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The settlement generator is the engine driving the settlement planner (#15). This engine will be capable of generating 'settlements', an area with unnatural features (buildings, roads, 'public works' such as wells) and other sundry associated with (semi)intelligent beings inhabiting an area.
The size and complexity of the settlements will be parameterized. A large, simple settlement would consist of dozens, hundreds, or more tents and simple huts possibly representing the temporary camp of a moving army or a tribe of nomads. A small, complex settlement might be a solitary stone building occupied by a reclusive wizard or a small keep or guard tower.
This engine will not produce anything beyond the general placement of buildings. With the complexity of parameters, a building 'type' can be constructed for storage and interpretation by an extension that can choose whether an inn or blacksmith or wizard's tower is placed at a given building-node.
The text was updated successfully, but these errors were encountered:
The settlement generator is the engine driving the settlement planner (#15). This engine will be capable of generating 'settlements', an area with unnatural features (buildings, roads, 'public works' such as wells) and other sundry associated with (semi)intelligent beings inhabiting an area.
The size and complexity of the settlements will be parameterized. A large, simple settlement would consist of dozens, hundreds, or more tents and simple huts possibly representing the temporary camp of a moving army or a tribe of nomads. A small, complex settlement might be a solitary stone building occupied by a reclusive wizard or a small keep or guard tower.
This engine will not produce anything beyond the general placement of buildings. With the complexity of parameters, a building 'type' can be constructed for storage and interpretation by an extension that can choose whether an inn or blacksmith or wizard's tower is placed at a given building-node.
The text was updated successfully, but these errors were encountered: