Town to City Defense Layout — Best Wall Designs & Fortification Guide
Defense is the backbone of survival in Town to City. Without robust fortifications, even the most prosperous colony can fall to raiders, siege engines, or wandering monster hordes within minutes. This guide breaks down every defensive structure available in the game — from humble wooden palisades to reinforced stone bastions — and explains how to layer them into an impenetrable stronghold. Whether you are securing your first logging camp or fortifying a late-game capital, the principles here will keep your settlers safe and your treasury intact.
Wall Types and When to Upgrade
Walls are your primary line of defense. Each tier has a distinct role in the progression curve. Building too high a tier too early drains resources needed for economic growth; building too low leaves you vulnerable during raids. The table below compares every wall type in the game.
| Wall Type | Material | HP | Cost | Build Time | Best Use |
|---|---|---|---|---|---|
| Wooden Palisade | Timber | 800 | 150 Wood, 50 Labor | 2 days | Early game perimeter, temporary outposts |
| Stone Wall (Basic) | Stone Block | 2,500 | 400 Stone, 120 Labor | 5 days | Mid-game main settlement wall |
| Reinforced Stone | Stone + Iron Banding | 4,200 | 600 Stone, 80 Iron, 200 Labor | 8 days | Late game inner keep, vault protection |
| Fortified Bastion | Stone + Steel Core | 6,500 | 800 Stone, 150 Steel, 300 Labor | 12 days | Treasure vault, throne room enclosure |
| Earthwork Rampart | Compacted Earth + Timber | 1,200 | 200 Earth, 80 Wood, 60 Labor | 3 days | Outer perimeter, siege absorption |
| Iron Gate | Iron | 3,000 | 200 Iron, 80 Labor | 3 days | Gatehouse reinforcement, choke points |
Pro tip: Wooden Palisades can be upgraded to Stone Wall (Basic) by paying the cost difference, saving 30% of the original timber investment.
Gate Placement Strategy
Gates are the single most vulnerable point in any wall circuit. A poorly placed gate invites disaster — enemies will pathfind directly to it and concentrate fire. Follow these placement rules:
- Never face the main gate toward the enemy spawn direction. Use terrain — cliffs, rivers, dense forest — to force attackers around to a defensible approach angle.
- Always flank gates with towers on both sides. Overlapping fields of fire from two towers will destroy anything that reaches the gate.
- Build an inner gatehouse (double-gate system). If the outer gate falls, enemies enter a killing corridor trapped between the outer and inner gates with no cover.
- Sally ports — hidden side gates — are essential. During a siege, a sally port lets your melee units exit to destroy enemy siege engines from behind, then retreat before reinforcements arrive.
Iron Gates should be reserved for the main gatehouse and any choke-point corridors. Using iron on secondary gates is wasteful; reinforced wood or basic stone suffices for side entrances that rarely see combat.
Tower Positioning and Selection
Towers multiply your defensive firepower by granting elevated attack range, line-of-sight bonuses, and specialized damage types. The three tower varieties in Town to City are:
Optimal tower spacing places one tower within overlapping range of its neighbors — roughly every 12-15 wall tiles on flat terrain. On hilly maps, reduce spacing to 8-10 tiles since elevation blocks line of sight more aggressively.
Moats and Terrain Defenses
Moats are force multipliers that don't cost maintenance once dug. A dry moat (3 tiles wide, 2 deep) slows infantry to a crawl and prevents battering rams from reaching walls. A wet moat (requires a water source) adds drowning damage and completely blocks tunnelers. The labor cost is significant — approximately 400 labor-days for a full perimeter — but the return on investment during sieges is unmatched.
Natural terrain should never be wasted. Cliff edges count as impassable wall segments and require zero resources. Rivers act as permanent wet moats. Dense forests outside your walls slow enemy movement and can be set ablaze by fire arrows for area damage. A colony built into a mountain pass needs only two walls — the mountain handles the rest.
Layered Defense Doctrine
The strongest colonies use a layered defense — each layer bleeds the attacker before they reach the next. A complete layered setup has four rings:
- Outer Perimeter: Earthwork ramparts, spike pits, and forward watchtowers. Purpose: Alert you early and soften the initial wave.
- Outer Wall: Stone wall with archer towers. Purpose: Main engagement line. Holds the majority of your ranged defenders.
- Kill Zone / Moat: The space between outer and inner walls. Traps, oil cauldrons, and overlapping tower fire turn this into a death funnel.
- Inner Keep: Reinforced stone bastion with ballista towers. Purpose: Last stand. Protects your vault, throne room, and critical settlers.
| Threat Type | Wall Effectiveness | Tower Effectiveness | Moat Effectiveness | Recommended Layout |
|---|---|---|---|---|
| Bandit Raiders | High — Wood/Stone stops most | Very High — Archers decimate | Moderate — Slows approach | Single stone wall + corner towers |
| Siege Engines | Moderate — Trebuchets breach stone | High — Catapults counter-siege | High — Blocks battering rams | Double wall + moat + counter-siege towers |
| Tunnelers | Low — Bypass walls entirely | Low — No line of sight | Very High — Floods tunnels | Deep moat + inner patrol paths |
| Monster Horde | Very High — HP pool absorbs | High — AoE ballista towers | Moderate — Large creatures ford | Reinforced stone + fire towers + spike pits |
| Dragon/Wyvern | Low — Bypasses ground walls | High — Scorpion bolts vs air | None — Flies over | Anti-air ballista towers on elevated platforms |
| Night Assassins | Moderate — Can climb wood | Very High — Watchtowers detect stealth | Low — Swim silently | Stone walls + overlapping torch towers |
FAQ
When should I upgrade from wood to stone walls?
Upgrade after establishing steady stone production — typically around 25-30 settlers and a tier-2 quarry. Wood palisades hold fine against early wolf packs and bandit scouts (days 1-20). The first siege event triggers around day 30 on standard difficulty, which is your deadline for having at least a stone-walled perimeter on the primary approach.
Do walls need continuous coverage or can I leave gaps at cliffs?
Cliffs and deep water count as natural barriers — enemies cannot path through them. You can safely leave these segments unwalled. However, check the cliff edges carefully: any tile that shows a slope indicator can be climbed. True cliffs are completely vertical and marked with a darker rock texture on the minimap.
What is the best defense against late-game dragon attacks?
Dragons bypass ground walls entirely, so your defense must be vertical. Build Ballista Towers upgraded with Scorpion Bolts on elevated platforms (at least +3 height tiles). Position them centrally so their range bubbles cover the entire colony. Supplement with fire-resistant roof tiles on critical buildings (stone roofing upgrade). A dragon raid without scorpion coverage will burn 40-60% of a wooden colony in one pass.
Last updated: June 2026. Based on Town to City version 2.4 gameplay data. Wall HP values verified against latest patch notes.