Settlement Design: Urban Development Skill
You help writers create realistic settlements by applying the ten core principles that govern how real cities and towns form, grow, and evolve. This produces urban environments that feel lived-in rather than designed-for-plot.
Core Principles
- Geographic Determinism: Natural features profoundly shape settlement patterns and growth
- Functional Necessity: Settlements develop to fulfill specific economic, defensive, or social needs
- Network Emergence: Settlements exist within interconnected systems, not isolation
- Layered Development: Urban spaces evolve through accretion rather than comprehensive planning
- Power Projection: Settlement design reflects and reinforces social and political hierarchies
- Resource Constraint: Available materials and technologies limit construction possibilities
- Cultural Expression: Built environments embody cultural values and social organization
- Adaptive Reuse: Structures and spaces are repurposed as needs change over time
- Disaster Response: Settlements evolve in reaction to catastrophes
- Spatial Stratification: Social hierarchies manifest in physical organization of space
The Ten Parameter Categories
1. Site Selection Parameters
| Parameter |
Options to Consider |
| Water Access |
Rivers, lakes, coastlines, springs, wells |
| Defensive Position |
Elevation, natural barriers, visibility |
| Resource Proximity |
Mines, timber, fertile soil, wildlife |
| Trade Route Placement |
Crossroads, harbors, mountain passes |
| Climate Suitability |
Temperature, rainfall, seasonal patterns |
| Spiritual Significance |
Sacred sites, astronomical alignments |
2. Morphological Parameters
| Parameter |
Options to Consider |
| Street Pattern |
Grid, radial, organic, hierarchical |
| Density Gradient |
Concentrated to dispersed population |
| Boundary Definition |
Walls, natural features, markers |
| Building Typology |
Predominant architectural forms |
| Open Space Distribution |
Plazas, parks, markets, fields |
| Vertical Development |
Height variation and skyline |
3. Functional Parameters
| Parameter |
Options to Consider |
| Economic Base |
Agricultural, industrial, commercial, administrative |
| Defense Systems |
Fortifications, surveillance, escape routes |
| Civic Organization |
Governance spaces and structures |
| Social Infrastructure |
Meeting places, recreational areas |
| Religious Facilities |
Temples, shrines, ceremonial spaces |
| Knowledge Centers |
Schools, libraries, universities |
4. Infrastructure Parameters
| Parameter |
Options to Consider |
| Water Management |
Supply, drainage, waste disposal |
| Transportation Network |
Roads, bridges, canals, ports |
| Food Storage/Distribution |
Granaries, markets, warehouses |
| Energy Systems |
Fuel sources, power distribution |
| Waste Management |
Disposal, recycling, sanitation |
| Communication Infrastructure |
Message systems, signals |
5. Socio-Spatial Parameters
| Parameter |
Options to Consider |
| Elite Spaces |
High-status residential and ceremonial areas |
| Common Quarters |
Everyday residential areas |
| Marginalized Zones |
Low-status or excluded populations |
| Transitional Spaces |
Areas between different social domains |
| Contested Territories |
Disputed or ambiguous ownership |
| Ethnoreligious Districts |
Cultural/religious group clustering |
6. Symbolic Parameters
| Parameter |
Options to Consider |
| Monumental Expression |
Power and identity representations |
| Ritual Pathways |
Procession routes and ceremonial ways |
| Collective Memory Sites |
Historical event markers |
| Identity Boundaries |
Cultural and social group divisions |
| Cosmic Alignment |
Astronomical and religious orientations |
| Status Signification |
Social rank indication through space |
Settlement Typologies
By Primary Function
| Type |
Characteristics |
| Market Settlement |
Trade-focused community |
| Administrative Center |
Governance-oriented city |
| Religious Complex |
Faith-centered settlement |
| Military Outpost |
Defense-focused installation |
| Production Center |
Manufacturing/resource extraction |
| Agricultural Community |
Farming-based settlement |
| Transport Hub |
Movement-facilitating location |
| Knowledge Center |
Education/research community |
By Morphological Pattern
| Type |
Characteristics |
| Planned Grid |
Regular, organized street network |
| Concentric Settlement |
Rings around central point |
| Linear Development |
Elongated along path/feature |
| Organic Cluster |
Irregular, emergent organization |
| Radial Pattern |
Streets extending from central hub |
| Composite Structure |
Multiple morphological sections |
| Dispersed Settlement |
Scattered buildings without center |
| Nucleated Village |
Tightly clustered around focal point |
By Geographic Setting
| Type |
Characteristics |
| River Settlement |
Waterway-oriented community |
| Coastal Port |
Sea-facing trade center |
| Hill Town |
Elevated defensive position |
| Valley Community |
Nestled between heights |
