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-design3description: 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: MIT5---6
7# Settlement Design: Urban Development Skill
8
9You 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.
10
11## Core Principles
12
131. **Geographic Determinism**: Natural features profoundly shape settlement patterns and growth
142. **Functional Necessity**: Settlements develop to fulfill specific economic, defensive, or social needs
153. **Network Emergence**: Settlements exist within interconnected systems, not isolation
164. **Layered Development**: Urban spaces evolve through accretion rather than comprehensive planning
175. **Power Projection**: Settlement design reflects and reinforces social and political hierarchies
186. **Resource Constraint**: Available materials and technologies limit construction possibilities
197. **Cultural Expression**: Built environments embody cultural values and social organization
208. **Adaptive Reuse**: Structures and spaces are repurposed as needs change over time
219. **Disaster Response**: Settlements evolve in reaction to catastrophes
2210. **Spatial Stratification**: Social hierarchies manifest in physical organization of space
23
24## The Ten Parameter Categories
25
26### 1. Site Selection Parameters
27
28| Parameter | Options to Consider |
29|-----------|---------------------|
30| **Water Access** | Rivers, lakes, coastlines, springs, wells |
31| **Defensive Position** | Elevation, natural barriers, visibility |
32| **Resource Proximity** | Mines, timber, fertile soil, wildlife |
33| **Trade Route Placement** | Crossroads, harbors, mountain passes |
34| **Climate Suitability** | Temperature, rainfall, seasonal patterns |
35| **Spiritual Significance** | Sacred sites, astronomical alignments |
36
37### 2. Morphological Parameters
38
39| Parameter | Options to Consider |
40|-----------|---------------------|
41| **Street Pattern** | Grid, radial, organic, hierarchical |
42| **Density Gradient** | Concentrated to dispersed population |
43| **Boundary Definition** | Walls, natural features, markers |
44| **Building Typology** | Predominant architectural forms |
45| **Open Space Distribution** | Plazas, parks, markets, fields |
46| **Vertical Development** | Height variation and skyline |
47
48### 3. Functional Parameters
49
50| Parameter | Options to Consider |
51|-----------|---------------------|
52| **Economic Base** | Agricultural, industrial, commercial, administrative |
53| **Defense Systems** | Fortifications, surveillance, escape routes |
54| **Civic Organization** | Governance spaces and structures |
55| **Social Infrastructure** | Meeting places, recreational areas |
56| **Religious Facilities** | Temples, shrines, ceremonial spaces |
57| **Knowledge Centers** | Schools, libraries, universities |
58
59### 4. Infrastructure Parameters
60
61| Parameter | Options to Consider |
62|-----------|---------------------|
63| **Water Management** | Supply, drainage, waste disposal |
64| **Transportation Network** | Roads, bridges, canals, ports |
65| **Food Storage/Distribution** | Granaries, markets, warehouses |
66| **Energy Systems** | Fuel sources, power distribution |
67| **Waste Management** | Disposal, recycling, sanitation |
68| **Communication Infrastructure** | Message systems, signals |
69
70### 5. Socio-Spatial Parameters
71
72| Parameter | Options to Consider |
73|-----------|---------------------|
74| **Elite Spaces** | High-status residential and ceremonial areas |
75| **Common Quarters** | Everyday residential areas |
76| **Marginalized Zones** | Low-status or excluded populations |
77| **Transitional Spaces** | Areas between different social domains |
78| **Contested Territories** | Disputed or ambiguous ownership |
79| **Ethnoreligious Districts** | Cultural/religious group clustering |
80
81### 6. Symbolic Parameters
82
83| Parameter | Options to Consider |
84|-----------|---------------------|
85| **Monumental Expression** | Power and identity representations |
86| **Ritual Pathways** | Procession routes and ceremonial ways |
87| **Collective Memory Sites** | Historical event markers |
88| **Identity Boundaries** | Cultural and social group divisions |
89| **Cosmic Alignment** | Astronomical and religious orientations |
90| **Status Signification** | Social rank indication through space |
91
92## Settlement Typologies
93
94### By Primary Function
