Guides
Town to City Tourist Routes: Hotels and Landmarks
Quick Answer
Build Town to City tourist routes only after the city is stable: place one hotel near services, connect it to a real landmark, keep warehouse coverage close, check worker load, and test one short route before adding more hotels.
Town Planning Board
Tourist Route Workbench
Pick a request, route, blocker, and hotel, then use the route line and fix order before drawing roads.Tourist Route Workbench
Build One Route You Can Actually Test
Pick the request, route shape, city blocker, and hotel. The route line, node map, fix order, and copyable plan update together.Pick a route shape to inspect the stops.
- Pick a route, request, problem, and hotel size.
Saved on this device after each change.
Route shapeRoute appears here.
Support packSupport pack appears here.Suggested items appear here.
Fix firstFix order appears here.
AvoidRisk note appears here.
Stop ifStop condition appears here.
Route Recipe Library
Find A Route Shape, Then Load It Into The Workbench
Search by landmark, hotel tier, support layer, or failure risk when the route shape dropdown feels too abstract.Choose a route recipe.
Hotel:Hotel type appears here.
Route:Route shape appears here.
Support:Support layer appears here.
First fix:Fix order appears here.
Risk:Risk appears here.Lighthouse Beach Walk
Hotel:Inn or Boutique Hotel
Hotel -> beach chair cluster -> Lighthouse -> food/leisure stop -> waterfront return roadObelisk Civic Plaza
Hotel:Inn or Boutique Hotel
Hotel -> formal plaza -> Obelisk -> market or City Hall street -> return roadRuin Plaza Loop
Hotel:Boutique Hotel
Hotel -> scenic road -> monumental ruin -> decorated plaza -> service stopArt Atelier Avenue
Hotel:Boutique Hotel or Grande Hotel
Hotel -> luxury/service street -> Art Atelier -> decorated return avenueStation Arrival Route
Hotel:Inn
Station approach -> hotel -> decorated service street -> small landmark or plazaForest Getaway
Hotel:Inn or Boutique Hotel
Hotel -> tree-lined road -> leisure stop -> decorated nature edge -> return pathGrande Hotel Resort Test
Hotel:Grande Hotel
Grande Hotel -> beach or civic landmark -> service district -> decorated return avenueOld-Save Probe
Hotel:Temporary Inn
Stable district edge -> temporary hotel -> nearby landmark -> one support stopMarket Picnic Loop
Hotel:Inn
Hotel -> market stalls -> picnic blanket plaza -> small landmark -> return roadSeparated Supply Road Route
Hotel:Inn or Boutique Hotel
Hotel -> scenic front road -> landmark -> services, while warehouse traffic uses a parallel supply roadHotel Route Editor Test
Hotel:Any placed hotel
Open the hotel route tool -> connect one landmark -> add one service stop -> watch the resultFontebrac Supply-Safe Route
Hotel:Inn or Boutique Hotel
Hotel -> food market edge -> civic or scenic stop -> return road away from farm/granary trafficCity Stage Destination Route
Hotel:Boutique Hotel or Grande Hotel
Hotel -> tourist destination -> Obelisk/Lighthouse/Art Atelier -> service-backed returnTown Hall Department Walk
Hotel:Boutique Hotel
Hotel -> civic service street -> City Hall department -> Obelisk or plaza -> return roadRocemaree Ruins Chain
Hotel:Inn or Boutique Hotel
Hotel -> first monumental ruin -> plaza rest stop -> second ruin or Obelisk -> service returnThree Hotel Split Test
Hotel:Rocemaree tourist hotels
Hotel A -> nearby landmark, Hotel B -> service plaza, Hotel C waits until the first two routes workLeisure Park Stop
Hotel:Inn
Hotel -> leisure service -> tree and bench stop -> small plaza or landmark -> return roadShort Supported Walk
Hotel:Inn
Hotel -> staffed food stop -> closest landmark or plaza -> service-backed return roadBoutique Market Street
Hotel:Boutique Hotel
Boutique Hotel -> market street -> decorated plaza -> Art Atelier or civic stop -> returnNo route recipe matches. Clear search or switch groups.
Route Score
Check The Route Before Drawing More Roads
Score the hotel chain, landmark, services, workers, warehouse distance, and road pressure before committing a tourism district.Choose the current route state to get the next move.