| Plains Settlement |
Flat terrain development |
| Mountain Outpost |
High-altitude location |
| Island Development |
Water-surrounded community |
| Desert Oasis |
Arid region water-centered |
By Scale and Complexity
| Type |
Population Range |
| Isolated Homestead |
Single family/small group |
| Hamlet |
Small cluster, no specialization |
| Village |
Basic community, simple division of labor |
| Town |
Medium settlement, some specialization |
| City |
Large settlement, complex organization |
| Metropolis |
Major urban center, regional dominance |
| Megalopolis |
Interconnected urban region |
| Imperial Capital |
Political/cultural center of empire |
Development Patterns
Settlement Evolution Sequences
- Camp → Hamlet → Village → Town → City → Metropolis
- Military Outpost → Frontier Settlement → Regional Center → Capital
- Religious Shrine → Pilgrimage Site → Temple Complex → Holy City
- Trading Post → Market Town → Commercial Center → Trade Metropolis
- Mining Camp → Industrial Town → Manufacturing City
- Fishing Settlement → Port Town → Maritime Hub → Naval Center
Spatial Growth Patterns
| Pattern |
Description |
| Concentric Expansion |
Growth in rings around original settlement |
| Axial Development |
Expansion along transportation corridors |
| Leap-frog Growth |
Discontinuous development with gaps |
| Infill Densification |
Filling empty spaces within existing areas |
| Satellite Formation |
Secondary settlements around primary center |
| Linear Extension |
Growth along single axis |
| Cellular Accretion |
Addition of whole neighborhoods/districts |
| Polycentric Evolution |
Multiple growing centers merging |
Crisis and Adaptation Cycles
| Crisis |
Response Pattern |
| Fire Destruction |
Rebuilding with fire prevention |
| Flood Damage |
Elevated construction, flood control |
| Disease Outbreak |
Sanitation improvement |
| Siege/Invasion |
Enhanced fortification |
| Resource Depletion |
Economic diversification |
| Overcrowding |
Peripheral expansion, vertical growth |
| Political Collapse |
Fragmentation, repurposing |
Setting-Specific Adaptations
Fantasy Settings
- Magical Resource Urbanization: Settlement around arcane energy sources
- Multi-Race Architecture: Designs for diverse species needs
- Defensive Magic Influence: Mystical protection affecting urban form
- Divine Presence Planning: City design reflecting divine will
- Magical Transportation Effects: Portal/teleportation impact on layout
Science Fiction Settings
- Environmental Dome Cities: Enclosed settlements on hostile worlds
- Orbital Habitat Design: Artificial gravity considerations
- Subterranean Complexes: Underground urban development
- Interspecies Cohabitation: Multi-species urban accommodation
- Zero-G Settlement Design: Spatial organization without gravity
Post-Apocalyptic Settings
- Ruin Repurposing: Adaptation of pre-collapse structures
- Defensive Scarcity Design: Resource protection-focused layout
- Contamination Avoidance: Hazard-driven settlement location
- Technological Regression: Designs following capability loss
- Remnant Infrastructure: Communities around surviving systems
District Design
Naming Patterns
| Pattern |
Examples |
| Function-Based |
Market Quarter, Warehouse District |
| Social Class Reference |
Noble Quarter, Craftsmen's Row |
| Historical Development |
Old Town, New District |
| Geographic Position |
North Ward, Riverside |
| Ethnic/Cultural |
Elvish Quarter, Foreign District |
| Occupational Cluster |
Tanner's Lane, Merchant Row |
District Types
| Type |
Characteristics |
| Commercial |
Markets, shops, warehouses, trade halls |
| Residential (Elite) |
Large homes, gardens, quiet streets |
| Residential (Common) |
Dense housing, narrow streets |
| Industrial |
Workshops, manufacturing, pollution |
| Religious |
Temples, monasteries, sacred spaces |
| Administrative |
Government buildings, courts, archives |
| Entertainment |
Theaters, taverns, pleasure houses |
| Military |
Barracks, armories, training grounds |
Implementation Process
Step 1: Site Selection and Analysis
- Identify key geographic features
- Assess resource availability
- Evaluate defensive potential
- Analyze transportation connectivity
- Consider climatic conditions
Step 2: Foundation Establishment
- Determine founding purpose
- Select initial morphology
- Establish core structures
- Define original boundaries
Step 3: Growth Phase Development
- Map expansion patterns
- Add district specialization
- Develop infrastructure networks
- Create social stratification zones
Step 4: Historical Layering
- Incorporate crisis events
- Show adaptive responses
- Create architectural palimpsest
- Develop contested spaces
Step 5: Contemporary State
- Define current function
- Map active/declining areas
- Identify tensions and conflicts
- Show ongoing changes
Implementation Checklist
Output Persistence
Output Discovery
- Check for
context/output-config.md in the project
- If found, look for this skill's entry
- If not found, ask user: "Where should I save settlement designs?"
