The rules as shipped
Generated by cargo xtask specs from the same definitions the game imports. The design document is the vision; this is the truth. The same page as Markdown lives in the repository.
calendar · eras · levels · building kinds · materials · goods and recipes · policy · needs · events · water · settlement · tunable rule reference · templates · world recipes · climate · styles and lenses · controls ·
Calendar, site and founding
A year is 360 daily ticks; planting is day 70 and harvest day 250. The water model steps every 30 days. The default site is 384 × 160 × 384 metres with the sea at 26; the default city has 20 founders, 14 cities abroad, 800 walking citizens and 140 route searches a day. The founders carry 260 grain and 90 timber, a treasury of 250 and a legitimacy of 0.6000000238418579.
Eras
An era is left when every gate is met; the gates ease off once the calendar is past the era's nominal year (and scale with era_threshold_scale). The last era has no gate.
| era | nominal year | storeys | storey height | level ceiling | leaves at: people | treasury | literacy | built voxels | min years |
|---|---|---|---|---|---|---|---|---|---|
| Founding | 1,100 | 1 | 3 | 22 | 48 | 120 | 0 | 1,200 | 12 |
| Medieval | 1,250 | 2 | 3 | 38 | 420 | 3,000 | 0.12 | 14,000 | 90 |
| Renaissance | 1,450 | 3 | 3 | 56 | 1,100 | 12,000 | 0.32 | 45,000 | 80 |
| Industrial | 1,650 | 4 | 3 | 74 | 3,000 | 40,000 | 0.6 | 120,000 | 80 |
| Modern | 1,850 | 9 | 3 | 90 | 7,000 | 120,000 | 0.85 | 280,000 | 70 |
| Contemporary | 1,970 | 22 | 3 | 100 | — | — | — | — | — |
| era | fertility | mortality | extraction | recovery | efficiency | literacy ceiling | trade reach |
|---|---|---|---|---|---|---|---|
| Founding | 0.175 | 1.35 | 1 | 0.28 | 1 | 0.02 | 120 |
| Medieval | 0.17 | 1.2 | 1.2 | 0.4 | 1.12 | 0.09 | 320 |
| Renaissance | 0.16 | 1 | 1.45 | 0.54 | 1.3 | 0.26 | 700 |
| Industrial | 0.145 | 0.85 | 2.1 | 0.68 | 1.6 | 0.5 | 1,600 |
| Modern | 0.085 | 0.45 | 3.2 | 0.84 | 2 | 0.8 | 4,000 |
| Contemporary | 0.052 | 0.3 | 4.2 | 0.94 | 2.4 | 0.97 | 12,000 |
| era | poor wall | rich wall | frame | roof | window | civic | paving |
|---|---|---|---|---|---|---|---|
| Founding | daub | timber | timber | thatch | air | rough stone | 60 → packed dirt |
| Medieval | daub | rough stone | timber | thatch | air | cut stone | 60 → packed dirt; 400 → gravel; 1200 → cobble |
| Renaissance | daub | brick | timber | tile | glass | cut stone | 60 → packed dirt; 300 → gravel; 900 → cobble |
| Industrial | sooted brick | brick | iron | slate | glass | cut stone | 50 → packed dirt; 250 → gravel; 700 → cobble; 1800 → setts |
| Modern | concrete | brick | steel | concrete | glass | concrete | 40 → gravel; 200 → cobble; 600 → setts; 1500 → asphalt |
| Contemporary | concrete | curtain wall | steel | concrete | glass | curtain wall | 40 → gravel; 200 → cobble; 600 → setts; 1500 → asphalt |
Levels
Every building carries a level from 0 to 100, read off its fabric and capped by the calendar (from 8 in 1100 to 100 in 2000) and by the era.