Service Coverage
Make The Tourist Walk Useful For Residents Too
Tick these only after the live district proves the service still works after hotel placement.Route Proof
Use A Short Proof List Before The Second Hotel
These are the quick checks that stop one good-looking route from becoming a city-wide rebuild.The Town to City tourist routes workbench above is for the 1.0 tourism layer: choose the active request, pick or auto-load a route shape, mark the biggest blocker, choose a hotel size, then copy one build order before drawing roads. Open the broader Town to City Tourism Readiness Check when you are deciding whether tourism should start at all. Stay here once you are ready to draw or fix one route.
The Town to City 1.0 update confirms Rocemarée, two monumental ruins, Inn, Boutique Hotel, Grande Hotel, tourist routes, Lighthouse and Obelisk monuments, 11 requests, new houses, Bourgeoisie mechanics, City Hall departments, Art Atelier decorations, beach-themed decorations, and autosave settings.
Quick Answer
Your first tourist route should be small. In the workbench, start with the current request or No request / just planning, choose a compact route shape, pick the real blocker in your save, and use Inn / starter hotel unless the district is already proven. The output gives you the route order, the visible route nodes, the first fix, and the risk to watch.
| Route goal | Hotel start | Landmark or service to test |
|---|---|---|
| Safe first route | Inn / starter hotel | One nearby service plus one real landmark |
| Coastal route | Inn or Boutique Hotel | Lighthouse, beach decoration, food stop |
| Civic route | Boutique Hotel only if services are stable | City Hall, Art Atelier, plaza, public service |
| Monument route | One hotel near a working district | Obelisk or ruin with short roads |
| Old save test | Temporary hotel | One existing landmark before rebuilding roads |
| Route piece | Good first choice |
|---|---|
| Hotel | One Inn or starter hotel near a stable serviced district |
| Landmark | Lighthouse, Obelisk, ruin, town hall, Art Atelier, plaza, or decorated civic stop |
| Services | Food, leisure, public service, decorations, and warehouse coverage |
| Workers | Enough staff that hotels do not strip research, farms, or shops |
| Warehouse | A nearby cell that keeps route services stocked |
| Road shape | Short loop or gentle line, not a long empty sightseeing trail |
| Expansion | Leave room for a second hotel after the first route works |
Do not build the Inn, Boutique Hotel, and Grande Hotel all at once. Tourism is easier to tune when one route teaches you the current build’s behavior.
How To Use The Route Workbench
| Workbench choice | What to pick |
|---|---|
| Current request | Pick the 1.0 request if one is active; it will try to load the closest route shape |
| Route shape | Choose the hotel-to-landmark recipe that matches your town: coast, civic, station, forest, old save, or late game |
| Biggest blocker | Pick the real problem: service slots, warehouse range, road bottleneck, worker drain, food chain, or route editor uncertainty |
| Hotel size | Start with Inn unless the district already supports Boutique Hotel or Grande Hotel pressure |
Copy the generated plan, build one route, then wait before adding the next hotel. Use the route node buttons to inspect the hotel, support stop, landmark, service, and return path. If the workbench says to fix warehouse reach, service slots, food, workers, or roads first, do that before adding decorations or a bigger hotel.
First Tourist Route Formula
Use this shape:
- Hotel beside a working road.
- Landmark within a short walk.
- Food or leisure near the route.
- Decorations and lighting filling the visual gaps.
- Warehouse coverage close enough that services do not starve.
- Open space for a future hotel or request building.
That route works because it uses the existing city instead of trying to create a visitor island from nothing.
Rocemaree Route Ideas
Rocemaree is the official new 1.0 campaign map. The Steam announcement says it includes two monumental ruins and three hotels for tourists. It also adds beach-themed decorations, which makes the map a natural place to test scenic coastal routes.
| Rocemaree idea | Route shape | Check first |
|---|---|---|
| Seaside hotel walk | Inn or Boutique Hotel -> beach decorations -> Lighthouse -> food stop | Roads and workers are ready |
| Monument loop | Hotel -> monumental ruin -> Obelisk -> decorated plaza | Landmark spacing is not too long |
| Civic culture route | Hotel -> town hall -> Art Atelier -> high-appeal street | Bourgeoisie services and goods are stable |
| Old-save probe | Temporary hotel -> one landmark -> one service stop | Existing happiness remains above 60% |
The exact map shape matters. If Rocemaree gives you a beautiful coast but weak service access, build the road and support first.