- Suggest:
worldbuilding/settlements/ or explorations/worldbuilding/
Primary Output
- Site analysis - Geographic features and selection rationale
- Morphology - Street patterns, boundaries, districts
- Historical layers - Development phases and crisis responses
- Infrastructure - Water, transport, waste, food systems
- Social geography - Elite, common, marginalized zones
File Naming
Pattern: {settlement-name}-design-{date}.md
Verification (Oracle)
What This Skill Can Verify
- Scale consistency - Do population and institutions match? (High confidence)
- Infrastructure presence - Are essential systems addressed? (High confidence)
- Historical layering - Does settlement show development over time? (Medium confidence)
What Requires Human Judgment
- Story fit - Does settlement create interesting scenes?
- Immersive quality - Does it feel lived-in?
- Navigation clarity - Can readers orient themselves?
Oracle Limitations
- Cannot assess whether settlement serves plot needs
- Cannot predict reader sense of place from descriptions
Feedback Loop
Session Persistence
- Output location: See
context/output-config.md
- What to save: Site, morphology, districts, infrastructure, social zones
- Naming pattern:
{settlement-name}-design-{date}.md
Cross-Session Learning
- Check for prior settlement work in this world
- Ensure settlements maintain trade/political consistency
- Crisis response patterns inform anti-patterns
Design Constraints
This Skill Assumes
- Settlement exists (even ruins were once settlements)
- Writer wants functional urbanism, not stage sets
- Some historical development has occurred
This Skill Does Not Handle
- Economic systems - Route to: economic-systems
- Political structures - Route to: governance-systems
- Cultural texture - Route to: memetic-depth
- Scene staging - Route to: scene-sequencing
Degradation Signals
- Perfect symmetry without historical disruption
- Every element serving current plot
- Scale mismatch between population and institutions
Reasoning Requirements
Standard Reasoning
- Single district design
- Site selection analysis
- Basic infrastructure mapping
Extended Reasoning (ultrathink)
- Full city design - [Why: all systems interconnect]
- Historical layer development - [Why: tracing centuries of change]
- Multi-settlement regional design - [Why: trade and political networks]
Trigger phrases: "design the complete city", "city history", "regional settlement network"
Execution Strategy
Sequential (Default)
- Site before morphology
- Foundation before growth phases
- Infrastructure before social geography
Parallelizable
- Designing multiple districts
- Research into different urban analogs
Subagent Candidates
| Task |
Agent Type |
When to Spawn |
| Historical research |
general-purpose |
When modeling on real cities |
| World consistency check |
Explore |
When verifying against existing setting |
Context Management
Approximate Token Footprint
- Skill base: ~4k tokens (parameters + typologies)
- With development patterns: ~5k tokens
- With setting adaptations: ~6k tokens
Context Optimization
- Focus on relevant typologies for current settlement
- Implementation process is reference, not required
- Setting adaptations load on-demand
When Context Gets Tight
- Prioritize: Current typology, active parameters
- Defer: Full typology matrix, evolution sequences
- Drop: All setting-specific adaptations not in use
Anti-Patterns
1. Designer's Map Syndrome
Pattern: Creating settlements that look good on a map but don't reflect organic development—perfect grids, symmetrical layouts, convenient district placement.
Why it fails: Real cities accumulate over time through crisis, growth, and adaptation. The "designed" appearance signals artificiality. Readers sense something's off even when they can't articulate it.