| year | calendar ceiling |
|---|---|
| 1,100 | 8 |
| 1,250 | 23 |
| 1,450 | 43 |
| 1,650 | 64 |
| 1,850 | 84 |
| 1,970 | 96 |
| 2,000 | 100 |
Building kinds and crafts
| kind | civic | works | defence | land |
|---|---|---|---|---|
| heap | no | no | no | no |
| hut | no | no | no | no |
| house | no | no | no | no |
| tenement | no | no | no | no |
| farmstead | no | no | no | yes |
| stock pen | no | no | no | yes |
| plantation | no | no | no | yes |
| granary | yes | no | no | no |
| warehouse | no | no | no | no |
| workshop | no | yes | no | no |
| sawmill | no | yes | no | no |
| quarry | no | yes | no | no |
| mill | no | yes | no | no |
| forge | no | yes | no | no |
| factory | no | yes | no | no |
| market | yes | no | no | no |
| town hall | yes | no | no | no |
| church | yes | no | no | no |
| school | yes | no | no | no |
| hospital | yes | no | no | no |
| tower | no | no | no | no |
| palisade | yes | no | yes | no |
| wall | yes | no | yes | no |
| gate | yes | no | yes | no |
| garrison | yes | no | yes | no |
| bridge | yes | no | no | no |
The eight crafts that learn to build them: shelter, keeping, making, defence, husbandry, winning, assembly, crossing.
Materials
Durability is the years a course stands before it is more patch than fabric.
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
220 y
90 y
65 y
30 y
60 y
280 y
400 y
170 y
200 y
170 y
100 y
60 y
130 y
200 y
160 y
160 y
100 y
220 y
65 y
220 y
220 y
220 y
1 y
1 y
1 y
1 y
90 y
90 y
60 y
60 y
60 y
60 y
65 y
65 y
65 y
100 y
100 y
100 y
100 y
130 y
| material | durability | flammability | structural | built | solid | road | burns to | collapses to | made of | salvages to |
|---|---|---|---|---|---|---|---|---|---|---|
| grass | 220 | 0 | no | no | yes | no | grass | grass | — | — |
| dirt | 220 | 0 | no | no | yes | no | dirt | dirt | — | — |
| sand | 220 | 0 | no | no | yes | no | sand | sand | — | — |
| clay | 220 | 0 | no | no | yes | no | clay | clay | — | — |
| stone | 220 | 0 | yes | no | yes | no | stone | stone | — | — |
| iron ore | 220 | 0 | no | no | yes | no | iron ore | iron ore | — | — |
| coal | 220 | 0 | no | no | yes | no | coal | coal | — | — |
| water | 220 | 0 | no | no | no | no | water | water | — | — |
| trunk | 220 | 0.3 | no | no | yes | no | ash | trunk | — | — |
| leaves | 220 | 0.5 | no | no | no | no | air | leaves | — | — |
| crop | 220 | 0.6 | no | no | no | no | air | crop | — | — |
| packed dirt | 220 | 0 | yes | yes | yes | yes | packed dirt | packed dirt | — | — |
| gravel | 220 | 0 | no | yes | yes | yes | gravel | gravel | 0.30000001192092896 × stone | 0.25 × stone |
| cobble | 220 | 0 | yes | yes | yes | yes | cobble | cobble | 0.699999988079071 × stone | 0.6000000238418579 × stone |
| setts | 220 | 0 | yes | yes | yes | yes | setts | setts | 0.699999988079071 × stone | 0.6000000238418579 × stone |
| asphalt | 220 | 0 | no | yes | yes | yes | asphalt | asphalt | 1 × concrete | 0.6000000238418579 × stone |
| timber | 90 | 0.7 | no | yes | yes | no | ash | air | 1 × timber | 0.800000011920929 × timber |
| plank | 65 | 0.7 | no | yes | yes | no | ash | air | 1 × timber | 0.800000011920929 × timber |
| thatch | 30 | 0.95 | no | yes | yes | no | air | air | 0.07999999821186066 × grain | — |
