Palim
feature · liveAlpha v0.1.19

Quarry, carry, place

Every voxel in every building was quarried out of the ground by a named person, carried to the site and set down in plan order. A wall goes up course by course over weeks.

The simulation loads in your browser (about 2 MB) and founds a valley of 96 paces. JavaScript is required.

Construction is a physical process. A commission finds a lot and a design, and the plan becomes a building site. Somebody walks to a tree, a rock face or a clay pit, takes two days to win 1.6 units of it, carries it to the nearest store or straight to the site, and somebody else lays it at five to fourteen voxels a day depending on skill, each voxel drawing its material from what was delivered and stamping the year and era it was placed in. Buildings under construction look like buildings under construction. A town of twenty does not start what twenty people cannot carry, and a half-built house stands half-built if the material runs out.

The stone comes from a working out on the hill and the clay from a pit on the flats; neither is ever dug between the houses. Everything inside the wall, round the market place and beside a standing building is the town’s ground, and no spade touches it. The town opens one or two workings per material, near first, rich second, because every stone is carried home by somebody, and closes them when they are worked out or when the town has grown out to them.

The site is finite. It is generated with a count of every extractable voxel it holds; extraction physically removes them, and reserve_left reports what is left. A city that digs for six hundred years runs the ground out, and the only two ways past that are trade and the city’s own fabric: salvage, which the economy page describes.

What to look for. Zoom in on the founding spot at sixteen days a second. The heaps are the first attempts; the F2 tab lists the sites and what each is waiting on.


In the code: crates/sim/src/city.rs crates/sim/src/city/construction.rs crates/sim/src/city/quarry.rs

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