Fix: Add at least one layer of disruption—a fire that forced rebuilding, a flood that redirected development, an invasion that destroyed the old walls. Show the scars of history in the urban fabric.
2. Functional Perfection
Pattern: Every element of the city serves the current plot—the perfect tavern for meetings, the convenient sewer for escapes, districts that exist only when characters visit.
Why it fails: Cities exist for their inhabitants, not for visiting protagonists. Plot-serving urbanism makes the city feel like a stage set rather than a lived environment.
Fix: Include elements that don't serve the plot but serve the city. Markets for goods the characters don't need. Temples to gods the characters don't worship. The city should feel like it would exist without the story.
3. Scale Implausibility
Pattern: Descriptions implying vastly different scales—a "small town" with specialized districts that would require a population of 50,000, or a "great city" that characters walk across in an hour.
Why it fails: Readers have intuitions about urban scale from experience. Contradictions break immersion. A hamlet can't have a thieves' guild district; a metropolis can't be crossed on foot between breakfast and lunch.
Fix: Choose a real-world analog for scale reference. Research population densities for your technology level. Match institutions and specializations to actual population thresholds.
4. Missing Infrastructure
Pattern: Rich descriptions of palaces and markets without mentioning where water comes from, where waste goes, or how food arrives.
Why it fails: Infrastructure is what makes cities possible. Its absence makes the settlement feel like a fantasy diorama rather than a functioning organism.
Fix: Decide how the city handles water, waste, food, and fuel. These systems shape urban form—aqueducts create neighborhoods, markets cluster near gates, tanners locate downriver.
5. Homogeneous Population
Pattern: Every neighborhood has the same feel, the same prosperity level, the same building types. No tension between rich and poor districts, old and new areas, native and immigrant quarters.
Why it fails: Urban texture comes from variation and contrast. The interesting parts of cities are the edges where different zones meet, where wealth borders poverty, where old meets new.
Fix: Design at least three distinct zones with different characters. Create transition areas where they interact. Show the tensions that arise from proximity.
Integration
Inbound (feeds into this skill)
| Skill |
What it provides |
| worldbuilding |
Broader geographic and cultural context |
| governance-systems |
Political structures that shape urban form |
| economic-systems |
Trade patterns and production that drive settlement growth |
| belief-systems |
Religious architecture and sacred geography |
Outbound (this skill enables)
| Skill |
What this provides |
| scene-sequencing |
Physical spaces for scene staging |
| positional-revelation |
Urban roles that create plot access |
| underdog-unit |
Physical constraints for institutional outcasts |
Complementary
| Skill |
Relationship |
| economic-systems |
Settlement design needs economic logic; economic-systems need physical expression in markets and districts |
| governance-systems |
Political power expresses itself through urban form; use together for consistency |
1---
2name: settlement-design
3description: Design cities, towns, and settlements for fictional worlds. Use when creating urban environments, mapping city districts, or when settlements need realistic layered development and spatial logic.
4license: MIT
5metadata:
6 author: jwynia
7 version: "1.0"
8 type: generator
9 mode: generative
10 domain: worldbuilding
11---
12
13# Settlement Design: Urban Development Skill
14
15You help writers create realistic settlements by applying the ten core principles that govern how real cities and towns form, grow, and evolve. This produces urban environments that feel lived-in rather than designed-for-plot.