Route Scoring Checklist
Before you judge whether tourism is weak, check the basics:
| Check | Pass sign |
|---|---|
| Happiness | Residents are above 60% and not falling |
| Hotel access | Hotel connects to a road and useful district |
| Landmark quality | At least one route stop is a real attraction |
| Services | Food, leisure, public service, or luxury support exists nearby |
| Workers | Tourism jobs are not starving shops or research |
| Logistics | Warehouse reach covers the hotel district |
| Route shape | Tourists do not walk through empty roads for most of the route |
| Requests | 1.0 request text matches what you are building |
Request-To-Route Matching
Use the workbench above for the 11 official 1.0 requests. Choose a request and the tool loads the closest route recipe, support pack, blocker fix, hotel-size warning, and copyable build order. A request should shape one route choice, not trigger a full city rebuild.
| Request group | Names to watch | Route habit |
|---|---|---|
| Landmark | Appropriate obelisk, Motherly light, Pillar to roof, Sight for shore eyes | Tie the route to Obelisk, Lighthouse, ruins, or shore appeal |
| Hotel | Sleep little ducky, Forest getaway | Keep lodging near services and a short scenic path |
| Route | Bestest route, Station to station | Shorten paths and connect real stops |
| Civic or economy | Dear mayor, That’ll be a dime | Check City Hall, income, and worker pressure |
| Leisure | Harmless fun | Add service or appeal after logistics are stable |
If the checklist fails, fix the city before adding more hotels.
How To Read The Workbench Output
The workbench is not a hidden in-game score. It is a route planning surface for the route you are about to draw. Treat it like a build order: one hotel, one useful route shape, one current request if active, one blocker to fix first.
| Output area | What it means | Best next move |
|---|---|---|
| Route Plan | The recipe and build order to test | Copy it before moving roads or hotels |
| Route nodes | The visible stops tourists should pass | Keep each stop close enough to feel intentional |
| Fix first | The weakest support layer | Repair this before expanding hotels |
| Avoid | The failure risk for this route | Watch this during the first full cycle |
Do not try to rescue a weak route with more monuments. A beautiful Lighthouse route still fails if the hotel district cannot receive goods, feed visitors, staff buildings, or keep residents happy. If the route still feels weak in the live build, shorten the path first. Long empty roads are usually worse than one compact route through a busy civic street.
Hotel Placement Decision Table
The first hotel should make an existing district better. It should not become a lonely tourism island that needs its own warehouse, food chain, worker pool, and decorations before it does anything.
| Placement idea | Use it when | Avoid it when | First fix |
|---|---|---|---|
| Town-center hotel | Services, public buildings, and decorations are already nearby | Roads are cramped and goods are already slow | Move stalls or add a warehouse cell before tourism |
| Seaside hotel | Rocemaree gives you coast, beach decorations, or Lighthouse access | The coast has no food, public service, or worker support | Build a short service street behind the hotel |
| Monument hotel | A ruin, Obelisk, or plaza sits near a working district | The landmark is far from roads and storage | Pull the route toward the city instead of stretching the city to the landmark |
| Bourgeoisie hotel | Higher-service districts, town hall work, or Art Atelier plans are stable | Luxury goods or public services are unreliable | Stabilize the rich district before tourists arrive |
| Temporary test hotel | You are converting an old save and want a safe read | You need to demolish core roads to fit it | Test on the edge of a stable district first |
The safest first hotel has three things close together: a road you can edit, a service stop tourists can pass naturally, and a landmark that already belongs to the city. Leave a little empty space around it. Tourism routes are easier to adjust when you can slide a plaza, add decorations, or bend a road without moving half the town.
