Township MOD APK (Unlimited Money, Gold)

38.1.1
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4.7/5 Votes: 12,885,205
Developer
Playrix
Updated
Sep 11, 2026
Size
354 MB
Version
38.1.1
Requirements
5.0
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Google Play
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Description

Township hands you a starter plot, a helicopter pad, and the job of turning two wheat fields into a working city. New mayors who keep running out of barn space before town level 10 get the fix in the build order below. Barn tools and land expansions pay back faster than any decoration, and that single spending choice shapes your entire first month.

How to Play Township: Crops, Factories, and Orders

Township is a free farming and city-building game from Playrix, and it runs on Android, iOS, and Windows. Players grow crop fields, run the harvest through factories, and fill orders at the helicopter pad, railway station, and port for coins and experience points.

That loop never really changes. However, the number of things feeding it grows every few levels. Experience points push your town level up, and each level opens new crops, buildings, and whole systems.

The town also carries a light story. Rachel and Richard turn up in seasonal adventures, while Ernie sends a free balloon your way once a day. Two well known mobile rivals, Hay Day and Family Island, chase the same farming simulation audience, so the comparison comes up constantly in the store reviews.

The Farming and Production Chains Behind Every Order

Wheat is the root of everything. You plant it for free, harvest it, and then feed it to the Feed Mill so your cows and chickens keep producing. Milk and eggs then move into the Dairy and the Bakery, and those goods finally satisfy the orders that pay you.

Because every step is timed, the real skill sits in queue planning rather than in tapping speed. Factories hold up to 7 production slots per shelf, so a well stocked barn lets you fill an entire shelf before you close the app. For example, queuing cream and cheese overnight means you wake to a barn full of high value goods instead of an idle town.

The Town Story, Rachel, Richard, and Ernie

The premise is simple and warm. You act as mayor, the townspeople place orders, and the town grows from a farm village into a small city with a cinema, a restaurant, and a community centre. Nothing threatens the town, so the tone stays relaxed throughout.

Seasonal adventures add the narrative spice. Rachel and Richard chase mysteries across islands and mountain passes, and those arcs bring themed decorations and card sets with them. Rajah, the City Market dealer, plays a different role, because he sells missing goods when a factory queue leaves you short.

How It Compares to Hay Day and Family Island

Hay Day is the closest mobile rival, although the two split on structure. Hay Day leans on a roadside shop and player to player trading, while this title pushes goods through trains, planes, ships, and a zoo instead. As a result, the order boards here feel busier and the social side feels more scheduled.

Family Island takes the third route. That game gates progress behind an energy bar and a story map, so sessions end when the energy runs out. By contrast, sessions here end when your factory queues are full, which suits players who want to set things running and step away.

The Android Version vs the PC and Mac Version

The same town follows you across devices once you link your account. On Android you drag buildings with a finger, pinch to zoom, and tap orders directly, which suits the short sessions the design expects. On Windows and macOS you get a mouse and a much larger view, so decorating a crowded town becomes far less fiddly.

Neither version costs anything up front. Some players report that desktop builds arrive slightly behind mobile releases, so an event can start a little later there. Given that, most people keep the phone as the main device and treat the desktop client as a decorating tool.

Township Gameplay Controls: Orders, Barn, and Match-3

Tapping a field plants a crop, and tapping it again at harvest sends the yield straight into the barn. Everything else in the town runs through that same two tap rhythm.

Orders arrive on their own. The helicopter pad fills with townspeople requests, trains wait at the railway station, and planes want full cargo crates. Each one pays a different mix of coins, experience, and materials, so the choice of which to fill first matters more than it looks.

Storage sits underneath all of it. Barn upgrades set how much you can hold, and a small barn quietly caps your whole operation. Meanwhile the match-3 levels run as a separate board with their own boosters and their own rewards.

Helicopter Orders, the Railway Station, and Airplane Crates

Helicopter orders are your coin engine. They refresh constantly, they pay experience alongside coins, and you can dump a bad one to force a fresh request. Most experienced players dump anything asking for goods that take hours to produce.

Trains work differently, because they pay materials rather than coins. The railway station opens at town level 5 and runs three separate lines, and those lines bring back barn tools, community building supplies, expansion tools, and mine tools. Planes sit at the top tier, so a fully loaded plane pays the biggest single haul in the early town.

Why Barn Upgrades Decide Your Early Pace

Barn capacity is the real bottleneck, not land. Every crop, good, and material shares that one space, so a full barn blocks harvests and stalls production chains at the same time. Barn upgrades need specific tools that arrive mostly from trains, and those tools appear more often when nothing else demands your materials.