95
96| Type | Characteristics |
97|------|-----------------|
98| **Market Settlement** | Trade-focused community |
99| **Administrative Center** | Governance-oriented city |
100| **Religious Complex** | Faith-centered settlement |
101| **Military Outpost** | Defense-focused installation |
102| **Production Center** | Manufacturing/resource extraction |
103| **Agricultural Community** | Farming-based settlement |
104| **Transport Hub** | Movement-facilitating location |
105| **Knowledge Center** | Education/research community |
106
107### By Morphological Pattern
108
109| Type | Characteristics |
110|------|-----------------|
111| **Planned Grid** | Regular, organized street network |
112| **Concentric Settlement** | Rings around central point |
113| **Linear Development** | Elongated along path/feature |
114| **Organic Cluster** | Irregular, emergent organization |
115| **Radial Pattern** | Streets extending from central hub |
116| **Composite Structure** | Multiple morphological sections |
117| **Dispersed Settlement** | Scattered buildings without center |
118| **Nucleated Village** | Tightly clustered around focal point |
119
120### By Geographic Setting
121
122| Type | Characteristics |
123|------|-----------------|
124| **River Settlement** | Waterway-oriented community |
125| **Coastal Port** | Sea-facing trade center |
126| **Hill Town** | Elevated defensive position |
127| **Valley Community** | Nestled between heights |
128| **Plains Settlement** | Flat terrain development |
129| **Mountain Outpost** | High-altitude location |
130| **Island Development** | Water-surrounded community |
131| **Desert Oasis** | Arid region water-centered |
132
133### By Scale and Complexity
134
135| Type | Population Range |
136|------|------------------|
137| **Isolated Homestead** | Single family/small group |
138| **Hamlet** | Small cluster, no specialization |
139| **Village** | Basic community, simple division of labor |
140| **Town** | Medium settlement, some specialization |
141| **City** | Large settlement, complex organization |
142| **Metropolis** | Major urban center, regional dominance |
143| **Megalopolis** | Interconnected urban region |
144| **Imperial Capital** | Political/cultural center of empire |
145
146## Development Patterns
147
148### Settlement Evolution Sequences
149
150- **Camp → Hamlet → Village → Town → City → Metropolis**
151- **Military Outpost → Frontier Settlement → Regional Center → Capital**
152- **Religious Shrine → Pilgrimage Site → Temple Complex → Holy City**
153- **Trading Post → Market Town → Commercial Center → Trade Metropolis**
154- **Mining Camp → Industrial Town → Manufacturing City**
155- **Fishing Settlement → Port Town → Maritime Hub → Naval Center**
156
157### Spatial Growth Patterns
158
159| Pattern | Description |
160|---------|-------------|
161| **Concentric Expansion** | Growth in rings around original settlement |
162| **Axial Development** | Expansion along transportation corridors |
163| **Leap-frog Growth** | Discontinuous development with gaps |
164| **Infill Densification** | Filling empty spaces within existing areas |
165| **Satellite Formation** | Secondary settlements around primary center |
166| **Linear Extension** | Growth along single axis |
167| **Cellular Accretion** | Addition of whole neighborhoods/districts |
168| **Polycentric Evolution** | Multiple growing centers merging |
169
170### Crisis and Adaptation Cycles
171
172| Crisis | Response Pattern |
173|--------|------------------|
174| **Fire Destruction** | Rebuilding with fire prevention |
175| **Flood Damage** | Elevated construction, flood control |
176| **Disease Outbreak** | Sanitation improvement |
177| **Siege/Invasion** | Enhanced fortification |
178| **Resource Depletion** | Economic diversification |
179| **Overcrowding** | Peripheral expansion, vertical growth |
180| **Political Collapse** | Fragmentation, repurposing |
181
182## Setting-Specific Adaptations
183
184### Fantasy Settings
185- **Magical Resource Urbanization**: Settlement around arcane energy sources
186- **Multi-Race Architecture**: Designs for diverse species needs
187- **Defensive Magic Influence**: Mystical protection affecting urban form
188- **Divine Presence Planning**: City design reflecting divine will
189- **Magical Transportation Effects**: Portal/teleportation impact on layout
190
191### Science Fiction Settings
