RangeBlends · Where people live

The Settlement Law

Real settlements sit in a power hierarchy — many hamlets, fewer villages, fewer towns still. So does run(g). So this world does not scatter houses with noise: it puts a hut wherever v₂(g+1) reaches 4, a cottage at 7, a farmstead at 10, a hall at 13. Which means you can tell where the next village is without generating a single square of ground between here and it.

Walk this world in Wander ↗

world

Built where the ladder says

Drag to walk. The strip underneath is the road ahead — every settlement in the next stretch, worked out from the law rather than found by looking.

g = 0 in view 0 — ground generated to find it none

Prediction without generation

The next hall is at the next g with 213 dividing g+1. That is not a search — it is a rounding:

next(g, k) = ceil((g+1) / 2k) · 2k − 1

One line, no loop, no terrain. A character in this world could truthfully tell you there is a hall eight thousand steps downstream, having never been there, and be right when you arrive. Ask a noise-based generator the same question and it has to build eight thousand steps of world to answer.

The next buttons up top do exactly that arithmetic and jump you there.

The hierarchy is already in the sequence

Central-place theory says settlement sizes fall off in a power hierarchy, and that is precisely the shape of a ruler sequence: half the columns qualify at v₂ ≥ 1, a quarter at 2, an eighth at 3.

Nothing was tuned to make that happen. The spacing is 2k because the valuation says so, and the sizes stack in the same order real ones do. Same argument as the rivers, one domain over.

Same bank without the buildings: The Riverbank →  ·  the ladder itself: The Edge Run →

Buildings stand on the first flat ground back from the water, on whichever bank the hash picks — so the law says where along the river and the ground says exactly where. Everything else is bankScene, shared with Sundial and The Riverbank.