I am not at all aware of how much time and effort this must take, I'm hoping to get an idea, but I work a lot and don't have much time to learn. I know you havent asked, but would it be possible to add a feature where you select if you want rivers, plains, or moutain regions for the city? keep up the great work, i use this to design all kinds of stuff from entire realms to whole cities, to random towns for my players to have a visual aid.
Right click to open the context menu with all the options. Press Enter to generate a new village; more shortcuts here.
This generator is a part of 🃏Procgen Arcana.
You can use images created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. Please consider supporting this project on Patreon☕!
Rated 4.9 out of 5 stars(510 total ratings)
|Made with||Haxe, OpenFL|
|Tags||City Builder, Generator, Procedural Generation|
|Average session||A few seconds|
|Inputs||Keyboard, Mouse, Touchscreen|
|Accessibility||Color-blind friendly, High-contrast|
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This is an amazing tool, i would love to see a bit more options, sorry for the unsolicited feature requests but :
- adding a way to change the number of main road (0-1-2 to stay in a village setting)
- adding small specific building (small chapel, windmill, watermill, stable, tavern/inn, cemetary, blacksmith, town square, well, granary, and some others...)
- you talked about palissade also, it would be awesome
- making sure no building can spawn on field, which is weird
- different roofing style (plank, tiled, slab roofs, hay roofs, and so on...)
the book fantasy mapmaker is awesome for ideas. but your generator is way better, i just am a bit greedy wanting to see more in it ^^ i will consider supporting via patreon as soon as i get a new job
- Enter - generate a new village
- Shift+Enter - reroll a current village
- Tab - open the Tags window
- C - open the Style settings window
- E - toggle relief visualization
- F - toggle fields
- S - toggle shadows
- N - toggle the plate
- T - toggle trees
- Shift+T - reroll trees
- 1, 2, 3, 4, 5, 6 - apply one of the preset styles
As a fellow developer, I know you just LOVE unsolicited feature requests, so here’s mine specifically chosen for you:
Tower(s) and/or Fort(s). IMHO unless the village is in an absolute safe country, there will always be a need for a strong fall-back point for defense.
Thanks so much for all your work, all your generators are amazing!
Well, in my opinion, villages didn't have to have a fort or anything that serious. This, of course, strongly depends on the setting: a viking village and a late medieval village deep inside a feudal state are pretty different. Adding a keep shouldn't be hard, but I think it would make a village look less "villagy", almost like a town or motte-and-bailey. What I am going to try is to add a palisade as an option for the outpost feel.
A lot of really nice changes here! Appreciate all your work on this update (and in general).
On this point here - "The default map size is now medium (formerly known as small)" - does that mean that maps are smaller in general? Large is now the old medium and so on?
Unless I'm missing some options, it does appear to be that way. Selecting "Large" and "Dense" tags makes a pretty small village compared to what it used to make.
EXAMPLE: This "large village" is really a lone farmhouse with 1 building and a population of 5. https://watabou.github.io/village-generator/?seed=1541230033&tags=large
Is there any way to get back the ability to make larger villages?
No, maps are not smaller in general. In the previous version(s) there were 3 size available: default, small and tiny. The default map size was the largest one - default. In the current version exactly the same 3 sizes are available, but they are called differently (and more clearly): large, medium and small. Apart from the names, the default size has been changed: it is now medium (former small) instead of large (former default). So the generator does produce smaller maps, but only if it's not told otherwise. Why? Because I think that medium-sized maps a) look better and b) are more useful on average.
While large size of map (and high density) usually means a larger size of a village, a town-like scale is not guaranteed. Cases like your example happened before, it is not something introduced in the latest update. Maps like this one are more common: https://watabou.github.io/village-generator/?seed=906625696&tags=large.
OK so New Medium and Old Small are the same size. Got it. The oddball very small village is fine and easily dealt with, I just had not experienced a single building village before myself.
There still does seem to be, on average, a tendency towards smaller population villages, even with "Large" selected. I went through a couple hundred generations just for testing and I couldn't get 1 village population over approx. the low 2,000s. I used to be able to get a population of 4,000 - 5,000 without any problem at all, usually within a couple dozen generations. If it is still possible to generate villages of this size population then it seems to be much more difficult to achieve.
I don't know, there might be reasons for that not related to all those cosmetic (as I said) changes with names and default size. The "area" for a village is created slightly differently now to enable non-square maps in future updates, and in theory this could affect "density" maps. I'll check it later. But to be honest, 4000 is a bit too much for a village anyway...
there might be reasons for that not related to all those cosmetic (as I said) changes
I wasn't implying that they were related to the cosmetic changes. I was just acknowledging that the issue existed regardless of the cause.
I'll check it later.
4000 is a bit too much for a village
I personally agree with you and I use those larger "villages" for towns. VG looks great for this size settlement and I prefer the style over a comparable-size settlement created by MFCG, which I use for my cities.