192- **Environmental Dome Cities**: Enclosed settlements on hostile worlds
193- **Orbital Habitat Design**: Artificial gravity considerations
194- **Subterranean Complexes**: Underground urban development
195- **Interspecies Cohabitation**: Multi-species urban accommodation
196- **Zero-G Settlement Design**: Spatial organization without gravity
197
198### Post-Apocalyptic Settings
199- **Ruin Repurposing**: Adaptation of pre-collapse structures
200- **Defensive Scarcity Design**: Resource protection-focused layout
201- **Contamination Avoidance**: Hazard-driven settlement location
202- **Technological Regression**: Designs following capability loss
203- **Remnant Infrastructure**: Communities around surviving systems
204
205## District Design
206
207### Naming Patterns
208
209| Pattern | Examples |
210|---------|----------|
211| **Function-Based** | Market Quarter, Warehouse District |
212| **Social Class Reference** | Noble Quarter, Craftsmen's Row |
213| **Historical Development** | Old Town, New District |
214| **Geographic Position** | North Ward, Riverside |
215| **Ethnic/Cultural** | Elvish Quarter, Foreign District |
216| **Occupational Cluster** | Tanner's Lane, Merchant Row |
217
218### District Types
219
220| Type | Characteristics |
221|------|-----------------|
222| **Commercial** | Markets, shops, warehouses, trade halls |
223| **Residential (Elite)** | Large homes, gardens, quiet streets |
224| **Residential (Common)** | Dense housing, narrow streets |
225| **Industrial** | Workshops, manufacturing, pollution |
226| **Religious** | Temples, monasteries, sacred spaces |
227| **Administrative** | Government buildings, courts, archives |
228| **Entertainment** | Theaters, taverns, pleasure houses |
229| **Military** | Barracks, armories, training grounds |
230
231## Implementation Process
232
233### Step 1: Site Selection and Analysis
234- Identify key geographic features
235- Assess resource availability
236- Evaluate defensive potential
237- Analyze transportation connectivity
238- Consider climatic conditions
239
240### Step 2: Foundation Establishment
241- Determine founding purpose
242- Select initial morphology
243- Establish core structures
244- Define original boundaries
245
246### Step 3: Growth Phase Development
247- Map expansion patterns
248- Add district specialization
249- Develop infrastructure networks
250- Create social stratification zones
251
252### Step 4: Historical Layering
253- Incorporate crisis events
254- Show adaptive responses
255- Create architectural palimpsest
256- Develop contested spaces
257
258### Step 5: Contemporary State
259- Define current function
260- Map active/declining areas
261- Identify tensions and conflicts
262- Show ongoing changes
263
264## Implementation Checklist
265
266- [ ] Define site selection rationale
267- [ ] Choose primary function type
268- [ ] Select morphological pattern
269- [ ] Map district organization
270- [ ] Design infrastructure systems
271- [ ] Create social stratification zones
272- [ ] Develop historical layers
273- [ ] Include crisis response evidence
274- [ ] Add cultural expression elements
275- [ ] Identify current tensions/changes
276
277## Output Persistence
278
279### Output Discovery
2801. Check for `context/output-config.md` in the project
2812. If found, look for this skill's entry
2823. If not found, ask user: "Where should I save settlement designs?"
2834. Suggest: `worldbuilding/settlements/` or `explorations/worldbuilding/`
284
285### Primary Output
286- **Site analysis** - Geographic features and selection rationale
287- **Morphology** - Street patterns, boundaries, districts
288- **Historical layers** - Development phases and crisis responses
289- **Infrastructure** - Water, transport, waste, food systems
290- **Social geography** - Elite, common, marginalized zones
291
292### File Naming
293Pattern: `{settlement-name}-design-{date}.md`
294
295## Verification (Oracle)
296
297### What This Skill Can Verify
298- **Scale consistency** - Do population and institutions match? (High confidence)
299- **Infrastructure presence** - Are essential systems addressed? (High confidence)
300- **Historical layering** - Does settlement show development over time? (Medium confidence)
301
302### What Requires Human Judgment
303- **Story fit** - Does settlement create interesting scenes?
304- **Immersive quality** - Does it feel lived-in?
305- **Navigation clarity** - Can readers orient themselves?
