Town to City Tips

Town to City Tips & Strategies

Practical tips for growing your Mediterranean town — from crop planning to tourism strategy, drawn from experienced players.

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The default map features three distinct towns — Belvau (main hub), Fontebrac (agriculture), and Rocemarée (tourism). The fastest way to stall a save is to treat them all as mini-cities. These ten tips are the difference between a town that grows and a town that merely survives.

Ten Practical Tips

Applied
01
Strategy

Specialize Your Towns

Develop each town 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.

02
Production

Plan Crop Ratios Around Building Inputs

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.

03
Economy

Use Warehouses to Bridge Production and Consumption

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.

04
Production

Farms Tier 3 Doubles Surface Area

When your farms reach Tier 3, the available farming surface doubles. This is a critical upgrade point — plan for it by leaving room around your farm plots. The extra space can accommodate the higher crop volumes needed for City-rank buildings like the Apothecary (80 Medicinal Herbs) and Pub (75 Hops).

05
Strategy

Monitor Labor Priorities

Town to City uses a class-based labor system. Workers, Artisans, and Bourgeoisie fill different job slots. When you upgrade citizens, ensure you do not leave critical Worker positions unfilled. A Bourgeoisie citizen cannot work a farm — maintain a balanced tier distribution for stable production.

06
Economy

Tourism Needs 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.

07
Strategy

Research Center Benefits All Towns

The Research Center applies town-wide upgrades that benefit all your connected settlements. Place it in your main hub (Belvau) and assign Research Workers to unlock new buildings, decorations, and farm tier upgrades. Prioritize farm tier research to expand crop variety and production capacity.

08
Production

Happiness Drives Citizen Upgrades

Citizens need their needs met to upgrade to higher tiers. Food access, goods availability, and beauty all contribute to satisfaction. Satisfied citizens upgrade more readily, generating higher tax income and unlocking advanced buildings. Check citizen needs regularly and address shortages before they spread.

09
Strategy

Buildings Can Be Moved

Town to City allows building movement. If you place a building in a suboptimal location, you can relocate it rather than demolishing and rebuilding from scratch. Use this to refine your layouts as you understand how coverage ranges and transport work.

10
Quality

Use Photo and First-Person Modes

Town to City features a photo mode and first-person view for walking through your streets. Use these to inspect your town closely and identify traffic bottlenecks, uncovered areas, or aesthetic issues that are not visible from the standard top-down view. These modes are also great for sharing your creations.

The Three Towns on the Default Map

Real layout, not fake tier

The fastest way to stall a save is to treat every town the same. The Tips page names the three towns on the default map — Belvau, Fontebrac, Rocemarée — each with a clear job. We reproduce that read here as a table so you see the real split instead of a manufactured power ranking.

TownFocusWhat it staffs / unlocks
BelvauMain hub — administration, research, processingCity management, the Research Center, and advanced processing buildings.
FontebracAgriculture — farming and granariesFarms, granaries, and the crop supply that feeds your production chain.
RocemaréeTourism — hotels and attractionsHotels, scenic routes, and attractions (Lighthouse, Art Atelier, Monumental Ruins, Obelisk).

Crop Inputs: What Powers Your Buildings

Exact, not estimated

Different crop-powered buildings consume crops at very different rates. The Tips page gives the exact reads — the Pub needs 75 Hops vs. 25 of each other crop, the Candle Maker alone consumes 75 Beeswax. We show the same input table without smoothing the numbers into a fake average.

BuildingCrop demandCompared to baseline
Pub75 Hops3x more than the 25 of each other Tier 3 crop
Candle Maker75 BeeswaxRivaling the combined demand of Hattery and Cathedral
BakeryCorn + WheatPowers bread production alongside the Winery
WineryGrapesPowers drink production from Tier 1 grapes

Frequently Asked Questions

FAQ
Why do my crop-powered buildings keep running out of inputs?
Because crop consumption is very uneven. The Pub and Candle Maker consume far more of specific crops (Hops, Beeswax) than other buildings. Plant those crops at roughly 3x the volume of other Tier 3 crops and check the exact input table before committing farm space.
Why is my tourism income so low?
Tourism is infrastructure, not a toggle. You need Hotels, connected scenic routes, and attractions (Lighthouse, Art Atelier, Monumental Ruins, Obelisk) plus high beauty scores. A tourism town without that backbone will never pay off.
My citizens upgraded but production got worse — why?
You likely left critical Worker slots empty. A Bourgeoisie citizen cannot work a farm. When you upgrade tiers, keep a balanced distribution so essential jobs stay filled.
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.
What is the fastest way to upgrade citizens?
Citizens need their needs met to upgrade to higher tiers. Food access, goods availability, and beauty all contribute to satisfaction. Satisfied citizens upgrade more readily, generating higher tax income and unlocking advanced buildings. Check citizen needs regularly and address shortages before they spread.

Want the full building and economy tables?

The Town to City wiki has all 30+ buildings, the citizen tier system, research order, and a tourism build path with exact numbers.

Open the Town to City wiki →