| daub | 60 | 0.35 | no | yes | yes | no | rubble | air | 0.4000000059604645 × clay | 0.30000001192092896 × clay |
| rough stone | 280 | 0 | yes | yes | yes | no | rough stone | rubble | 1 × stone | 1 × stone |
| cut stone | 400 | 0 | yes | yes | yes | no | cut stone | rubble | 1.399999976158142 × stone | 1.2000000476837158 × stone |
| tile | 170 | 0 | no | yes | yes | no | tile | air | 0.800000011920929 × clay | 0.5 × clay |
| brick | 200 | 0 | yes | yes | yes | no | brick | rubble | 1 × brick | 0.8999999761581421 × brick |
| slate | 170 | 0 | no | yes | yes | no | slate | air | 0.800000011920929 × stone | 0.699999988079071 × stone |
| glass | 100 | 0 | no | yes | yes | no | glass | air | 1 × glass | 0.699999988079071 × glass |
| plaster | 60 | 0.1 | no | yes | yes | no | rubble | air | 0.5 × clay | 0.30000001192092896 × clay |
| iron | 130 | 0 | yes | yes | yes | no | iron | iron | 1 × iron | 0.949999988079071 × iron |
| sooted brick | 200 | 0 | yes | yes | yes | no | sooted brick | rubble | 1 × brick | 0.8999999761581421 × brick |
| steel | 160 | 0 | yes | yes | yes | no | steel | steel | 1 × steel | 0.949999988079071 × steel |
| concrete | 160 | 0 | yes | yes | yes | no | concrete | concrete | 1 × concrete | 0.6000000238418579 × stone |
| curtain wall | 100 | 0 | no | yes | yes | no | curtain wall | air | 1 × glass | 0.699999988079071 × glass |
| rubble | 220 | 0 | yes | yes | yes | no | rubble | rubble | — | 0.5 × stone |
| scaffold | 65 | 0.7 | no | yes | yes | no | ash | scaffold | 1 × timber | 0.800000011920929 × timber |
| ash | 220 | 0 | no | no | yes | no | ash | ash | — | — |
| town flag | 220 | 0 | no | yes | yes | no | town flag | town flag | 0.5 × cloth | — |
| banked fire | 220 | 0 | no | yes | yes | no | banked fire | air | 0.20000000298023224 × timber | — |
| ice | 1 | 0 | no | no | no | no | ice | ice | — | — |
| snow | 1 | 0 | no | no | yes | no | snow | snow | — | — |
| firn | 1 | 0 | no | no | yes | no | firn | firn | — | — |
| glacier ice | 1 | 0 | no | no | yes | no | glacier ice | glacier ice | — | — |
| dark timber | 90 | 0.7 | no | yes | yes | no | ash | air | — | — |
| pale timber | 90 | 0.7 | no | yes | yes | no | ash | air | — | — |
| ochre wash | 60 | 0.1 | no | yes | yes | no | rubble | air | — | — |
| rose wash | 60 | 0.1 | no | yes | yes | no | rubble | air | — | — |
| blue wash | 60 | 0.1 | no | yes | yes | no | rubble | air | — | — |
| green wash | 60 | 0.1 | no | yes | yes | no | rubble | air | — | — |
| red paint | 65 | 0.7 | no | yes | yes | no | ash | air | — | — |
| green paint | 65 | 0.7 | no | yes | yes | no | ash | air | — | — |
| blue paint | 65 | 0.7 | no | yes | yes | no | ash | air | — | — |
| ruby glass | 100 | 0 | no | yes | yes | no | ruby glass | air | — | — |
| cobalt glass | 100 | 0 | no | yes | yes | no | cobalt glass | air | — | — |
| amber glass | 100 | 0 | no | yes | yes | no | amber glass | air | — | — |
| emerald glass | 100 | 0 | no | yes | yes | no | emerald glass | air | — | — |
| gilt | 130 | 0 | no | yes | yes | no | gilt | air | — | — |
Goods and recipes
| good | base value | bulk | available from | perishable |
|---|---|---|---|---|
| grain | 1 | 0.5 | Founding | yes |
| fish | 1.2 | 0.4 | Founding | yes |
| timber | 1.4 | 0.5 | Founding | no |