Because the tools arrive slowly, treat every one as precious. First bank enough for a full upgrade, then apply it, then go back to filling crates. Players who spread tools thinly across land expansions instead spend weeks stuck at the same storage ceiling.

Match-3 Levels and the Boosters Worth Saving

The puzzle side is a genuine second game, not decoration. Match-3 levels use their own board, their own goals, and their own booster set, and they pay premium currency when you clear them. Harder boards pay more, and any leftover moves add a small bonus on top.

Difficulty spikes sharply once you pass the early boards. Therefore boosters deserve real discipline, since a bomb spent on an easy board is a bomb missing from a super hard one. Read the goal before your first move, because many boards look like a colour clear when they actually want tiles brought to the bottom row.

How to Get Coins, Township Cash, and Gems

Three currencies drive the economy: coins for buildings and decorations, Township Cash for speed ups and extra match-3 moves, and gems for Laboratory boosters and special unlocks. Coins arrive constantly from orders, the premium currency arrives in small drips from achievements, puzzles, and events, and gems come in three types called topaz, emerald, and ruby.

Nothing here forces a purchase. Instead the design rewards patience, since almost every currency source repeats daily or weekly. The Town Hall achievement board, the mine, and the House of Luck all pay out without costing real money.

Spending discipline matters more than earning speed. A player who saves speed ups for a stalled race task gets far more value than one who skips a two minute wheat timer.

Where Coins Come From Fastest

Helicopter orders remain the fastest reliable coin source at every stage. Fill an order, send the helicopter, visit a friend’s town, and come straight back to find it ready again. That small loop turns idle minutes into steady income.

Selling from the barn covers emergencies. If your storage is empty, plant wheat, which costs nothing, then harvest and sell it. Also worth noting for later levels: decorations resell at half price, which turns a bloated coin pile into a fast task completion.

Premium Currency Sources That Cost Nothing

Achievements at the Town Hall pay the steadiest amounts. Each one tracks an everyday action such as harvesting, building, or filling crates, and completing a tier pays out automatically. Because they track things you already do, they need no special effort.

Puzzle wins now carry real economic weight. Clearing tough boards pays noticeably more than easy ones, so a player who pushes into harder levels earns faster than one who replays comfortable ones. In addition, the daily balloon from Ernie, treasure chests in the mine, and full artifact collections all add to the pile.

Gems, the Laboratory, and Island Ships

Gems are the rarest of the three currencies. Ships returning from the islands bring them, and mine chests turn them up as well. Since supply is thin, players tend to hoard them rather than spend on impulse.

The Laboratory is where they earn their keep. Boosters there speed production, raise order payouts, or reveal ore positions in the mine for a limited window. Activating a production booster right before a heavy race task turns a two day grind into an afternoon.

How to Unlock the Zoo and Collect Animal Cards

Animal cards restore the Zoo, and each enclosure needs a full card set before its animals move in. The Zoo itself opens from town level 24, and full restoration takes roughly 4,080 cards, which makes it a project measured in months rather than days.

Cards arrive from zoo orders, balloons, mine chests, and event rewards. Enclosures then unlock steadily as the sets fill, and every finished enclosure adds visitors and new order slots.

The Zoo also feeds the main town. Completed zoo orders pay ingots, gems, and expansion tools, which flow straight back into your factories and land expansions.

Restoring Enclosures with Animal Cards

Each enclosure has its own deck. You collect duplicates constantly, and those doubles are not wasted, since a stack of them exchanges for useful goods. New players often ignore the exchange and sit on hundreds of dead cards.

Build order matters here too. Because enclosures cost coins and space, finish one fully before starting the next, otherwise your zoo fills with half built pens that generate nothing. Finished pens raise visitor numbers, and visitor numbers drive the order board.

Zoo Orders and the Goods They Eat

Zoo orders ask for large batches of a single good, up to nine units at a time. They also lack a dump button, so a bad order sits there until you fill it. Therefore keeping a deep stock of bread, milk, and popcorn saves real frustration.

The payout justifies the hassle. Every twelve completed orders opens a box, and those boxes carry animal cards along with materials you would otherwise wait on trains for. Players chasing barn tools often work the zoo board harder than the plane.

What Doubles and Zoo Decks Pay Back

Duplicate cards convert in stacks of twenty. In exchange you receive a rotating mix of premium currency, ingots, barn tools, mine tools, expansion tools, and building supplies. That makes the Zoo a slow but genuine second economy rather than a cosmetic side project.

