City Builder
Build Your Mediterranean Dream City — the complete guide to Town to City, the cozy grid-less city builder from Galaxy Grove.
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.
Every building explained with production stats, citizen needs, and optimal placement strategies.
Open →Grid-less city planning: organic streets, district zoning, waterfront design, and beauty optimization.
Open →Your first hour in Town to City: starting steps, early priorities, and common mistakes to avoid.
Open →Optimal research order, key unlocks, and which technologies to prioritize for fast growth.
Open →Master taxes, trade routes, and tourism to build a thriving Mediterranean economy.
Open →Worker, Artisan, Bourgeoisie tiers explained. Happiness, families, pets, and population growth.
Open →| Building | Effect | Unlock Cost |
|---|---|---|
| Town Hall | Unlocks city management & taxes | Tier 1 — Free |
| Marketplace | Boosts trade income by 25% | Tier 2 — 500 coin |
| University | Enables advanced research | Tier 3 — 2,000 coin |
| Tourist Pier | Unlocks tourism revenue stream | Tier 4 — 5,000 coin |
Place parks between houses, not in separate districts — overlapping beauty bonuses stack.
Connect towns with trade routes early. Passive income scales with each new settlement.
Research decoration unlocks before expanding too fast to keep beauty scores high.
Use first-person mode (F key) to walk your streets and spot ugly areas citizens hate.
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.
| Tier | Role | Staffs |
|---|---|---|
| Worker | Foundation workforce | Farms, basic production, warehouses |
| Artisan | Skilled labor | Bakeries, Wineries, Hattery, Pubs |
| Bourgeoisie | Elite class | Advanced buildings, highest tax income |
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.
| Tier | Crops | Powers |
|---|---|---|
| Tier 1 | Grapes, Corn, Wheat | Bakery (Corn + Wheat) and Winery (Grapes) |
| Tier 2 | Beeswax, Cotton, Rose | Hattery — your first apparel building |
| Tier 3 | Hops, Potatoes, Tomatoes, Lettuce | Pub — leisure building. Farm surface doubles! |
| Tier 4 | Pumpkin, Lavender, Medicinal Herbs | City-rank buildings (Apothecary, Perfumer, Cathedral, Restaurant) |
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.
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.