| stone | 1.8 | 0.9 | Founding | no |
| clay | 0.9 | 0.9 | Founding | no |
| brick | 2.6 | 0.9 | Medieval | no |
| charcoal | 2.2 | 0.5 | Founding | no |
| coal | 1.9 | 0.9 | Industrial | no |
| iron | 6 | 0.3 | Founding | no |
| steel | 11 | 0.3 | Industrial | no |
| cloth | 5 | 0.12 | Founding | no |
| tools | 8 | 0.12 | Founding | no |
| glass | 9 | 0.12 | Renaissance | no |
| concrete | 3.4 | 0.9 | Modern | no |
| ale | 2 | 0.4 | Founding | yes |
| luxuries | 22 | 0.05 | Founding | no |
| recipe | inputs | output | from era | labour (worker-days) |
|---|---|---|---|---|
| kiln | 2 × clay, 0.5 × charcoal | 1.600000023841858 × brick | Medieval | 1 |
| charcoal burning | 3 × timber | 1 × charcoal | Founding | 1.2 |
| brewery | 2 × grain, 0.10000000149011612 × timber | 1.5 × ale | Founding | 0.8 |
| weaving | 0.6000000238418579 × grain, 0.10000000149011612 × timber | 1 × cloth | Founding | 1.6 |
| smithy | 1 × iron, 1.2000000476837158 × charcoal | 1 × tools | Medieval | 2 |
| glassworks | 1 × clay, 1.5 × charcoal | 1 × glass | Renaissance | 2.2 |
| blast furnace | 2 × iron, 2.5 × coal | 1.600000023841858 × steel | Industrial | 2.4 |
| cement works | 2 × stone, 1 × coal | 2.200000047683716 × concrete | Modern | 1.4 |
| manufactory | 1 × cloth, 0.6000000238418579 × coal | 0.5 × luxuries | Industrial | 2 |
Policy
The levers a governor has, their defaults and how far they go. Friction is what the citizens resent per year.
| lever | default |
|---|---|
| allow_density | yes |
| conservation | no |
| fire_code | no |
| flood_works | no |
| garrison | 0.1 |
| grain_reserve_years | 0.5 |
| public_works | 0.25 |
| relief | 0.05 |
| schooling | no |
| tariff | 0 |
| tax_rate | 0.1 |
| tribute | 0 |
| rule | value |
|---|---|
| friction_conservation | 0.04 |
| friction_fire_code | 0.05 |
| friction_floor | -0.12 |
| friction_relief | 1.4 |
| friction_tariff | 0.4 |
| garrison_max | 0.6 |
| grain_reserve_max | 4 |
| public_works_max | 0.9 |
| relief_max | 0.5 |
| tariff_max | 1.5 |
| tax_max | 0.6 |
Needs
What the city wants per head before it studies a shortage.
| rule | value |
|---|---|
| church_per_head | 0.08 |
| garrison_per_threat | 0.2 |
| housing_slack | 4 |
| production_per_head | 0.15 |
| school_per_head | 0.15 |
| shortage_gate | 0.2 |
| storage_min | 120 |
| storage_years | 2.5 |
| study_required | 24 |
Events
The shapes of fire, plague, war, earthquake and siege. The base chances are tunables.
| rule | value |
|---|---|
| fire_dryness_max | 1.5 |
| fire_dryness_min | 0.45 |
| fire_dryness_pivot | 1.6 |
| fire_exposure_floor | 0.3 |
| fire_unbuilt | 0.2 |
| plague_crowding_cap | 3 |
| plague_severity | 0.06, 0.34 |
| plague_years | 1, 4 |
| quake_brittle_new | 0.7 |
| quake_brittle_old | 1.25 |
| quake_fires | 4 |
| quake_harm | 0.7 |
| quake_legitimacy | 0.08 |
| quake_liquefaction | 0.4 |
| quake_min_harm | 0.03 |
| quake_radius_base | 24 |
| quake_radius_per | 110 |
| quake_vents | 90 |
| sack_loot | 0.6 |
| sanitation_industrial | 0.8 |
| sanitation_modern | 0.12 |
| siege_assault_ratio | 1.6 |
| siege_blockade_grain | 0.35 |
| siege_lift_ratio | 0.6 |
| war_cap | 0.3 |
| war_min_population | 150 |
| war_min_threat | 1.1 |
Water
Floods and what the town does about them; the bank heights are tunables.