16
17## Core Principles
18
191. **Geographic Determinism**: Natural features profoundly shape settlement patterns and growth
202. **Functional Necessity**: Settlements develop to fulfill specific economic, defensive, or social needs
213. **Network Emergence**: Settlements exist within interconnected systems, not isolation
224. **Layered Development**: Urban spaces evolve through accretion rather than comprehensive planning
235. **Power Projection**: Settlement design reflects and reinforces social and political hierarchies
246. **Resource Constraint**: Available materials and technologies limit construction possibilities
257. **Cultural Expression**: Built environments embody cultural values and social organization
268. **Adaptive Reuse**: Structures and spaces are repurposed as needs change over time
279. **Disaster Response**: Settlements evolve in reaction to catastrophes
2810. **Spatial Stratification**: Social hierarchies manifest in physical organization of space
29
30## The Ten Parameter Categories
31
32### 1. Site Selection Parameters
33
34| Parameter | Options to Consider |
35|-----------|---------------------|
36| **Water Access** | Rivers, lakes, coastlines, springs, wells |
37| **Defensive Position** | Elevation, natural barriers, visibility |
38| **Resource Proximity** | Mines, timber, fertile soil, wildlife |
39| **Trade Route Placement** | Crossroads, harbors, mountain passes |
40| **Climate Suitability** | Temperature, rainfall, seasonal patterns |
41| **Spiritual Significance** | Sacred sites, astronomical alignments |
42
43### 2. Morphological Parameters
44
45| Parameter | Options to Consider |
46|-----------|---------------------|
47| **Street Pattern** | Grid, radial, organic, hierarchical |
48| **Density Gradient** | Concentrated to dispersed population |
49| **Boundary Definition** | Walls, natural features, markers |
50| **Building Typology** | Predominant architectural forms |
51| **Open Space Distribution** | Plazas, parks, markets, fields |
52| **Vertical Development** | Height variation and skyline |
53
54### 3. Functional Parameters
55
56| Parameter | Options to Consider |
57|-----------|---------------------|
58| **Economic Base** | Agricultural, industrial, commercial, administrative |
59| **Defense Systems** | Fortifications, surveillance, escape routes |
60| **Civic Organization** | Governance spaces and structures |
61| **Social Infrastructure** | Meeting places, recreational areas |
62| **Religious Facilities** | Temples, shrines, ceremonial spaces |
63| **Knowledge Centers** | Schools, libraries, universities |
64
65### 4. Infrastructure Parameters
66
67| Parameter | Options to Consider |
68|-----------|---------------------|
69| **Water Management** | Supply, drainage, waste disposal |
70| **Transportation Network** | Roads, bridges, canals, ports |
71| **Food Storage/Distribution** | Granaries, markets, warehouses |
72| **Energy Systems** | Fuel sources, power distribution |
73| **Waste Management** | Disposal, recycling, sanitation |
74| **Communication Infrastructure** | Message systems, signals |
75
76### 5. Socio-Spatial Parameters
77
78| Parameter | Options to Consider |
79|-----------|---------------------|
80| **Elite Spaces** | High-status residential and ceremonial areas |
81| **Common Quarters** | Everyday residential areas |
82| **Marginalized Zones** | Low-status or excluded populations |
83| **Transitional Spaces** | Areas between different social domains |
84| **Contested Territories** | Disputed or ambiguous ownership |
85| **Ethnoreligious Districts** | Cultural/religious group clustering |
86
87### 6. Symbolic Parameters
88
89| Parameter | Options to Consider |
90|-----------|---------------------|
91| **Monumental Expression** | Power and identity representations |
92| **Ritual Pathways** | Procession routes and ceremonial ways |
93| **Collective Memory Sites** | Historical event markers |
94| **Identity Boundaries** | Cultural and social group divisions |
95| **Cosmic Alignment** | Astronomical and religious orientations |
96| **Status Signification** | Social rank indication through space |
97
98## Settlement Typologies
99
100### By Primary Function
101
102| Type | Characteristics |
103|------|-----------------|
104| **Market Settlement** | Trade-focused community |
105| **Administrative Center** | Governance-oriented city |
106| **Religious Complex** | Faith-centered settlement |
107| **Military Outpost** | Defense-focused installation |
108| **Production Center** | Manufacturing/resource extraction |
109| **Agricultural Community** | Farming-based settlement |
110| **Transport Hub** | Movement-facilitating location |
111| **Knowledge Center** | Education/research community |
112
113### By Morphological Pattern
114
115| Type | Characteristics |
116|------|-----------------|
117| **Planned Grid** | Regular, organized street network |
118| **Concentric Settlement** | Rings around central point |
119| **Linear Development** | Elongated along path/feature |
120| **Organic Cluster** | Irregular, emergent organization |
121| **Radial Pattern** | Streets extending from central hub |
122| **Composite Structure** | Multiple morphological sections |
123| **Dispersed Settlement** | Scattered buildings without center |
124| **Nucleated Village** | Tightly clustered around focal point |
125
126### By Geographic Setting
127
128| Type | Characteristics |
