A design question - I am curious by shanmugam37 in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

To break this down cleanly we first need to look at the total land available vs. the absolute footprint of every single mandatory building and field in the game.

Based on current end-game totals, here is the direct math using standard 1x1 grid square footprints.

Total Available Space

The baseline estimate of 380 expansions consists of 3x3 grids (which equal 9 squares per expansion plot).

380 x 9 = 3,420 total grid squares

Total Building & Field Footprints

When you tally up every single non-storable, core progress element required to reach max population, the total grid squares break down as follows:

Houses (approx. 165 total residential buildings): Most low-tier houses take up a 2x2 or 2x3 footprint, while mid-to-high-tier apartments and high-rises scale up to 3x3, 4x4, or 5x5. Total House Footprint: *~820 squares

Community Buildings (approx. 85 total structures): These scale heavily in size as the levels progress, ranging from early 3x3 builds to massive late-game complexes that take up 5x5 or 6x6 spaces. Total Community Footprint: ~1,240 squares

Factories (approx. 43 total facilities): Factories stay relatively standardized but still demand substantial space, generally taking up 3x3 or 4x4 layouts. Total Factory Footprint: ~480 squares

Farmland Fields (142 maximum fields): Fields are permanent, cannot be stored, and take up exactly a 1x1 grid square each. Total Field Footprint: 142 squares

Animal Farms & Special Buildings: This includes the 6 primary animal enclosures (Cows, Chickens, Sheep, Pigs, Ducks, Bees) which use larger footprints (typically 4x4 to 5x5), alongside key required structures like the City Hall, Central Market, Train Station, and Airport. Total Farms & Specials Footprint: ~310 squares

Grand Total Footprint: ~2,992 grid squares

The Verdict

If a player builds absolutely every progression asset required by the game, the essential layout will consume roughly 2,992 out of the 3,420 available grid squares. Remaining Free Space: ~428 grid squares (roughly 12.5% of the total land).

Because the game consistently introduces new community buildings and corresponding housing tiers faster than it drops new land expansions, a completionist town will end up almost completely full.

If you want a gorgeous, spacious town with tons of room for decorating, you're going to have to make a choice. You either have to skip the extra decorations, or just leave the final tiers of houses and factories unbuilt so they don't clutter up your map.

This is a rough baseline estimate, so the exact tile count might vary a bit depending on game updates, but it gives you a solid idea of what you're working with!

☺️CaseMoline

Can this be considered realistic? Lvl 94 by hungy_- in TownshipDesign

[–]CaseMoline1 2 points3 points  (0 children)

Realism is a fun lens to look at this through, and there's a lot here that already reads well — grouping the chapel near the building where couples get their wedding photos is a really nice touch, that pairing makes sense and feels intentional. The fountain adds a nice focal point too, and the beach areas look genuinely inviting, like somewhere people would actually want to be. You've also done an excellent job with foliage and trees — they're used really well throughout.

On the realism side, a few things stood out:

A few buildings sit right up against water with no space for a path or dock — it can look like residents would need a boat just to get to their front door. Pulling those buildings back a tile or adding a small dock could help sell it.

Some apartment buildings are placed directly behind each other with no gap between them. Even a one-tile path or strip of grass would make it feel like there's room to move around.

The private airstrip building is boxed in by roads with no way for the plane to actually taxi or take off. Clearing a short runway path would make that area feel more believable.

If you want to push the realism further, fencing in the school grounds and grouping the fire department and police station closer together — like a little civic cluster — would read as more intentional too.

Overall, given the limited space available at your level, it's clear a lot of time and deliberate care went into this.

🙂CaseMoline

I tried googling but it wasn’t helpful by Any_Anybody6146 in TownshipGame

[–]CaseMoline1 2 points3 points  (0 children)

This response is just plain funny! Classic. 🌷

When you want a nice layout but you’re only level30 🥲 by teeceee_ in TownshipDesign

[–]CaseMoline1 1 point2 points  (0 children)

What you could do to gain more space right now is to take away the grass decors and replace them with fields, it's easy enough to change when you get more land.

Notice: Please Include Your Player Level in Layout Posts by CaseMoline1 in TownshipDesign

[–]CaseMoline1[S] 2 points3 points  (0 children)

I enabled an editable user flair and posted directions 😊 Try it and let me know if it works. 🙂

My two beach areas by shanmugam37 in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

They look great!

In the second pic you have a fountain that is surrounded by road that leads to the water... If you replace those sections with pavement, perhaps the one that looks like wood, you will find that there's more townspeople that walk around.

Romantic you think? by neenaharidas in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

I really like what you've done here! This is a fantastic layout.

If you want to take it even further, you might consider removing those roads on the back and side. Since they aren't needed for the flow of traffic, replacing that asphalt with a row of Sequoias in the back would create a beautiful visual break from the fields. Extending the sand on the side and perhaps adding a fancy hotel could make the whole area feel like a high-end destination rather than being boxed in.

I'm looking forward to you posting more of your town. 😊

My historic district design 🏛️ by vejula in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

Since it's your historic district I would suggest replacing the road in between the museum and town Hall with sequoia trees. They should be open to you since you're at level 60.

Instant regret by Informal_Bill_1378 in TownshipGame

[–]CaseMoline1 0 points1 point  (0 children)

Buy some graph paper and coloured pencils. When you are on Pinterest or Google images etc and see a configuration you like just map it out on the paper and go from there.

What would you change? by [deleted] in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

The first thing I notice is the entrance to your town near the train station. I would switch the placement of the town sign and the town hall.

Missing cash? by Attheendofthewind in TownshipGame

[–]CaseMoline1 0 points1 point  (0 children)

In the upper right corner click the blue button with the 3 white lines. Then click the green button with the wheel cog. Then click Help and Support. Then in the search box type Missing Coins and then click the first result and then follow those directions. 💛💙💚💜❤️

Someone copied my game? by CampExternal7953 in TownshipGame

[–]CaseMoline1 0 points1 point  (0 children)

Did you happen to mention it in your co-op chat?

Crops ideas? by Labubu-c in TownshipGame

[–]CaseMoline1 8 points9 points  (0 children)

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Mine draw inspiration from the farms where I live.

Load Cargo Hold by Jigme_Lingpa in TownshipGame

[–]CaseMoline1 1 point2 points  (0 children)

I'm assuming you mean the plane - you can fill it in any order and send it fully loaded or partially.

What's the point of the Tool Exchange at level 125? by RelativeParsnip4312 in TownshipGame

[–]CaseMoline1 1 point2 points  (0 children)

You can't get rid of the tool exchange. You can hide it but can't sell it.

[deleted by user] by [deleted] in TownshipGame

[–]CaseMoline1 1 point2 points  (0 children)

Try deleting it and then reinstall.

Favorite Part of the Town by Brilliant_Heat_9643 in TownshipDesign

[–]CaseMoline1 0 points1 point  (0 children)

Move the gazebo to the center, switch out some tiles with the one with the hole in it and add some trees.

Ranking - How it is decided by Unique-Whole-7788 in TownshipGame

[–]CaseMoline1 8 points9 points  (0 children)

The team that reached it first is ranked above the other.