| rule | value |
|---|---|
| bank_greening_per_year | 120 |
| bank_recovery_dry_days | 360 |
| drainage_per_year | 45 |
| embankment_era | Renaissance |
| embankment_treasury | 400 |
| flood_grain_loss | 0.15 |
| flood_harm_base | 0.22 |
| flood_harm_drained | 0.35 |
| flood_harm_per_course | 0.12 |
| flood_min_voxels | 40 |
| step_days | 30 |
Settlement and peoples
| rule | value |
|---|---|
| max_cultures | 12 |
| max_expedition | 24 |
| min_community | 3 |
| min_expedition | 8 |
| min_organizers | 8 |
| traffic_cell | 4 |
Tunable rule reference
Every dial the tuning page, a preset in assets/tunables/ or the browser build can turn, with the default the rule always had.
water
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| stream_drain_days | 90 | 1 | 360 | 1 | Days for an unsupported stream to drain from its head to its outlet. |
| flood_bank_natural | 1.25 | 0.5 | 4 | 0.05 | How far over bank-full the river must run before it is in the town. |
| flood_bank_embanked | 0.55 | 0 | 3 | 0.05 | What an embankment adds to that. |
| flood_bank_works | 0.25 | 0 | 3 | 0.05 | What the flood-works policy adds to that. |
| flood_chance_per_over | 1.1 | 0 | 4 | 0.1 | Flood chance per unit the river stands over the bank, capped at 0.85. |
events
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| fire_base_chance | 0.035 | 0 | 0.3 | 0.005 | Yearly base chance of a fire breaking out, scaled by how much of the standing town still burns and how dry the year was. |
| fire_code_factor | 0.35 | 0.05 | 1 | 0.05 | What a fire code does to the town's exposure: thatch banned, tile in. |
| plague_base_chance | 0.012 | 0 | 0.2 | 0.002 | Yearly base chance of plague, scaled by crowding and the age's sanitation. |
| plague_crowding_per | 900 | 100 | 5,000 | 50 | People per unit of crowding in the plague roll; a town this size is as crowded as it gets before the ceiling of three. |
| quake_base_chance | 0.002 | 0 | 0.1 | 0.001 | Yearly earthquake chance on a site that shakes at all. |
| quake_per_seismicity | 0.02 | 0 | 0.5 | 0.005 | Yearly earthquake chance added per unit of the site's seismicity. |
| war_chance_per_threat | 0.35 | 0 | 1 | 0.05 | Chance of war per unit of threat above one, once the town is worth marching on. |
| market_shock_chance | 0.05 | 0 | 0.5 | 0.01 | Yearly chance of a market shock abroad. |
settlement
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| settlement_separation | 48 | 16 | 200 | 4 | Cells between one village core and the next, leaving room for fields. |
| founding_population | 32 | 4 | 400 | 4 | People a settlement needs before it counts as a village of its own. |
peoples
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| branch_years | 35 | 1 | 300 | 5 | Years a daughter village must stand before it can take its own name. |
| branch_population | 34 | 4 | 400 | 2 | People a daughter village must hold before it can take its own name. |
people
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| food_per_head | 0.85 | 0 | 4 | 0.05 | Grain one person eats in a year, in stock units. |
eras
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| era_threshold_scale | 1 | 0.1 | 5 | 0.1 | Multiplies every era's population, treasury, literacy and building gates: below one the city advances early, above one it lingers. |
economy
| dial | default | min | max | step | what it does |
|---|---|---|---|---|---|
| tax_friction_free | 0.12 | 0 | 0.6 | 0.01 | The tax rate nobody resents; friction starts above it. |
| tax_friction_slope | 2.2 | 0 | 10 | 0.1 | Friction per unit of tax above the free rate. |
Building templates
A template is a kind of building as slots with options; a level is one step of it. The chooser picks, the compiler draws, the city measures. Browse them.