129|------|-----------------|
130| **River Settlement** | Waterway-oriented community |
131| **Coastal Port** | Sea-facing trade center |
132| **Hill Town** | Elevated defensive position |
133| **Valley Community** | Nestled between heights |
134| **Plains Settlement** | Flat terrain development |
135| **Mountain Outpost** | High-altitude location |
136| **Island Development** | Water-surrounded community |
137| **Desert Oasis** | Arid region water-centered |
138
139### By Scale and Complexity
140
141| Type | Population Range |
142|------|------------------|
143| **Isolated Homestead** | Single family/small group |
144| **Hamlet** | Small cluster, no specialization |
145| **Village** | Basic community, simple division of labor |
146| **Town** | Medium settlement, some specialization |
147| **City** | Large settlement, complex organization |
148| **Metropolis** | Major urban center, regional dominance |
149| **Megalopolis** | Interconnected urban region |
150| **Imperial Capital** | Political/cultural center of empire |
151
152## Development Patterns
153
154### Settlement Evolution Sequences
155
156- **Camp → Hamlet → Village → Town → City → Metropolis**
157- **Military Outpost → Frontier Settlement → Regional Center → Capital**
158- **Religious Shrine → Pilgrimage Site → Temple Complex → Holy City**
159- **Trading Post → Market Town → Commercial Center → Trade Metropolis**
160- **Mining Camp → Industrial Town → Manufacturing City**
161- **Fishing Settlement → Port Town → Maritime Hub → Naval Center**
162
163### Spatial Growth Patterns
164
165| Pattern | Description |
166|---------|-------------|
167| **Concentric Expansion** | Growth in rings around original settlement |
168| **Axial Development** | Expansion along transportation corridors |
169| **Leap-frog Growth** | Discontinuous development with gaps |
170| **Infill Densification** | Filling empty spaces within existing areas |
171| **Satellite Formation** | Secondary settlements around primary center |
172| **Linear Extension** | Growth along single axis |
173| **Cellular Accretion** | Addition of whole neighborhoods/districts |
174| **Polycentric Evolution** | Multiple growing centers merging |
175
176### Crisis and Adaptation Cycles
177
178| Crisis | Response Pattern |
179|--------|------------------|
180| **Fire Destruction** | Rebuilding with fire prevention |
181| **Flood Damage** | Elevated construction, flood control |
182| **Disease Outbreak** | Sanitation improvement |
183| **Siege/Invasion** | Enhanced fortification |
184| **Resource Depletion** | Economic diversification |
185| **Overcrowding** | Peripheral expansion, vertical growth |
186| **Political Collapse** | Fragmentation, repurposing |
187
188## Setting-Specific Adaptations
189
190### Fantasy Settings
191- **Magical Resource Urbanization**: Settlement around arcane energy sources
192- **Multi-Race Architecture**: Designs for diverse species needs
193- **Defensive Magic Influence**: Mystical protection affecting urban form
194- **Divine Presence Planning**: City design reflecting divine will
195- **Magical Transportation Effects**: Portal/teleportation impact on layout
196
197### Science Fiction Settings
198- **Environmental Dome Cities**: Enclosed settlements on hostile worlds
199- **Orbital Habitat Design**: Artificial gravity considerations
200- **Subterranean Complexes**: Underground urban development
201- **Interspecies Cohabitation**: Multi-species urban accommodation
202- **Zero-G Settlement Design**: Spatial organization without gravity
203
204### Post-Apocalyptic Settings
205- **Ruin Repurposing**: Adaptation of pre-collapse structures
206- **Defensive Scarcity Design**: Resource protection-focused layout
207- **Contamination Avoidance**: Hazard-driven settlement location
208- **Technological Regression**: Designs following capability loss
209- **Remnant Infrastructure**: Communities around surviving systems
210
211## District Design
212
213### Naming Patterns
214
215| Pattern | Examples |
216|---------|----------|
217| **Function-Based** | Market Quarter, Warehouse District |
218| **Social Class Reference** | Noble Quarter, Craftsmen's Row |
219| **Historical Development** | Old Town, New District |
220| **Geographic Position** | North Ward, Riverside |
221| **Ethnic/Cultural** | Elvish Quarter, Foreign District |
222| **Occupational Cluster** | Tanner's Lane, Merchant Row |
223
224### District Types
225
226| Type | Characteristics |
227|------|-----------------|
228| **Commercial** | Markets, shops, warehouses, trade halls |
229| **Residential (Elite)** | Large homes, gardens, quiet streets |
230| **Residential (Common)** | Dense housing, narrow streets |
231| **Industrial** | Workshops, manufacturing, pollution |
232| **Religious** | Temples, monasteries, sacred spaces |
233| **Administrative** | Government buildings, courts, archives |
234| **Entertainment** | Theaters, taverns, pleasure houses |
235| **Military** | Barracks, armories, training grounds |
236
237## Implementation Process
238
239### Step 1: Site Selection and Analysis
240- Identify key geographic features
241- Assess resource availability
242- Evaluate defensive potential
243- Analyze transportation connectivity
244- Consider climatic conditions
245
246### Step 2: Foundation Establishment
247- Determine founding purpose
248- Select initial morphology
249- Establish core structures
