Town to City City Builder

Town to City Guide

Build Your Mediterranean Dream City — the complete guide to Town to City, the cozy grid-less city builder from Galaxy Grove.

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15+Guide pages 4Citizen tiers 30+Buildings covered 5.7kSteam reviews (97%)

Town to City is a cozy, grid-less Mediterranean city builder where layout matters more than micromanagement. Instead of rigid zoning squares, you shape organic streets, waterfronts, and districts, then keep citizens happy enough to grow through four social tiers. The guides below cover the system depth that the pretty screenshots hide.

Every page is checked against the current build (updated for Patch 1.0.4, June 2026). The full wiki lives on the sub-site, where deep tables replace walls of text with data you can actually use.

Essential Guides

Everything you need
Essential

Complete Building Guide

Every building explained with production stats, citizen needs, and optimal placement strategies.

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Popular

Layout Masterclass

Grid-less city planning: organic streets, district zoning, waterfront design, and beauty optimization.

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New Player

Beginner's Guide

Your first hour in Town to City: starting steps, early priorities, and common mistakes to avoid.

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Strategy

Research Tree Guide

Optimal research order, key unlocks, and which technologies to prioritize for fast growth.

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Advanced

Economy & Income

Master taxes, trade routes, and tourism to build a thriving Mediterranean economy.

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Guide

Citizen Management

Worker, Artisan, Bourgeoisie tiers explained. Happiness, families, pets, and population growth.

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Key Buildings

Unlock priority
BuildingEffectUnlock Cost
Town HallUnlocks city management & taxesTier 1 — Free
MarketplaceBoosts trade income by 25%Tier 2 — 500 coin
UniversityEnables advanced researchTier 3 — 2,000 coin
Tourist PierUnlocks tourism revenue streamTier 4 — 5,000 coin

Quick Tips

Pro strategies
Layout

Place parks between houses, not in separate districts — overlapping beauty bonuses stack.

Economy

Connect towns with trade routes early. Passive income scales with each new settlement.

Planning

Research decoration unlocks before expanding too fast to keep beauty scores high.

Quality

Use first-person mode (F key) to walk your streets and spot ugly areas citizens hate.

Citizen Tiers at a Glance

Who staffs what

Town to City runs on a class-based labor system: Workers, Artisans, and Bourgeoisie each fill different job slots and pay different taxes. The Beginner's Guide lists the three tiers with the buildings they staff — we reproduce that table here so you can read the real structure instead of a made-up population chart.

TierRoleStaffs
WorkerFoundation workforceFarms, basic production, warehouses
ArtisanSkilled laborBakeries, Wineries, Hattery, Pubs
BourgeoisieElite classAdvanced buildings, highest tax income

Crop Tiers & What They Power

Farming depth

Farming is the economic foundation of your town. Each farm tier unlocks new crops that feed production buildings. The Beginner's Guide maps every tier to the building it powers — we surface the same data without inventing a fake yield table.

TierCropsPowers
Tier 1Grapes, Corn, WheatBakery (Corn + Wheat) and Winery (Grapes)
Tier 2Beeswax, Cotton, RoseHattery — your first apparel building
Tier 3Hops, Potatoes, Tomatoes, LettucePub — leisure building. Farm surface doubles!
Tier 4Pumpkin, Lavender, Medicinal HerbsCity-rank buildings (Apothecary, Perfumer, Cathedral, Restaurant)

Frequently Asked Questions

FAQ
How should I plan my first town?
Specialize instead of trying to make every town self-sufficient. On the default map, develop Belvau as the administration and research hub, Fontebrac as agriculture, and Rocemarée as tourism. Each town doing one job well beats three half-built towns.
When should I research decoration unlocks?
Before you expand too fast. Decoration and beauty unlocks keep your beauty scores high as the population grows, which protects citizen happiness and tax income. Build them into your plan early rather than after complaints appear.
What is the fastest way to grow income?
Connect towns with trade routes early so passive income scales with each new settlement, then add a Marketplace for a 25% trade bonus. Tourism is the larger long-term stream, but it needs Hotels, scenic routes, and attractions before it pays off.
How do I develop the three towns without stalling?
The default map features three distinct towns — Belvau (main hub), Fontebrac (agriculture), and Rocemarée (tourism). Develop each with a clear focus rather than trying to make every town self-sufficient. Fontebrac should focus on farming and granaries, Rocemarée on hotels and attractions, and Belvau on administration, research, and processing.
How do I plan crop ratios before planting?
Different crop-powered buildings consume crops at very different rates. The Pub needs 75 Hops vs. 25 of each other crop — plant roughly 3x more Hops than other Tier 3 crops. The Candle Maker alone consumes 75 Beeswax, rivaling the combined demand of Hattery and Cathedral. Reference the exact input requirements before planting.
When should I place warehouses?
Warehouses have a transport range. Buildings within range automatically access stored goods, while those outside require manual hauling. Place warehouses strategically between farm districts, processing buildings, and shops to minimize transport time and prevent production stalls.
Why does tourism need infrastructure?
Tourism revenue does not happen automatically. You need Hotels, scenic routes, and attractions (Lighthouse, Art Atelier, Monumental Ruins, Obelisk). Beach-themed decorations also boost appeal. Dedicate Rocemarée to tourism with high beauty scores and connected scenic routes for maximum returns.

Want the full building and economy tables?

The Town to City wiki covers all 30+ buildings, the four citizen tiers, research order, and a tourism build path — written for players who want to understand the systems, not just copy a layout.

Open the Town to City wiki →

About this portal

Town to City is developed by Galaxy Grove and published by Kwalee. This portal is an independent fan guide and is not affiliated with the studios. All game content belongs to its respective owners.

The portal mirrors the structure of the full wiki so search engines and new players can find the right page fast, then move to the deep guides on the sub-site.