Industry Chains Guide

A thriving town economy in Town to City is not built on raw materials — it is built on chains. Raw cotton sells for pennies; finished luxury garments sell for gold. Understanding how to transform basic resources into high-value goods through multi-step production chains is the difference between a struggling village and an economic powerhouse. This guide maps every industry chain, the buildings required at each step, and the trade routes that turn goods into gold.

Core Industry Chains — From Raw to Riches

IndustryRawProcessedFinishedKey BuildingProfit
Textile IndustryCotton Fields, Sheep PasturesCotton → Thread → Fabric; Wool → Yarn → ClothClothing, Uniforms, Luxury GarmentsWeaver Workshop, Tailor ShopMedium — steady demand, low margin unless luxury tier
Food ProcessingWheat Farms, Cattle Ranches, Fishing DocksWheat → Flour → Bread; Milk → Cheese; Fish → Smoked FishBread, Cheese, Preserved Meat, Canned GoodsMill, Bakery, SmokehouseHigh — food is always in demand; preserved goods sell to traders at premium
MetalworkingIron Mine, Coal MineIron Ore → Iron Ingots → Steel IngotsTools, Weapons, Construction Materials, MachinerySmelter, Forge, Machine ShopVery High — late-game economic engine; steel sells for premium to all trade partners
Timber IndustryForestry CampsLogs → Planks → Furniture; Logs → Pulp → PaperFurniture, Construction Materials, BooksSawmill, Carpenter Workshop, Paper MillLow-Medium — good early game, scales poorly late game; furniture niche is profitable
Luxury GoodsGold Mine, Gem Quarry, Silk Farm (imported)Gold Ore → Gold Ingots → Jewelry; Gems → Cut GemsJewelry, Decorations, Noble Gifts, Trade GoodsJeweler Workshop, GoldsmithMaximum — highest profit margin but requires multiple supply chains and skilled workers

Trade Routes — Get Your Goods to Market

RouteCostBest GoodsMarginRisk
Neighboring Town (Daily)Low — 1 cart, 2 workersBread, Basic Tools, Lumber10-15 percentMinimal — safe route, small profits
Regional City (Weekly)Medium — 2 carts, 4 workers, 1 guardSteel Tools, Furniture, Preserved Food20-30 percentLow — occasional bandit encounters
Capital City (Biweekly)High — 3 carts, 6 workers, 2 guardsLuxury Garments, Jewelry, Machinery35-50 percentMedium — bandits and broken cart risk; bring spare parts
Foreign Port (Monthly)Very High — ship charter, 8 workers, 4 guardsJewelry, Noble Gifts, Exotic Goods50-80 percentHigh — pirates, storms, market fluctuation; insurance recommended

FAQ

Which industry chain should I build first?

Food Processing is the safest first chain. It requires the lowest upfront investment (Mill and Bakery are cheap), has constant demand from your own town and trade partners, and cannot fail — people always need bread. Build the Timber Industry in parallel for construction materials. Once both are stable, invest in Metalworking for the late-game economic jump. Do not start with Luxury Goods — the supply chain requirements are too expensive for an early economy to support.

How do I prevent production bottlenecks?

Bottlenecks happen when one step in the chain produces faster than the next step can consume. The fix is buffer storage: place a warehouse between each production step with a minimum stock threshold. When raw cotton exceeds 200 in the warehouse, the Weaver knows to increase thread production. When thread exceeds 100, the Tailor increases clothing output. Buffer storage smooths out production rate differences and prevents the entire chain from stopping because one building is full.

When should I upgrade from local trade to long-distance routes?

Upgrade to regional city trade when you have at least two stable industry chains producing surplus goods. The higher transport cost is only profitable if you are sending full cartloads. Sending a half-empty cart to the capital loses money. The rule of thumb: only upgrade trade routes when your daily surplus exceeds the cart capacity of your current route. A Local cart holds 50 units; if you are producing 80 units daily, it is time for the Regional route.

Last updated: July 3, 2026. Industry chain data based on community economic modeling and gameplay testing.