250- Define original boundaries
251
252### Step 3: Growth Phase Development
253- Map expansion patterns
254- Add district specialization
255- Develop infrastructure networks
256- Create social stratification zones
257
258### Step 4: Historical Layering
259- Incorporate crisis events
260- Show adaptive responses
261- Create architectural palimpsest
262- Develop contested spaces
263
264### Step 5: Contemporary State
265- Define current function
266- Map active/declining areas
267- Identify tensions and conflicts
268- Show ongoing changes
269
270## Implementation Checklist
271
272- [ ] Define site selection rationale
273- [ ] Choose primary function type
274- [ ] Select morphological pattern
275- [ ] Map district organization
276- [ ] Design infrastructure systems
277- [ ] Create social stratification zones
278- [ ] Develop historical layers
279- [ ] Include crisis response evidence
280- [ ] Add cultural expression elements
281- [ ] Identify current tensions/changes
282
283## Output Persistence
284
285### Output Discovery
2861. Check for `context/output-config.md` in the project
2872. If found, look for this skill's entry
2883. If not found, ask user: "Where should I save settlement designs?"
2894. Suggest: `worldbuilding/settlements/` or `explorations/worldbuilding/`
290
291### Primary Output
292- **Site analysis** - Geographic features and selection rationale
293- **Morphology** - Street patterns, boundaries, districts
294- **Historical layers** - Development phases and crisis responses
295- **Infrastructure** - Water, transport, waste, food systems
296- **Social geography** - Elite, common, marginalized zones
297
298### File Naming
299Pattern: `{settlement-name}-design-{date}.md`
300
301## Verification (Oracle)
302
303### What This Skill Can Verify
304- **Scale consistency** - Do population and institutions match? (High confidence)
305- **Infrastructure presence** - Are essential systems addressed? (High confidence)
306- **Historical layering** - Does settlement show development over time? (Medium confidence)
307
308### What Requires Human Judgment
309- **Story fit** - Does settlement create interesting scenes?
310- **Immersive quality** - Does it feel lived-in?
311- **Navigation clarity** - Can readers orient themselves?
312
313### Oracle Limitations
314- Cannot assess whether settlement serves plot needs
315- Cannot predict reader sense of place from descriptions
316
317## Feedback Loop
318
319### Session Persistence
320- **Output location:** See `context/output-config.md`
321- **What to save:** Site, morphology, districts, infrastructure, social zones
322- **Naming pattern:** `{settlement-name}-design-{date}.md`
323
324### Cross-Session Learning
325- Check for prior settlement work in this world
326- Ensure settlements maintain trade/political consistency
327- Crisis response patterns inform anti-patterns
328
329## Design Constraints
330
331### This Skill Assumes
332- Settlement exists (even ruins were once settlements)
333- Writer wants functional urbanism, not stage sets
334- Some historical development has occurred
335
336### This Skill Does Not Handle
337- **Economic systems** - Route to: economic-systems
338- **Political structures** - Route to: governance-systems
339- **Cultural texture** - Route to: memetic-depth
340- **Scene staging** - Route to: scene-sequencing
341
342### Degradation Signals
343- Perfect symmetry without historical disruption
344- Every element serving current plot
345- Scale mismatch between population and institutions
346
347## Reasoning Requirements
348
349### Standard Reasoning
350- Single district design
351- Site selection analysis
352- Basic infrastructure mapping
353
354### Extended Reasoning (ultrathink)
355- **Full city design** - [Why: all systems interconnect]
356- **Historical layer development** - [Why: tracing centuries of change]
357- **Multi-settlement regional design** - [Why: trade and political networks]
358
359**Trigger phrases:** "design the complete city", "city history", "regional settlement network"
360
361## Execution Strategy
362
363### Sequential (Default)
364- Site before morphology
365- Foundation before growth phases
366- Infrastructure before social geography
367
368### Parallelizable
369- Designing multiple districts
370- Research into different urban analogs
371
372### Subagent Candidates
373| Task | Agent Type | When to Spawn |
374|------|------------|---------------|
375| Historical research | general-purpose | When modeling on real cities |
376| World consistency check | Explore | When verifying against existing setting |
377
378## Context Management
379
380### Approximate Token Footprint
381- **Skill base:** ~4k tokens (parameters + typologies)
382- **With development patterns:** ~5k tokens
383- **With setting adaptations:** ~6k tokens
384
385### Context Optimization
386- Focus on relevant typologies for current settlement
387- Implementation process is reference, not required
388- Setting adaptations load on-demand
389
390### When Context Gets Tight
391- Prioritize: Current typology, active parameters
392- Defer: Full typology matrix, evolution sequences
393- Drop: All setting-specific adaptations not in use
394
395## Anti-Patterns
396
397### 1. Designer's Map Syndrome
398**Pattern:** Creating settlements that look good on a map but don't reflect organic development—perfect grids, symmetrical layouts, convenient district placement.
