Guides

Town to City Tourist Routes: Hotels and Landmarks

GuidesTown to CityTourist RoutesTourism

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.

Version focus Town to City 1.0 tourism update
Town to City tourist routes planner with hotel and landmark route

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.

Choosing a request loads the closest route recipe when there is a matching one.

Route PlanChoose four options.
Hotel

Pick a route shape to inspect the stops.

  1. 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.
Route group

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.
Rocemaree

Lighthouse Beach Walk

Hotel:Inn or Boutique Hotel

Hotel -> beach chair cluster -> Lighthouse -> food/leisure stop -> waterfront return road
Civic

Obelisk Civic Plaza

Hotel:Inn or Boutique Hotel

Hotel -> formal plaza -> Obelisk -> market or City Hall street -> return road
Rocemaree

Ruin Plaza Loop

Hotel:Boutique Hotel

Hotel -> scenic road -> monumental ruin -> decorated plaza -> service stop
Bourgeoisie

Art Atelier Avenue

Hotel:Boutique Hotel or Grande Hotel

Hotel -> luxury/service street -> Art Atelier -> decorated return avenue
Starter

Station Arrival Route

Hotel:Inn

Station approach -> hotel -> decorated service street -> small landmark or plaza
Scenic

Forest Getaway

Hotel:Inn or Boutique Hotel

Hotel -> tree-lined road -> leisure stop -> decorated nature edge -> return path
Late game

Grande Hotel Resort Test

Hotel:Grande Hotel

Grande Hotel -> beach or civic landmark -> service district -> decorated return avenue
Save test

Old-Save Probe

Hotel:Temporary Inn

Stable district edge -> temporary hotel -> nearby landmark -> one support stop
Starter

Market Picnic Loop

Hotel:Inn

Hotel -> market stalls -> picnic blanket plaza -> small landmark -> return road
Logistics

Separated Supply Road Route

Hotel:Inn or Boutique Hotel

Hotel -> scenic front road -> landmark -> services, while warehouse traffic uses a parallel supply road
Tool test

Hotel Route Editor Test

Hotel:Any placed hotel

Open the hotel route tool -> connect one landmark -> add one service stop -> watch the result
Farming

Fontebrac Supply-Safe Route

Hotel:Inn or Boutique Hotel

Hotel -> food market edge -> civic or scenic stop -> return road away from farm/granary traffic
Late game

City Stage Destination Route

Hotel:Boutique Hotel or Grande Hotel

Hotel -> tourist destination -> Obelisk/Lighthouse/Art Atelier -> service-backed return
Civic

Town Hall Department Walk

Hotel:Boutique Hotel

Hotel -> civic service street -> City Hall department -> Obelisk or plaza -> return road
Rocemaree

Rocemaree Ruins Chain

Hotel:Inn or Boutique Hotel

Hotel -> first monumental ruin -> plaza rest stop -> second ruin or Obelisk -> service return
Rocemaree

Three Hotel Split Test

Hotel:Rocemaree tourist hotels

Hotel A -> nearby landmark, Hotel B -> service plaza, Hotel C waits until the first two routes work
Leisure

Leisure Park Stop

Hotel:Inn

Hotel -> leisure service -> tree and bench stop -> small plaza or landmark -> return road
Starter

Short Supported Walk

Hotel:Inn

Hotel -> staffed food stop -> closest landmark or plaza -> service-backed return road
Bourgeoisie

Boutique Market Street

Hotel:Boutique Hotel

Boutique Hotel -> market street -> decorated plaza -> Art Atelier or civic stop -> return

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.
Route readiness0/18

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.
0/7

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.
0/8

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 goalHotel startLandmark or service to test
Safe first routeInn / starter hotelOne nearby service plus one real landmark
Coastal routeInn or Boutique HotelLighthouse, beach decoration, food stop
Civic routeBoutique Hotel only if services are stableCity Hall, Art Atelier, plaza, public service
Monument routeOne hotel near a working districtObelisk or ruin with short roads
Old save testTemporary hotelOne existing landmark before rebuilding roads
Route pieceGood first choice
HotelOne Inn or starter hotel near a stable serviced district
LandmarkLighthouse, Obelisk, ruin, town hall, Art Atelier, plaza, or decorated civic stop
ServicesFood, leisure, public service, decorations, and warehouse coverage
WorkersEnough staff that hotels do not strip research, farms, or shops
WarehouseA nearby cell that keeps route services stocked
Road shapeShort loop or gentle line, not a long empty sightseeing trail
ExpansionLeave 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 choiceWhat to pick
Current requestPick the 1.0 request if one is active; it will try to load the closest route shape
Route shapeChoose the hotel-to-landmark recipe that matches your town: coast, civic, station, forest, old save, or late game
Biggest blockerPick the real problem: service slots, warehouse range, road bottleneck, worker drain, food chain, or route editor uncertainty
Hotel sizeStart 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:

  1. Hotel beside a working road.
  2. Landmark within a short walk.
  3. Food or leisure near the route.
  4. Decorations and lighting filling the visual gaps.
  5. Warehouse coverage close enough that services do not starve.
  6. 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 ideaRoute shapeCheck first
Seaside hotel walkInn or Boutique Hotel -> beach decorations -> Lighthouse -> food stopRoads and workers are ready
Monument loopHotel -> monumental ruin -> Obelisk -> decorated plazaLandmark spacing is not too long
Civic culture routeHotel -> town hall -> Art Atelier -> high-appeal streetBourgeoisie services and goods are stable
Old-save probeTemporary hotel -> one landmark -> one service stopExisting 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:

CheckPass sign
HappinessResidents are above 60% and not falling
Hotel accessHotel connects to a road and useful district
Landmark qualityAt least one route stop is a real attraction
ServicesFood, leisure, public service, or luxury support exists nearby
WorkersTourism jobs are not starving shops or research
LogisticsWarehouse reach covers the hotel district
Route shapeTourists do not walk through empty roads for most of the route
Requests1.0 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 groupNames to watchRoute habit
LandmarkAppropriate obelisk, Motherly light, Pillar to roof, Sight for shore eyesTie the route to Obelisk, Lighthouse, ruins, or shore appeal
HotelSleep little ducky, Forest getawayKeep lodging near services and a short scenic path
RouteBestest route, Station to stationShorten paths and connect real stops
Civic or economyDear mayor, That’ll be a dimeCheck City Hall, income, and worker pressure
LeisureHarmless funAdd 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 areaWhat it meansBest next move
Route PlanThe recipe and build order to testCopy it before moving roads or hotels
Route nodesThe visible stops tourists should passKeep each stop close enough to feel intentional
Fix firstThe weakest support layerRepair this before expanding hotels
AvoidThe failure risk for this routeWatch 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 ideaUse it whenAvoid it whenFirst fix
Town-center hotelServices, public buildings, and decorations are already nearbyRoads are cramped and goods are already slowMove stalls or add a warehouse cell before tourism
Seaside hotelRocemaree gives you coast, beach decorations, or Lighthouse accessThe coast has no food, public service, or worker supportBuild a short service street behind the hotel
Monument hotelA ruin, Obelisk, or plaza sits near a working districtThe landmark is far from roads and storagePull the route toward the city instead of stretching the city to the landmark
Bourgeoisie hotelHigher-service districts, town hall work, or Art Atelier plans are stableLuxury goods or public services are unreliableStabilize the rich district before tourists arrive
Temporary test hotelYou are converting an old save and want a safe readYou need to demolish core roads to fit itTest 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

ProblemLikely causeFix
Tourists ignore the routeHotel and landmark are not connected cleanlyRedraw around a shorter, clearer path
Route looks pretty but pays poorlyServices and workers are weakAdd food, leisure, public service, and worker support
Happiness drops after hotelsTourism was added to an unstable districtFix resident needs first
Hotel area starves shopsWarehouse coverage is too thinAdd or move warehouse support before expansion
Landmark feels wastedIt is isolated from roads or servicesMove it into the route chain
Requests stallYou built the wrong piece for the current objectiveRe-read the request and change one thing at a time

Hotels: Build Or Wait

Hotel moveBuild now if…Wait if…
First hotelHappiness, workers, roads, and warehouse reach are stableYou are still below 60% happiness
Second hotelThe first route works and requests support expansionYou have not watched the first hotel long enough
Luxury hotelBourgeoisie services and high-appeal district already existYou are using it to rescue an empty district
Coastal hotelRocemaree route has beach appeal and servicesIt sits far from all road and warehouse support

Hotel Names In 1.0

HotelBest first use
InnFirst route test and old-save conversion
Boutique HotelMore styled district after services are stable
Grande HotelLarger 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:

  1. Save before touching roads.
  2. Check average happiness and worker pressure.
  3. Pick one serviced district that already has decorations.
  4. Place one hotel near that district, not at the prettiest distant landmark.
  5. Connect one landmark or civic stop.
  6. 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.

RouteGood anchorSupport piecesWatch for
Lighthouse walkLighthouse plus beach decorationsFood stop, short road, warehouse reachCoastline routes becoming too long
Ruin plaza loopOne monumental ruin and a plazaPublic service, decorations, nearby housingA pretty ruin with no useful street around it
Obelisk civic routeObelisk, town hall, or Art AtelierBourgeoisie service chain and strong goods flowHigh-class districts falling behind on needs
First request routeWhatever the current request namesOnly the buildings needed for that requestBuilding 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.

SymptomTry one change first
Tourists walk too farMove the route toward a nearer landmark
Route has no lifeAdd one service stop on the path
Hotel district feels isolatedMove or add warehouse support nearby
Requests do not moveRe-read the request and remove unrelated tourism pieces from the test
Happiness dropsPause hotel expansion and fix resident needs
Route looks flatAdd 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

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.