Using the different styles of 1VG for villages/towns and MFCG for cities helps make them feel separate and helps the cities feel very large. (Just explaining my process and why I use it this way.)
Hey, this is amazing work. Two ideas for useful additions if you'd like to hear them: the ability to 1. change the number of large buildings in the town, 2. add landmarks like your medieval city generator. This is because I'd like to use these maps for dungeons and dragons and label locations of interest like taverns, blacksmiths, seamstresses, etc
- Why would you like to be able to change the number of large buildings? Do you think there are too many of them, too few, or you just need a specific number?
- Village landmarks are on my list. I still have to figure out how to implement them in a better way than in MFCG. Btw, some points of interest are already generated procedurally, but are not displayed a on map. You can see a list of them in the browser console.
Hey bud! Absolutely amazing generator! Hands down my favorite! I actually used your generator to make some real money and I would very much like to share some of the wealth with you! I would also like to know if you are open to creating new projects together! Would love to partner up with you! Have a great day & hope to hear from you soon
Molto molto bello come generatore, mi storce un po il naso il fatto che quando ricarico un link di una delle mappe che ho preso, gli alberi non sono uguali alla prima volta in cui ho scelto la mappa del villaggio stesso, dove magari la prima volta prima di prendere il link è pieno di alberi, il link mi da pochissimi alberi e non posso cambiare molto per riportarlo allo stato che volevo. Comunque apparte ciò molto bello.
Great and useful piece of software for worldbuilders. Thank you for making those available.
As a side-note: is it possible to use "round caps" for the walls of the buildings in the SVG exports (for both Village and Neighbourhood Generators) ? I'd be happy to propose a merge request if sources are accessible.
Been making a few with dm for our sessions, is there any plans to add warp options to this or how many roads like in city generator? would love to see some housing control like spacing and sizes, and terrain variable control like swamps, hills mountains, keep up the great work, love the systems
The village generator works very differently from the city generator and it would be very hard to implement a warp tool here. I'll probably allow to edit the underlying population density map (currently it's generated automatically) which essentially defines the shape of a village. Regarding the number of roads, there will be an option to choose one of road configuration: highway, dead end, cross roads, maybe something else.
Amazing work , keep up the great great job , thank u so much for making it free.
It's epic as it is but if you want ideas :
Walls , Caves , Different Buildings , Castles , abandoned Places , Little ships , flags...
(These are just suggestions but even if not added this is so so epic , thx again)
Hey I got a bug where a lake formed in a field. Parameters were default map size, high population, coast. Here is a perma link. https://watabou.github.io/village-generator/?seed=478974019&tags=high%2Ccoast
Question. How is the population calculated here? I generated a few villages and got (in my opinion) weird results. Assuming that all houses are family homes (no stores, no storage facilities, workshops), there have to be quite big households.
A few examples with medium density (first three for small maps, last two for default) are in the table below. The last one seems fine, the rest...
I am not sure if I am overlooking something obvious or if the automated calculation is a bit off.
|Population||Buildings||Persons per household|
I can't speak for the developer, but this is how I've viewed it: historically a dwelling would have two parents, several children (up to 8 or 10 depending on various factors, 4 is a good average assumption), and 2 to 4 grandparents. There might also be a couple aunts and uncles. So that's around 8 to 10 people per household, using my educated guess assumptions. How many other buildings there would be beyond houses would depend on various factors, but a general rule of thumb is the larger the village the more buildings will be not-houses. You'd want grain storage, animal housing, and the like for any village. As it gets larger you'd start to see taverns, inns, shops, government buildings, brothels, et cetera. There's going to be some kind of calculus relating the average population to the average number of shops, of taverns, of restaurants, et cetera, but that's beyond my level of education on the subject.
If you're designing a village for a tabletop game or something like that, it's easy enough to re-jigger the numbers to your liking (5 people on average per household, say) and pick a number of buildings based on that average. That's what I do.
The values in your table seem right. The formula for population is very simple:
population = number_of_buildings * random_number_around( 5 )
- The average number of persons per household was much higher in a medieval rural settlement than in a modern city. The household usually consisted of an extended family (as @SophieNicole mentioned): the main couple, their children (not 1-2, but rather 3-4), some of their unmarried brothers and sisters, the husband's parents etc.
- I use a much smaller multiplier (5) than a reasonable average number of persons per household to take into account the fact not all buildings are farmhouses. Another reason is to make that value not so odd for a modern eye.
- I use random numbers instead of a fixed value to disguise the simplicity of the formula (otherwise the population of a hamlet of two houses would always be 10 for example) and also to "emulate" cultural differences.
Hi there Watabou, Thanks very much for your generators, they are fantastic and I appreciate the work you have put into them.
I am wondering if you potentially share with me the source of this generator similar to how you shared the town genereator source.
Thank you very much!
This generator is an absolute treasure.
You have to fuss a bit with the value slider under style settings to get black and white maps, but there's so much convenience packed into this program, it's versatile, and it's free.
To those of you supporting the patreon, thank you.