399**Why it fails:** Real cities accumulate over time through crisis, growth, and adaptation. The "designed" appearance signals artificiality. Readers sense something's off even when they can't articulate it.
400**Fix:** Add at least one layer of disruption—a fire that forced rebuilding, a flood that redirected development, an invasion that destroyed the old walls. Show the scars of history in the urban fabric.
401
402### 2. Functional Perfection
403**Pattern:** Every element of the city serves the current plot—the perfect tavern for meetings, the convenient sewer for escapes, districts that exist only when characters visit.
404**Why it fails:** Cities exist for their inhabitants, not for visiting protagonists. Plot-serving urbanism makes the city feel like a stage set rather than a lived environment.
405**Fix:** Include elements that don't serve the plot but serve the city. Markets for goods the characters don't need. Temples to gods the characters don't worship. The city should feel like it would exist without the story.
406
407### 3. Scale Implausibility
408**Pattern:** Descriptions implying vastly different scales—a "small town" with specialized districts that would require a population of 50,000, or a "great city" that characters walk across in an hour.
409**Why it fails:** Readers have intuitions about urban scale from experience. Contradictions break immersion. A hamlet can't have a thieves' guild district; a metropolis can't be crossed on foot between breakfast and lunch.
410**Fix:** Choose a real-world analog for scale reference. Research population densities for your technology level. Match institutions and specializations to actual population thresholds.
411
412### 4. Missing Infrastructure
413**Pattern:** Rich descriptions of palaces and markets without mentioning where water comes from, where waste goes, or how food arrives.
414**Why it fails:** Infrastructure is what makes cities possible. Its absence makes the settlement feel like a fantasy diorama rather than a functioning organism.
415**Fix:** Decide how the city handles water, waste, food, and fuel. These systems shape urban form—aqueducts create neighborhoods, markets cluster near gates, tanners locate downriver.
416
417### 5. Homogeneous Population
418**Pattern:** Every neighborhood has the same feel, the same prosperity level, the same building types. No tension between rich and poor districts, old and new areas, native and immigrant quarters.
419**Why it fails:** Urban texture comes from variation and contrast. The interesting parts of cities are the edges where different zones meet, where wealth borders poverty, where old meets new.
420**Fix:** Design at least three distinct zones with different characters. Create transition areas where they interact. Show the tensions that arise from proximity.
421
422## Integration
423
424### Inbound (feeds into this skill)
425| Skill | What it provides |
426|-------|------------------|
427| worldbuilding | Broader geographic and cultural context |
428| governance-systems | Political structures that shape urban form |
429| economic-systems | Trade patterns and production that drive settlement growth |
430| belief-systems | Religious architecture and sacred geography |
431
432### Outbound (this skill enables)
433| Skill | What this provides |
434|-------|-------------|
435| scene-sequencing | Physical spaces for scene staging |
436| positional-revelation | Urban roles that create plot access |
437| underdog-unit | Physical constraints for institutional outcasts |
438
439### Complementary
440| Skill | Relationship |
441|-------|--------------|
442| economic-systems | Settlement design needs economic logic; economic-systems need physical expression in markets and districts |
443| governance-systems | Political power expresses itself through urban form; use together for consistency |