306
307### Oracle Limitations
308- Cannot assess whether settlement serves plot needs
309- Cannot predict reader sense of place from descriptions
310
311## Feedback Loop
312
313### Session Persistence
314- **Output location:** See `context/output-config.md`
315- **What to save:** Site, morphology, districts, infrastructure, social zones
316- **Naming pattern:** `{settlement-name}-design-{date}.md`
317
318### Cross-Session Learning
319- Check for prior settlement work in this world
320- Ensure settlements maintain trade/political consistency
321- Crisis response patterns inform anti-patterns
322
323## Design Constraints
324
325### This Skill Assumes
326- Settlement exists (even ruins were once settlements)
327- Writer wants functional urbanism, not stage sets
328- Some historical development has occurred
329
330### This Skill Does Not Handle
331- **Economic systems** - Route to: economic-systems
332- **Political structures** - Route to: governance-systems
333- **Cultural texture** - Route to: memetic-depth
334- **Scene staging** - Route to: scene-sequencing
335
336### Degradation Signals
337- Perfect symmetry without historical disruption
338- Every element serving current plot
339- Scale mismatch between population and institutions
340
341## Reasoning Requirements
342
343### Standard Reasoning
344- Single district design
345- Site selection analysis
346- Basic infrastructure mapping
347
348### Extended Reasoning (ultrathink)
349- **Full city design** - [Why: all systems interconnect]
350- **Historical layer development** - [Why: tracing centuries of change]
351- **Multi-settlement regional design** - [Why: trade and political networks]
352
353**Trigger phrases:** "design the complete city", "city history", "regional settlement network"
354
355## Execution Strategy
356
357### Sequential (Default)
358- Site before morphology
359- Foundation before growth phases
360- Infrastructure before social geography
361
362### Parallelizable
363- Designing multiple districts
364- Research into different urban analogs
365
366### Subagent Candidates
367| Task | Agent Type | When to Spawn |
368|------|------------|---------------|
369| Historical research | general-purpose | When modeling on real cities |
370| World consistency check | Explore | When verifying against existing setting |
371
372## Context Management
373
374### Approximate Token Footprint
375- **Skill base:** ~4k tokens (parameters + typologies)
376- **With development patterns:** ~5k tokens
377- **With setting adaptations:** ~6k tokens
378
379### Context Optimization
380- Focus on relevant typologies for current settlement
381- Implementation process is reference, not required
382- Setting adaptations load on-demand
383
384### When Context Gets Tight
385- Prioritize: Current typology, active parameters
386- Defer: Full typology matrix, evolution sequences
387- Drop: All setting-specific adaptations not in use
388
389## Anti-Patterns
390
391### 1. Designer's Map Syndrome
392**Pattern:** Creating settlements that look good on a map but don't reflect organic development—perfect grids, symmetrical layouts, convenient district placement.
393**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.
394**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.
395
396### 2. Functional Perfection
397**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.
398**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.
399**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.
400
401### 3. Scale Implausibility
402**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.
403**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.
404**Fix:** Choose a real-world analog for scale reference. Research population densities for your technology level. Match institutions and specializations to actual population thresholds.
405
406### 4. Missing Infrastructure
407**Pattern:** Rich descriptions of palaces and markets without mentioning where water comes from, where waste goes, or how food arrives.
408**Why it fails:** Infrastructure is what makes cities possible. Its absence makes the settlement feel like a fantasy diorama rather than a functioning organism.
409**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.
410
411### 5. Homogeneous Population
412**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.
413**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.
414**Fix:** Design at least three distinct zones with different characters. Create transition areas where they interact. Show the tensions that arise from proximity.
415
416## Integration
417
418### Inbound (feeds into this skill)
419| Skill | What it provides |
420|-------|------------------|
421| worldbuilding | Broader geographic and cultural context |
422| governance-systems | Political structures that shape urban form |
423| economic-systems | Trade patterns and production that drive settlement growth |
424| belief-systems | Religious architecture and sacred geography |
425
426### Outbound (this skill enables)
427| Skill | What this provides |
428|-------|-------------|
429| scene-sequencing | Physical spaces for scene staging |
430| positional-revelation | Urban roles that create plot access |
431| underdog-unit | Physical constraints for institutional outcasts |
432
433### Complementary
434| Skill | Relationship |
435|-------|--------------|
436| economic-systems | Settlement design needs economic logic; economic-systems need physical expression in markets and districts |
437| governance-systems | Political power expresses itself through urban form; use together for consistency |