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.
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 is not just aesthetic, it is economically superior.
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. Elevated positions provide 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.