City generator

City setup
Back to editor

Build a whole city.

Decide who lives here, how the layers work, and how people move between them. Start with generated districts, then make the city your own in the editor.

People & wealth
Population & space assumptions

Population sets the total area across all layers using this density. It is a target, not a census of the generated buildings. Raise the density for a more compact city.

Names

Choose who lives here. Each district takes one culture from the mix and is named after a local family; its shopkeepers mostly share it. With no cultures, districts keep descriptive labels.

Name sources

    Real-world lists are the names most often held by people on Wikidata from each culture’s countries, so they lean towards the recent and the documented.

    Shape & layers

    Set each layer’s main character. It will also contain homes, shops and supporting districts. Leave the district count blank for a suggestion based on population.

    The result is a set of editable plans. Stair and lift cores and towers line up across layers. Terraces slide towards the rock face on the anchor side; a stepped tower recedes to its centre. Buildings grow into the headroom between levels, and columns carry every raised deck.

    Walls & movement

    Walls have a main gate. Each kind of transport gets its own network: a sparse one serves only the central districts, a normal one reaches every district and denser ones add loops. Stops and space around the routes are kept clear.

    Trades

    Build in what the city lacks. A scarce trade has about half its usual businesses, a rare one a fifth. Missing bakers, grocers, inns and healers show up as shortfalls in the editor.

    Appearance & borders

    Low straightness gives winding streets and crooked plots; high settles blocks into a regular grid. Both can be changed later.

    Use zero for hard district boundaries and abrupt changes in building grain. Individual borders can override these defaults in the editor.