place hotels before roads and services make sense.Bourgeoisie Landmark Chain
Hotel:strong hotel near wealthy or civic district
Landmarks:town hall, Art Atelier, monumental ruins
Services:luxury goods, public service, decorations, clean warehouse cells
A rich district that cannot receive goods will disappoint residents before it impresses visitors.Old-Save Tourism Probe
Hotel:one temporary hotel in a stable district
Landmarks:one nearby landmark and one optional scenic stop
Services:happiness above 60%, free workers, warehouse reach
Back up or duplicate the save before rerouting a finished city.| 1.0 Feature | How to use it | Check before spending |
|---|---|---|
| Rocemaree | New coastal town for the 1.0 tourism push. | Look for map-specific requests, beach space, and route shapes before building hotels. |
| Three hotels | Hotel tiers give tourists a place to stay. | Start with one hotel and watch worker, cost, and visitor behavior before expanding. |
| Tourist routes | Routes connect hotels to landmarks and scenic districts. | Keep first routes short, readable, and supported by services. |
| Lighthouse | Landmark anchor for a seaside or coastal route. | Place roads and services so the landmark is not isolated. |
| Obelisk | Landmark anchor for route appeal and city identity. | Use it as part of a route chain, not as a lonely decoration. |
| Two monumental ruins | Large scenic anchors for tourism routes. | Leave enough road and plaza space around them. |
| Eleven requests | New objectives guide the tourism update. | Read request text before expensive rebuilding. |
| Art Atelier | Bourgeoisie and culture-focused city planning. | Support it with services and logistics before tying a route to it. |
| Beach decorations | Appeal layer for Rocemaree and scenic routes. | Decorate after the hotel-road-service chain works. |
The Town to City tourist routes planner above is for the 1.0 tourism layer: hotels, landmarks, scenic walks, route scoring, and service support. Open the broader Town to City Tourism Planner when you are deciding whether tourism should start at all. Stay here once you are ready to draw or fix a route.
Last checked: May 27, 2026. The official Steam 1.0 announcement confirms a new campaign map called Rocemarée, two monumental ruins, three hotels, tourist routes, Lighthouse and Obelisk monuments, 11 requests, new houses, Bourgeoisie mechanics, town hall work, Art Atelier decorations, and beach-themed decorations.
Quick Answer
Your first tourist route should be small:
| Route piece | Good first choice |
|---|---|
| Hotel | One hotel near a stable serviced district |
| Landmark | Lighthouse, Obelisk, ruin, town hall, Art Atelier, plaza, or decorated civic stop |
| Services | Food, leisure, public service, decorations, and warehouse coverage |
| Road shape | Short loop or gentle line, not a long empty sightseeing trail |
| Expansion | Leave room for a second hotel after the first route works |
Do not build all three hotel types at once. Tourism is easier to tune when one route teaches you the current build’s behavior.
First Tourist Route Formula
Use this shape:
- Hotel beside a working road.
- Landmark within a short walk.
- Food or leisure near the route.
- Decorations and lighting filling the visual gaps.
- Warehouse coverage close enough that services do not starve.
- Open space for a future hotel or request building.
That route works because it uses the existing city instead of trying to create a visitor island from nothing.
Rocemaree Route Ideas
Rocemaree is the official new 1.0 campaign map. The Steam announcement says it includes two monumental ruins and three hotels for tourists. It also adds beach-themed decorations, which makes the map a natural place to test scenic coastal routes.
| Rocemaree idea | Route shape | Check first |
|---|---|---|
| Seaside hotel walk | Hotel -> beach decorations -> Lighthouse -> food stop | Roads and workers are ready |
| Monument loop | Hotel -> monumental ruin -> Obelisk -> decorated plaza | Landmark spacing is not too long |
| Civic culture route | Hotel -> town hall -> Art Atelier -> high-appeal street | Bourgeoisie services and goods are stable |
| Old-save probe | Temporary hotel -> one landmark -> one service stop | Existing happiness remains above 60% |
The exact map shape matters. If Rocemaree gives you a beautiful coast but weak service access, build the road and support first.
Route Scoring Checklist
Before you judge whether tourism is weak, check the basics:
| Check | Pass sign |
|---|---|
| Happiness | Residents are above 60% and not falling |
| Hotel access | Hotel connects to a road and useful district |
| Landmark quality | At least one route stop is a real attraction |
| Services | Food, leisure, public service, or luxury support exists nearby |
| Workers | Tourism jobs are not starving shops or research |
| Logistics | Warehouse reach covers the hotel district |
| Route shape | Tourists do not walk through empty roads for most of the route |
| Requests | 1.0 request text matches what you are building |
If the checklist fails, fix the city before adding more hotels.
How To Read The Route Score
The planner score is not a hidden in-game number. It is a preflight check for the route you are about to draw. Treat it like a builder’s read on whether the city can support tourists without pulling the normal town apart.
| Score | What it means | Best next move |
|---|---|---|
| 0-4 | Tourism is too early | Fix happiness, workers, roads, or warehouse reach before placing a hotel |
| 5-7 | A small test can work | Build one short route and wait before adding the second hotel |
| 8-9 | The district is close | Add a better landmark chain, service stop, or decoration pass |
| 10-12 | Ready for a stronger route | Connect hotel, landmark, services, and request goals in one clean walk |
If you score low, do not try to rescue the route with more monuments. A beautiful Lighthouse route still fails if the hotel district cannot receive goods, feed visitors, staff buildings, or keep residents happy. If you score high but the route still feels weak in the live build, shorten the path first. Long empty roads are usually worse than one compact route through a busy civic street.
