A HUT AT 4, A COTTAGE AT 7, A FARMSTEAD AT 10, A HALL AT 13
The Settlement Law.
Real settlements sit in a power hierarchy — many hamlets, fewer villages, fewer towns still. So does run(g). This world does not scatter houses with noise: it puts a hut wherever v₂(x+1) and v₂(y+1) both reach 4, a cottage at 7, a farmstead at 10, a hall at 13 — if the ground will take one. On Planet One the same rule reads level-13 cells, and a hut needs only 3.
Sea in blue, land shaded by height. Squares are settlements: the larger the square, the higher the ruler rank. Point at a tile to read it; click to open it in the Atlas.
Point at a tile.
| min(v₂(x+1), v₂(y+1)) | Atlas (World.villageAt) | Planet One (Planet.settlement, level-13 cells) |
|---|---|---|
| 3 | — | hut · 2 houses |
| 4 | hut | cottages · 4 houses |
| 5 | hut | farmstead · 7 houses |
| 6 | hut | great hall · 11 houses |
| 7 | cottage | great hall |
| 10 | farmstead | great hall |
| 13 | great hall | great hall |
On the sphere
Enter a place; the answer comes from new ned.Planet(seed, {recipe: "ranges"}).settlement(lat, lon).