Grid-Less City Layouts & Planning
Town to City breaks free from the grid. Buildings can be freely placed, rotated, and arranged organically. Here is how to plan your towns for beauty and efficiency.
Layout Planning at a Glance
Every layout decision on this page comes back to five levers. The detailed sections below explain each one.
| Lever | What It Controls |
|---|---|
| Building placement | No snap-to-grid. Angle and position every structure for organic streets and clustered plazas. |
| Service coverage | Shops, Town Hall, and the Research Center only pay off inside their walking/transport range. Extend coverage first, then density. |
| Beauty | Drives happiness, attracts higher-tier citizens, and boosts tourism income. It is an economic lever rather than decoration. |
| Terraforming | Elevation, water, and terrain tools: plan major projects before placing expensive buildings. |
| Multi-town network | Three regions, each specialized, connected by trade and transport routes. |
The Grid-Less Philosophy
Town to City has no snap-to-grid mechanic. You can place buildings at any angle and position, creating organic, winding streets and clustered plazas. This design philosophy encourages Mediterranean-style towns that grow naturally rather than grid-aligned blocks.
Beauty is directly tied to economic outcomes: higher beauty attracts higher-tier citizens and boosts tourism income. A beautifully planned town looks good and performs better economically.
Terraforming & Terrain
Town to City includes land and water terraforming tools. You can reshape elevation, create water features, and modify terrain. The Steam description confirms: "Freely shape the land beneath your feet with terraforming tools for elevation, water, and terrain."
Use terraforming to create scenic terrain features that boost beauty scores. Higher ground provides natural sightlines and visual appeal. Water features add aesthetic value to surrounding areas. Plan major terraforming projects before placing expensive buildings to avoid relocation costs.
Multi-Town Specialization
The game supports multiple towns on the same map, connected by trade and travel routes. The default setup features three regions:
Main hub: housing, administration, research
Agriculture: farms, granaries, crop production
Tourism: hotels, scenic routes, landmarks
Specialize each town for a clear economic purpose. Connect them with trade routes and transport links. A well-planned network of specialized towns generates more income than a single sprawling city. The research tree benefits all connected towns, so centralize research in your main hub.
Choose Your Layout Goal
Three planning goals cover most towns. Pick one goal for each district (or each region) instead of chasing all three at once.
Cluster housing around plazas, let streets wind, and check the result in first-person view. Beauty adjacency rewards decoration placed between houses, not in a far-off park district.
Develop the waterfront: Hotels, the Lighthouse, and attractions along the shoreline of Rocemarée. Terraform water features and elevation first, since scenic terrain multiplies the tourism payoff.
Dedicate Fontebrac to farming, keep granaries and warehouses inside transport range, and connect everything with trade routes. Leave room. Tier 3 farms double their surface area.
Practical Layout Tips
Siting Logic: Where a Building Actually Goes
The placement rules on this page all follow from one fact: in Town to City, distance is paid for in worker travel time, and buildings that look placed can still be functionally misplaced. Logistics buildings belong between production and consumption, not beside one end of the route. The production chain guide puts numbers on this: a Granary should sit within 3-4 tiles of its farm cluster because collection trips repeat all day, and warehouses work best as a distributed network, each serving a logistics cell of roughly 6-10 buildings rather than one giant depot near the train station. Stone roads on the highest-traffic logistics route are worth about 40% movement speed on that link, so upgrade the Granary-to-Warehouse path before decorating anything.
Service buildings follow the same logic from the other direction. Town Hall, the Research Center, and market stalls pay off inside their walking range, which makes the center of a residential district worth more than a pretty corner, because coverage reaches more citizens from the middle. The coastline is the exception: tourism buildings gain value from scenery rather than centrality, so Hotels and the Lighthouse belong on the waterfront of Rocemarée, after the water and elevation there have been terraformed to multiply the scenic payoff.
Common Layout Mistakes
- Covering ground before covering services. New districts that sit outside walking/transport range of shops, Town Hall, and the Research Center cost more happiness than the plots add. Extend coverage first, then density.
- Terraforming after placement. Moving expensive buildings later is a real cost. Reshape elevation and water before the structures that depend on the view or the terrain go down.
- Planning farms at their starting footprint. Farms double their surface area at Tier 3. A farm district sized for Tier 1 has no room left to grow, so leave margins from the start.
- One warehouse for the whole town. Warehouse workers stretched across too many destinations leave stalls empty while storage overflows. Distribute warehouses per district instead.
- Treating beauty as a separate park district. Beauty adjacency rewards decoration placed between houses, not concentrated far from where citizens live. Weave it into the streets you already build.
Last updated: 7 September 2026. This page is now the single layout reference for the site, and the separate “best city layout” page (4-lane boulevards, industrial downwind zoning) described a snap-to-grid city builder, not Town to City's grid-less model, so its URL redirects here without its claims being carried over.