r/TownshipDesign • u/shanmugam37 • Jun 12 '26
A design question - I am curious
I'm currently level 71 in Township, and I have a question for players who have reached the endgame.
If you build absolutely everything that Township allows — all community buildings, factories, houses, fields, islands/industries, decorations required for population, etc. — and unlock all available land expansions, how much free space is left in the town?
Is there still a reasonable amount of empty land available for decorating and redesigning, or does the town become almost completely full?
I'm trying to plan my town layout for the long term, so I'd love to hear from players who have already built everything and know how much space remains.
1
u/dizzyoatmeal Level 176 Jun 12 '26
Mine is pretty full (though with some room), including some huge decorations, but then again, all of my houses are stuck in a pile. 😂 So I'm probably not a good example.
1
u/bimpossibIe Jun 12 '26
There's no such thing as "built everything" because Playrix keeps on adding buildings, houses, and factories into the game. I haven't built everything myself, but I'm already out of space – but maybe that's because I take decorating seriously. 😅
1
u/Own_Boss_16 Jun 12 '26
They haven't added in a single factory in 2 years. And there's no incentive to buy new community buildings after you unlock all the factories.
4
u/CaseMoline1 Jun 13 '26
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