Common Tourist Route Failures
| Problem | Likely cause | Fix |
|---|---|---|
| Tourists ignore the route | Hotel and landmark are not connected cleanly | Redraw around a shorter, clearer path |
| Route looks pretty but pays poorly | Services and workers are weak | Add food, leisure, public service, and worker support |
| Happiness drops after hotels | Tourism was added to an unstable district | Fix resident needs first |
| Hotel area starves shops | Warehouse coverage is too thin | Add or move warehouse support before expansion |
| Landmark feels wasted | It is isolated from roads or services | Move it into the route chain |
| Requests stall | You built the wrong piece for the current objective | Re-read the request and change one thing at a time |
Hotels: Build Or Wait
| Hotel move | Build now if… | Wait if… |
|---|---|---|
| First hotel | Happiness, workers, roads, and warehouse reach are stable | You are still below 60% happiness |
| Second hotel | The first route works and requests support expansion | You have not watched the first hotel long enough |
| Luxury hotel | Bourgeoisie services and high-appeal district already exist | You are using it to rescue an empty district |
| Coastal hotel | Rocemaree route has beach appeal and services | It sits far from all road and warehouse support |
Hotel Names In 1.0
| Hotel | Best first use |
|---|---|
| Inn | First route test and old-save conversion |
| Boutique Hotel | More styled district after services are stable |
| Grande Hotel | Larger tourism push after workers, warehouses, and landmarks are ready |
Old-Save Tourism Conversion
If you are opening an older Town to City save after the 1.0 update, do not rebuild the whole city around tourism on the first night. Older towns were usually built around warehouses, residents, research, and production. Tourism adds hotels and routes on top of that, so a rushed rebuild can break the systems that were already working.
Use this conversion route:
- Save before touching roads.
- Check average happiness and worker pressure.
- Pick one serviced district that already has decorations.
- Place one hotel near that district, not at the prettiest distant landmark.
- Connect one landmark or civic stop.
- Watch the route, resident needs, and request progress before moving major buildings.
The best old-save test is reversible. If the hotel creates pressure, you can move it, shorten the route, or return to the old road layout. If it works, then you can plan a second hotel near a different attraction.
Rocemaree Route Examples
Rocemaree is the most natural place to test the 1.0 tourism layer because the official announcement ties the new map to hotels, tourist routes, two monumental ruins, beach decorations, Lighthouse, Obelisk, and new requests. Use those pieces as route anchors, but still build the route around services.
| Route | Good anchor | Support pieces | Watch for |
|---|---|---|---|
| Lighthouse walk | Lighthouse plus beach decorations | Food stop, short road, warehouse reach | Coastline routes becoming too long |
| Ruin plaza loop | One monumental ruin and a plaza | Public service, decorations, nearby housing | A pretty ruin with no useful street around it |
| Obelisk civic route | Obelisk, town hall, or Art Atelier | Bourgeoisie service chain and strong goods flow | High-class districts falling behind on needs |
| First request route | Whatever the current request names | Only the buildings needed for that request | Building all tourism pieces before reading the request |
For request-driven routes, keep the route narrow. If the request wants a specific tourism piece, solve that first. You can always turn a working route into a prettier route later.
Fix A Weak Route In One Change
When a tourist route is not working, make one change and watch the result. If you change hotel placement, roads, services, decorations, and warehouses all at once, you will not know what fixed it.
| Symptom | Try one change first |
|---|---|
| Tourists walk too far | Move the route toward a nearer landmark |
| Route has no life | Add one service stop on the path |
| Hotel district feels isolated | Move or add warehouse support nearby |
| Requests do not move | Re-read the request and remove unrelated tourism pieces from the test |
| Happiness drops | Pause hotel expansion and fix resident needs |
| Route looks flat | Add decorations after the service chain works |
The cleanest fix is usually shorter, not bigger. A compact route from hotel to plaza to landmark teaches you more than a grand coastal walk that passes nothing useful.
Next Pages To Open
- Town to City Tourism Readiness Check
- Town to City Farming Guide
- Town to City 1.0 Update
- Town to City Layout Guide
- Town to City Beginner Guide
- Town to City Hub
Sources
FAQ
How do tourist routes work in Town to City?
The 1.0 update lets players design scenic routes for tourists between hotels, landmarks, and attractive districts. Keep early routes short and supported by services.
What should the first tourist route connect?
Connect one hotel to a real landmark or scenic district, then add food, leisure, public service, decorations, and warehouse support nearby.
What landmarks were added in Town to City 1.0?
The official 1.0 announcement lists Lighthouse and Obelisk monuments, plus two monumental ruins on the Rocemaree campaign map.
Should I build all three hotels immediately?
No. Start with one hotel and one short route, then watch worker load, route behavior, requests, and citizen happiness before adding more.
Why is my tourist route weak?
Common causes are poor happiness, weak warehouse coverage, no nearby services, isolated landmarks, long empty roads, or workers being pulled from core production.