Hotel Placement Decision Table
The first hotel should make an existing district better. It should not become a lonely tourism island that needs its own warehouse, food chain, worker pool, and decorations before it does anything.
| Placement idea | Use it when | Avoid it when | First fix |
|---|---|---|---|
| Town-center hotel | Services, public buildings, and decorations are already nearby | Roads are cramped and goods are already slow | Move stalls or add a warehouse cell before tourism |
| Seaside hotel | Rocemaree gives you coast, beach decorations, or Lighthouse access | The coast has no food, public service, or worker support | Build a short service street behind the hotel |
| Monument hotel | A ruin, Obelisk, or plaza sits near a working district | The landmark is far from roads and storage | Pull the route toward the city instead of stretching the city to the landmark |
| Bourgeoisie hotel | Higher-service districts, town hall work, or Art Atelier plans are stable | Luxury goods or public services are unreliable | Stabilize the rich district before tourists arrive |
| Temporary test hotel | You are converting an old save and want a safe read | You need to demolish core roads to fit it | Test on the edge of a stable district first |
The safest first hotel has three things close together: a road you can edit, a service stop tourists can pass naturally, and a landmark that already belongs to the city. Leave a little empty space around it. Tourism routes are easier to adjust when you can slide a plaza, add decorations, or bend a road without moving half the town.
Common Tourist Route Failures
| Problem | Likely cause | Fix |
|---|---|---|
| Tourists ignore the route | Hotel and landmark are not connected cleanly | Redraw around a shorter, clearer path |
| Route looks pretty but pays poorly | Services and workers are weak | Add food, leisure, public service, and worker support |
| Happiness drops after hotels | Tourism was added to an unstable district | Fix resident needs first |
| Hotel area starves shops | Warehouse coverage is too thin | Add or move warehouse support before expansion |
| Landmark feels wasted | It is isolated from roads or services | Move it into the route chain |
| Requests stall | You built the wrong piece for the current objective | Re-read the request and change one thing at a time |
Hotels: Build Or Wait
| Hotel move | Build now if… | Wait if… |
|---|---|---|
| First hotel | Happiness, workers, roads, and warehouse reach are stable | You are still below 60% happiness |
| Second hotel | The first route works and requests support expansion | You have not watched the first hotel long enough |
| Luxury hotel | Bourgeoisie services and high-appeal district already exist | You are using it to rescue an empty district |
| Coastal hotel | Rocemaree route has beach appeal and services | It sits far from all road and warehouse support |
Old-Save Tourism Conversion
If you are opening an older Town to City save after the 1.0 update, do not rebuild the whole city around tourism on the first night. Older towns were usually built around warehouses, residents, research, and production. Tourism adds hotels and routes on top of that, so a rushed rebuild can break the systems that were already working.
Use this conversion route:
- Save before touching roads.
- Check average happiness and worker pressure.
- Pick one serviced district that already has decorations.
- Place one hotel near that district, not at the prettiest distant landmark.
- Connect one landmark or civic stop.
- Watch the route, resident needs, and request progress before moving major buildings.
The best old-save test is reversible. If the hotel creates pressure, you can move it, shorten the route, or return to the old road layout. If it works, then you can plan a second hotel near a different attraction.
Rocemaree Route Examples
Rocemaree is the most natural place to test the 1.0 tourism layer because the official announcement ties the new map to hotels, tourist routes, two monumental ruins, beach decorations, Lighthouse, Obelisk, and new requests. Use those pieces as route anchors, but still build the route around services.
| Route | Good anchor | Support pieces | Watch for |
|---|---|---|---|
| Lighthouse walk | Lighthouse plus beach decorations | Food stop, short road, warehouse reach | Coastline routes becoming too long |
| Ruin plaza loop | One monumental ruin and a plaza | Public service, decorations, nearby housing | A pretty ruin with no useful street around it |
| Obelisk civic route | Obelisk, town hall, or Art Atelier | Bourgeoisie service chain and strong goods flow | High-class districts falling behind on needs |
| First request route | Whatever the current request names | Only the buildings needed for that request | Building all tourism pieces before reading the request |
For request-driven routes, keep the route narrow. If the request wants a specific tourism piece, solve that first. You can always turn a working route into a prettier route later.
Fix A Weak Route In One Change
When a tourist route is not working, make one change and watch the result. If you change hotel placement, roads, services, decorations, and warehouses all at once, you will not know what fixed it.
| Symptom | Try one change first |
|---|---|
| Tourists walk too far | Move the route toward a nearer landmark |
| Route has no life | Add one service stop on the path |
| Hotel district feels isolated | Move or add warehouse support nearby |
| Requests do not move | Re-read the request and remove unrelated tourism pieces from the test |
| Happiness drops | Pause hotel expansion and fix resident needs |
| Route looks flat | Add decorations after the service chain works |
The cleanest fix is usually shorter, not bigger. A compact route from hotel to plaza to landmark teaches you more than a grand coastal walk that passes nothing useful.
Next Pages To Open
- Town to City Tourism Planner
- Town to City 1.0 Update
- Town to City Layout Guide
- Town to City Beginner Guide
- Town to City Hub
Sources
FAQ
How do tourist routes work in Town to City?
The 1.0 update lets players design scenic routes for tourists between hotels, landmarks, and attractive districts. Keep early routes short and supported by services.
What should the first tourist route connect?
Connect one hotel to a real landmark or scenic district, then add food, leisure, public service, decorations, and warehouse support nearby.
What landmarks were added in Town to City 1.0?
The official 1.0 announcement lists Lighthouse and Obelisk monuments, plus two monumental ruins on the Rocemaree campaign map.
Should I build all three hotels immediately?
No. Start with one hotel and one short route, then watch worker load, route behavior, requests, and citizen happiness before adding more.
Why is my tourist route weak?
Common causes are poor happiness, weak warehouse coverage, no nearby services, isolated landmarks, long empty roads, or workers being pulled from core production.