| template | kind | craft | min footprint | levels | slots |
|---|---|---|---|---|---|
| house | House | Shelter | 5 × 6 | hut → cottage → house → townhouse | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| hut | Hut | Shelter | 5 × 6 | hut | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| tenement | Tenement | Shelter | 6 × 6 | lodgings → tenement → block | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| forge | Forge | Make | 4 × 4 | smithy → forge → ironworks | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes); hearth (open, oven) |
| mill | Mill | Make | 4 × 4 | mill → tall mill | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes); wheel (side, none) |
| workshop | Workshop | Make | 4 × 4 | shed → workshop → works | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| granary | Granary | Store | 4 × 4 | store → granary | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes); raised (staddles, ground) |
| warehouse | Warehouse | Store | 5 × 5 | warehouse → bonded store | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| church | Church | Civic | 5 × 7 | chapel → church → minster | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes); tower (low, tall, none) |
| market | Market | Civic | 5 × 5 | market cross → market hall | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes); sides (open, stalls) |
| town hall | TownHall | Civic | 5 × 5 | moot hall → town hall | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| school | School | Civic | 5 × 5 | schoolroom → school | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| garrison | Garrison | Defend | 4 × 4 | guardhouse → garrison | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
| farmstead | Farmstead | Grow | 5 × 6 | croft → farmstead | walls (daub, timber, stone, brick, plaster, concrete); roof (gable, hip, flat); storeys (1, 2, 3, 4); chimney (none, one, two); windows (few, many, none); porch (none, front); annex (none, lean-to, tower); yard (open, fenced, walled); trim (plain, dressed); flag (no, yes) |
World recipes and features
| recipe | features | description |
|---|---|---|
| plain valley | The site exactly as terrain generation makes it. | |
| karst valley | Caves, Cliffs, Basin | Limestone country: cave systems under the hills, a sink basin, a few cliff bands. |
| alpine gorge | Gorge, Cliffs, Plateau | A Schlucht cut from the river's head into the mountain, stepped cliffs above it, a high plateau. |
| terraced highlands | Terraces, Ridge, Caves | Gentle farm terraces up the valley sides, a ridge across the head, caves in the ridge. |
| feature | what it does |
|---|---|
| caves | Worm tunnels under the hills, each with a mouth on a slope, kept above the tide. |
| cliffs | Steep ground stepped into rock bands: an escarpment where the hill was a slope. |
| gorge | A deep, narrow U-shaped cut along a wandering line between two anchors. |
| terraces | Heights quantised to a step between two elevations, for farm terraces. |
| plateau | A mesa with a flat top and a steep rim. |
| basin | A hollow the water model turns into a lake if the rain allows. |
| ridge | A spine between two points. |
| crater | A bowl with a raised rim. |
Climate epochs and snow
| scenario | enabled | glacial period | glacial amplitude | secular period | secular amplitude | drift / century | keyframes |
|---|---|---|---|---|---|---|---|
| natural cycles | yes | 900 | 2.6 | 110 | 0.9 | 0 | — |
| little ice age | yes | 900 | 2.6 | 110 | 0.9 | 0 | y0 +0.4000000059604645 °C ×1; y180 +0.4000000059604645 °C ×1; y230 -1.600000023841858 °C ×1.149999976158142; y330 -1.399999976158142 °C ×1.100000023841858; y380 +0 °C ×1; y520 +0.30000001192092896 °C ×1; y640 +1.7999999523162842 °C ×0.949999988079071 |
| ice age | yes | 900 | 1 | 110 | 0.9 | 0 | y0 -3.5 °C ×1.2000000476837158; y250 -4.5 °C ×1.25; y400 -1 °C ×1.0499999523162842; y600 +1 °C ×0.949999988079071 |
| steady | no | 900 | 2.6 | 110 | 0.9 | 0 | — |
| rule | value |
|---|---|
| aspect | 0.8 |
| enabled | yes |
| firn_ddf | 2.2 |
| firn_to_ice_mm | 1,800 |
| first_layer_mm | 60 |
| flow_rate | 0.1 |
| flow_threshold_mm | 2,500 |
| ground_relax | 0.003 |
| ice_ddf | 1.3 |
| ice_share | 0.35 |
| lapse | 0.32 |
| layer_mm | 250 |
| max_half_layers | 16 |
| permafrost_days | 720 |
| rain_melt | 0.35 |
| snow_ddf | 2.8 |
Styles, scale and lenses
| style | unit | description |
|---|---|---|
| palim | 1 | The simulation's own colours, a metre a unit, drawn as runtime pixel art. |
| vivid | 1 | Saturated, strongly grained, a meadow of tall grass and flowers. |
| sprite | 2 | Chunky pixels: two units a metre, flat surfaces, voxel people, no grain — the pixel-art look. |
| miniature | 0.5 | A model on a table: half a unit a metre, voxel people, soft muted colours. |
| winter study | 1 | Snow and ice read first: cool palette, no shader snow so only the lying voxels show. |
| picturesque pixels | 1 | High-detail voxels and hand-drawn pixels with generated, softly interlocking edges. |
The render unit runs from 0.25 to 4 per simulated metre (default 1); material is stored at 32 voxels per metre. Playground maps: height, change, snow and ice, fertility, water. Scheduler lanes: realtime, background, idle.
