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Testing a Random Village Generator (and a City Generator)
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<blockquote data-quote="Celebrim" data-source="post: 7415091" data-attributes="member: 4937"><p>In general, architectural details are unwelcome to me, because climate and geography tends to determine every feature of architecture and if I'm generating a village I generally know the climate and so can guess at the architecture. If you are going to give architectural suggestions, I'd suggest limiting your generator to embellishments like how the buildings are painted, carved, decorated, or whether the buildings are mostly old and rundown or new and well-kept. </p><p></p><p>As a minor note, the populations you are generating would be small towns in my more medieval inspired game. Villages in my mind tend to be under 200 people. As small towns, I'd want more details for them, similar to what you do for cities. Cities above 25000 are so rare that I don't need a generator for them, and the simple details of your village feel relevant only for hamlets of 80 or fewer people.</p><p></p><p>One of the main things I want to know for a town is what is the basis of the economy. Villages under 200 tend to be almost entirely agrarian and handcrafts, but towns of 200-2000 people pretty much always have at least one manufacturing activity per 1000 people or so. Examples of manufacturing activity include mining, quarrying, horse breeding, weaving, logging, basket-weaving, rope-making, brewing, distilling, cheese making, felting, pickling, smoking or drying meats, milling, forging, leather working, wainwrights, boat wrights, etc. Most manufacturing will distributed around a number of smaller work places, but occasionally it may be centered around a factory, temple, or monastery. Knowing the main economic interests tells me a ton about the town.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7415091, member: 4937"] In general, architectural details are unwelcome to me, because climate and geography tends to determine every feature of architecture and if I'm generating a village I generally know the climate and so can guess at the architecture. If you are going to give architectural suggestions, I'd suggest limiting your generator to embellishments like how the buildings are painted, carved, decorated, or whether the buildings are mostly old and rundown or new and well-kept. As a minor note, the populations you are generating would be small towns in my more medieval inspired game. Villages in my mind tend to be under 200 people. As small towns, I'd want more details for them, similar to what you do for cities. Cities above 25000 are so rare that I don't need a generator for them, and the simple details of your village feel relevant only for hamlets of 80 or fewer people. One of the main things I want to know for a town is what is the basis of the economy. Villages under 200 tend to be almost entirely agrarian and handcrafts, but towns of 200-2000 people pretty much always have at least one manufacturing activity per 1000 people or so. Examples of manufacturing activity include mining, quarrying, horse breeding, weaving, logging, basket-weaving, rope-making, brewing, distilling, cheese making, felting, pickling, smoking or drying meats, milling, forging, leather working, wainwrights, boat wrights, etc. Most manufacturing will distributed around a number of smaller work places, but occasionally it may be centered around a factory, temple, or monastery. Knowing the main economic interests tells me a ton about the town. [/QUOTE]
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