Late game towns lean on this hard. Once the main card sets are complete, nearly every new card is a double, so the exchange becomes a steady tool source. For that reason, veteran mayors keep zoo orders running even after the enclosures are finished.

How to Unlock Teams and Race the Weekly Regatta

Teams unlock at town level 12, when you restore the Team house and either join an existing team or found your own. From there you race in the weekly Regatta, where each participant receives 12 tasks split evenly into 6 match-3 tasks and 6 town tasks.

Matchmaking works on active racers rather than roster size. A team with thirty members but ten racers competes against teams with roughly ten racers, so inactive members do not sink the matchup directly.

Coordination decides most races. Task points scale with difficulty, and a team that assigns high value tasks early beats a team of stronger players who grab tasks at random. Chat, requests, and shared boosters all feed that effort.

Restoring the Team House at Level 12

The Team house sits in your town as a normal building. Once restored, it opens chat, member requests, and the race board in one place. Joining a team near your own town level matters, because task difficulty scales to the average level of the group.

Requests are the underrated benefit. Team mates send goods you are missing, which means a stalled factory queue no longer blocks a task. Similarly, you fill their requests to keep the exchange flowing.

The 12 Task Board and How Points Add Up

Half the board is puzzle work. Those match-3 tasks only count when you actually clear the level, so failed attempts add nothing. The other six tasks cover town work such as feeding animals, mining ore, producing goods, or earning coins.

Point values scale with difficulty, and teams usually set a minimum per task. Because dumped tasks cost the team, most groups ask members to prepare stock before claiming anything above the easy tier. Take a mining task with no pickaxes banked and you will spend the week chasing tools instead of points.

Tokens, Chests, and League Rewards

Tasks pay tokens alongside points. Tokens buy decorations and boosters that appear nowhere else, so even a losing week returns something concrete. Higher point tasks pay more tokens, which rewards ambition rather than task count alone.

Point milestones also unlock chests during the race itself. Leagues sit above all of that, grouping teams by recent seasonal performance so the matchups tighten as you climb. Finishing well in a strong league pays noticeably better than dominating a weak one.

How Town Level Unlocks, Artifacts, and Collections Work

Experience points, not coins, control every unlock in the town. You earn experience for harvesting, producing, building, and filling crates, which means almost any activity moves you forward.

The ladder is worth planning around. Edit Mode arrives at town level 4, the railway station at 5, the Team house at 12, the Academy of Industry at 22, the Zoo at 24, and the Central Museum at 26. Knowing those numbers turns aimless tapping into a schedule.

Collections then layer on top. The mine and the islands both produce artifacts, and finished sets pay premium currency plus permanent display space in the museum.

The Experience Ladder and What Each Tier Opens

Early levels come fast. You will pass the first ten in a couple of sessions, mostly by filling helicopter orders and building your first houses. Population from those houses then unlocks extra field slots, which raises your harvest ceiling.

The middle stretch slows down noticeably. Between town level 20 and 30 the game hands you the Academy of Industry, the Zoo, and the Central Museum in quick succession, and each one demands materials. Consequently many players stall there, simply because three big projects compete for the same trains.

Artifact Collections in the Central Museum

The Central Museum stores everything the mine and the islands turn up. Community trackers count roughly 345 artifacts across 69 collections, split between archaeology finds from the mine and island finds from ship voyages. Every completed collection pays premium currency straight away.

Progress here is genuinely random. You cannot target a specific artifact, so the practical approach is steady mining and constant ship voyages rather than focused hunting. Sending ships loaded with gold or platinum ingots improves your odds of a useful return.

Land Expansions, the Tool Exchange, and Academy of Industry Upgrades

Land expansions need their own tool type, and trains supply most of them. Space runs out faster than new players expect, especially once factories multiply. However, buying land before you can fill it wastes tools that barn upgrades needed more.

The Tool Exchange fixes late game shortages by swapping surplus construction materials for the tools you lack. The Academy of Industry then spends ingots from the Foundry to cut factory production times, raise order payouts, and boost train experience. Those upgrades compound, so a factory improved early pays back for hundreds of hours.

Common Mistakes New Mayors Make in the First Weeks

Spending expansion tools before barn tools is the single most expensive early error in this farming simulation. New land looks like progress, yet a cramped barn stops harvests and blocks production chains at the same moment.

Two other habits cost almost as much. Starting several community buildings at once splits your material income, and claiming a high point race task without stock ready burns a week.

None of these mistakes are permanent. Still, each one costs days that a small change in order would have saved.

Spending Expansion Tools Before Barn Space

Land tempts everyone. The map shows locked plots with visible decorations, and clearing one feels satisfying. Yet those plots sit empty until you have coins for factories and barn room for their output.

Fix the order and the whole town speeds up. Bank barn tools first, upgrade storage, then buy land when your goods start overflowing again. Players who follow that sequence usually hit town level 20 weeks ahead of those who chase plots.

Starting Several Community Buildings at Once

Community buildings need specific supplies, and those supplies arrive largely from trains. Running three builds at once means your trains split rewards across three requirement lists. As a result, nothing finishes and your population stalls.

Long time players report a useful pattern here: trains seem to hand out barn tools more often when no community building is waiting on supplies. Whether or not that holds in every case, finishing one build at a time is measurably faster. Finish, collect the population bump, then start the next.

Taking High Point Race Tasks Without Stock Ready

The task board rewards preparation, not enthusiasm. A task asking for 125 fed animals sounds easy until you count your feed. Similarly, an ore task without pickaxes banked turns into a two day tool hunt.

Prepare during the quiet window before the race opens. Bank mining tools, keep a deep barn of common goods, and check what your factories can produce inside a day. Then claim the biggest task you can actually finish, because a completed medium task beats an abandoned hard one every time.

Best Township Tips and Tricks for Beginners

Wheat costs nothing to plant and grows in about two minutes, which makes it the quiet backbone of every early strategy. Everything else in the town depends on keeping that cycle running.

Beyond wheat, timing separates fast towns from slow ones. Slow crops and long factory queues should fill your sleeping hours, while quick goods fit the minutes you actually spend in the app.

The puzzle side needs its own plan. Boosters are limited, difficulty climbs, and event weeks pay far better than ordinary ones.

Keep Wheat Cycling to Feed the Cows and Chickens

Never leave a field empty. Wheat feeds the Feed Mill, the Feed Mill feeds the animals, and the animals produce the milk and eggs that most early orders demand. Break that chain and your helicopter orders dry up within an hour.

Plant every free field before you close the app. Because wheat also sells for coins in a pinch, a full wheat rotation doubles as an emergency fund. Two extra fields dedicated purely to wheat solve most early shortages.

Time Rubber and Other Slow Crops to Sleep Hours

Some crops take hours rather than minutes, and rubber is the one players complain about most. Planting it at breakfast wastes your active window, since you cannot harvest it until evening anyway. Plant those crops last thing at night instead.

Apply the same logic to factories. Queue your longest goods before bed, then fill the fast slots during the day when you can restart them repeatedly. That single habit roughly doubles daily output without adding a minute of screen time.

Bank Match-3 Boosters for Super Hard Boards

Boosters arrive slowly and vanish fast. Spending three on a board you could clear unaided leaves nothing for the boards that genuinely need help. Check the move count and the goal, then decide whether the board needs support at all.

Event weeks are the exception worth planning for. Puzzle events pay far larger prizes than ordinary boards, so a stack of saved boosters converts into serious rewards. Finally, remember that leftover moves add bonus payouts, which makes an efficient clear worth more than a lucky one.

Frequently Asked Questions About Township

Is Township free on Android?

Yes. The game arrived on Google Play in November 2013 and stays free to install, with optional in-app purchases for premium currency and season passes. Township also sits on the App Store, the Amazon Appstore, and the Microsoft Store, so one linked account can follow you across phone, tablet, and desktop.

Can you play without an internet connection?

Yes, the farm and city side runs without a connection, so crops, factories, and puzzle boards all work on a plane or a commute. Competitions, team chat, and friend visits need a signal, and any progress you make offline syncs the next time the app connects.

Does the game ever end?

No fixed ending exists. Fresh crops, buildings, and seasonal card sets arrive with updates roughly every one to two months, and veteran players sit well past town level 200. Content slows rather than stops, so the late game becomes decoration, collection completion, and weekly team racing.

Our Verdict After Building a Town From Scratch

This one suits patient players who enjoy long projects and dislike time pressure. Casual builders, farm sim fans, and anyone who wants a game they can dip into for ten minutes will get real value from it. Competitive players chasing fast action should look elsewhere. My own town sat stuck at the same storage ceiling for two weeks before I finally prioritised barn tools over land, and the difference afterwards was dramatic. Fix that order early and the first month runs smoothly instead of stalling.

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What's new

New card collection:
* Complete the Harvest Collection to get a unique badge!

Season Adventures:
* Win town resources with the Undersea and Harvest Passes!

Thrilling new adventures:
* Help Rachel recover a stolen treasure!
* Unravel a UFO mystery with Richard!

ALSO FEATURING:
* Travel the French Riviera with the new regatta season!
* New match-3 element: Lure Box!
* New town building: Archery Range!