| lens | what it shows |
|---|---|
| material | What every voxel is made of: the material colour of the top of each column. |
| era | The era that laid each built voxel; untouched ground is greyed. The palimpsest itself. |
| water | Standing water, saturated soil and the river: what the water model holds this month. |
| cultures | Town ground in the colour of the people who hold the nearest settlement. |
| territories | Town ground by settlement number, whoever lives there. |
| fertility | How well each column grows things, one being the site's ordinary ground. |
| snow | Snow, firn and glacier ice lying on the ground as voxels. |
| traffic | Where people actually walk: crossings this decade, and the wear they leave. |
Controls
| key | does | group |
|---|---|---|
| up / down | choose a setting | launcher |
| left / right | change it; hold shift for a bigger step | launcher |
| R | roll a new seed | launcher |
| Enter | found the city | launcher |
| Esc | close inspection or menus, then return to the launcher; quit from the launcher | launcher |
| F1 | the city: calendar, age, people, purse, legitimacy, threat | views |
| F2 | the works: what is standing, levels, the building programme, streets, the wall | views |
| F3 | people: headcount, what everybody is doing, the year's demography, trades | views |
| F4 | the ground: what is left in the site, salvage, what can be walked to | views |
| F5 | the sky: the season, the weather, the year's rain, the lakes, the flood plain | views |
| F6 | economy: treasury, the fields, stores and prices, the year's production | views |
| F7 | the world outside: the trade ledger, who the city deals with, the danger | views |
| F8 | learning: the study in hand, the last survey, how good each craft has got | views |
| F9 | chronicle: the city's own memory, newest first | views |
| F12 | the peoples: who lives here, where they came from, how they get on | views |
| G | open or close the engine panel: entities, design, terrain, playground, climate, style, tasks | panels |
| Tab | hide the whole frame and give the city the window | panels |
| Space | pause and run | time |
| 1 to 5 | 1, 4, 16, 60, 180 days per second | time |
| right-drag | orbit | camera |
| wheel | zoom | camera |
| W A S D / arrows | pan | camera |
| Q / E | raise and lower | camera |
| , / . | turn the camera one step left or right | camera |
| M | switch between material colour and colour by the era that laid it | lenses |
| V | turn pixel art on or off | lenses |
| P | show or hide the citizens | lenses |
| Z | show or hide quiet building labels | lenses |
| X | toggle the X-ray cutaway | lenses |
| [ / ] | lower or raise the cutaway layer; hold to repeat, shift moves eight | lenses |
| \ | show all caves and excavated holes together | lenses |
| F10 | toggle settled-territory outlines and village markers | lenses |
| F11 | toggle field boundaries: green planted, gold fallow | lenses |
| left-click a building or road | inspect it in the world; Edit structure opens its voxel blueprint editor | editor |
| Alt + left-click | remove one 3.125 cm voxel under the pointer | editor |
| Alt + Shift + left-click | add one voxel of the pointed material against that face | editor |
| Shift + click (editor) | erase a cell of the draft | editor |
| Esc (editor) | discard the draft and return to the city | editor |