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Overview

To create a settlement, press the 'New Settlement' button on the home page. Here, you will see the basic options available to create the settlement, and FTG will choose sensible defaults for everything else depending on these options. From here, you can just click 'Create Settlement', and one will be generated for you.

Alternatively, you can click 'All settings' to configure many other aspects of the settlement - including governments, religions, and the layout.

The rest of this page will go over a high level overview of each group of settings. For a more in-depth look at how the generation works, check out the Algorithm.

General

Contains general settings, like the name and size of the settlement.

Lifestyle

Lifestyle is essentially the class that a building (& its residents) will have (e.g. lower/middle/upper class). This will affect the districts that are created / how they are decorated.

The distribution relates to the dependency graph. When requesting a new building, its lifestyle will be determined by taking a random value from the distribution.

Settlement layout

Controls the overall layout of the settlement road network & districts. See the dedicated Settlement layout page.

People

Races

These settings control the available races in the settlement, as well as how often they appear. Each race can be customised - there are options for name generation, appearance, and ages. See the dedicated Races page.

Genders

These settings control the available genders in the settlement. Each gender needs to provide formatting options (like their pronouns), so text can be generated about the person in descriptions as well as for things like events. Each gender also needs to define what kind of names (masculine/feminine/neutral) should be generated for people, and which height config people should use (male/female/random).

Genders also configure their partner preference. For each gender, this is a random distribution of what gender a given person will want to partner with.

Education

Configures what lifestyles children need to be able to go to school.

Stats

The default stats that each person has are based on D&D stats, but you can configure this to match whatever setting you want. You can set the min & max value for stats, configure how stat baselines are generated, and how modifier bonuses are determined.

FTG has internal configuration to modify the stats based on the profession of a person (e.g. blacksmiths have an increased strength stat). The "corresponds to" column of the stats table lets you map your own custom stat to a known FTG one, so your stats can still benefit from these modifiers. For example, you could have a custom "Brawn" stat that corresponds to the internal strength stat, so that on average your blacksmiths will have a higher brawn.

Government

In these settings, you can configure the different government bodies that are in your settlement.

Feudal

Feudal governments create a single building depending on the title of the landowner of the settlement. These are:

  • King/Queen => Castle
  • Lord/Lady => Keep
  • Count/Countess/Viscount/Viscountess/Baron/Baroness/Knight => Manor house
  • Reeve/Sheriff/Bailiff => Feudal office

You can configure the family name of the landowner at this step.

Democratic

Democratic governments generate a place of assembly (e.g. town hall / village hall / city hall), which can optionally be open to the public. These governments will generate a number of people who will be representatives of the people in the settlement, who will regularly meet at the place of assembly. A leader can be generated, with an optional family name.

Factions

By default, a certain number of factions will be generated based on the size of the settlement. You can also manually configure your own factions.

Factions can be configured to operate secretly, and can be configured with specific goals and goal completion methods. These are used to randomly generate events involving the faction.

Faction buildings are just buildings where faction meetings regularly take place.

Landscape & climate

The landscape parameters configure what buildings & features will appear outside the main settlement, e.g. if there are farms, forests, mines, or quarries. Under the hood, these change the available raw resources, which is used by the dependency graph.

General

Farms

Configure if farms appear in the settlement, and what types of farms.

The farmland layout controls where farmland is placed on the map:

  • Farmsteads: farmsteads are created, with families that live on them, and who work a large area of land. All available space will be used (after forests and other landscape features have been placed).
  • Around perimeter: no farmsteads – farmers live in the settlement. Fields are smaller and are only placed in areas closer to the settlement.
  • Around rivers: no farmsteads – farmers live in the settlement. Fields are smaller and are only placed in areas next to a river. If no rivers are available, this behaves the same as the around perimeter option.

farmsteads Farmsteads

around perimeter Around perimeter

around rivers Around rivers

The default option will change the layout of the farms based on a variety of factors, such as the size of the settlement and the natural landscape type.

Other

You can also enable forests, mines, and quarries in this section, as well as reserve natural landscape.

Reserving natural landscape means that some of the available space will not be used for farmland or forests, and will be kept natural.

Climate

Climate preset

The preset controls a number of climate-related parameters to create the feel of a particular climate. The individual options can be configured manually if the preset is set to 'Custom'.

  • Temperate:
    • (deciduous trees): all trees are deciduous
    • (coniferous trees): all trees are coniferous
    • (mix): trees are mixed (deciduous and coniferous)
    • Background textures will be grass
    • Farms will default to farmstead layout (unless hamlet)
  • Desert:
    • Background textures will be sand
    • Palm trees will be placed
    • Farms will default to around rivers layout.
  • Polar:
    • Background textures will be snow
    • Trees will only be placed in forests and will be coniferous.
    • Farms will default to around the perimeter layout.

Note: you can make all maps snowy by changing the weather to snow after generation.

temperate climate Temperate (deciduous)

desert climate Desert

polar climate Polar

It is recommended that you adjust the other generation settings to align with the climate you chose (e.g. turning off farms or enabling rivers if using a desert climate).

Individual settings

When using the 'Custom' climate preset, you can configure the individual parameters.

  • Natural background texture: change the background texture of the map in natural areas.
    • Note: you may also want to update the background of the suburb area – by default, it'll use the same texture as the natural background.
  • Tree multiplier: change how many individual trees are placed in natural areas. Does not affect forests.
  • Forest tree multiplier: change how dense forest areas are.
  • Tree type proportions: change the ratio of different tree types in the main settlement.
  • Outer tree type proportions: change the ratio of different tree types outside the main settlement (e.g. forests, trees between fields).

Position in world

This lets you configure where the settlement is located in the world, which affects the position of the sun in the sky. See the Weather, seasons, day/night page for more details. These settings can be edited after the settlement has been generated.

Decoration

When the settlement is generated, additional decorations can be placed in the natural landscape around the settlement. These are:

stone circle Stone circle

copse Copse

pond Polar

ruins ruins

Depending on the type of decoration, trails will be placed to connect the decoration to the road network.

You can either use the default settings, which will place a random number of decorations based on other parameters (like the climate and size of the settlement), or you can manually configure the number of decorations to place.

Water

The water parameters configure the water that is generated on the map. There are two types of water bodies: rivers and oceans. Rivers can be crossed by a bridge, while oceans are an obstacle that cannot be bypassed.

Water bodies can be configured to generate randomly, or you can draw the initial water state (by changing the water configuration to "manually drawn").

If you randomly generate rivers, you can configure the number of branches the river has, and how wide the river is.

Religion

In FTG, each religion is modelled as a pantheon of god(s). People don't worship gods, they worship a pantheon / practice a specific religion. If you want people to worship an individual god, then create a religion for that god, with that single god attached.

Worshippers

In these settings, you can configure how many people work in a religious role, and how many people practice religion.

Religions

In this menu you can create religions and control the likelihood that people will worship them. Each religion can be given a list of gods, as well as formatting options. Gods are just used for name generation throughout the settlement, especially for temples dedicated to them.

Temples are generated for specific religions, and only people practicing that religion will regularly go to that temple.

Military

Here, you can control the number of people who will work in the town guard.

Items and services

This lets you alter the prices of existing items/services in the settlement, as well as create new items or services. New items and services can be linked to buildings in the "buildings > individual buildings settings".

Buildings

Individual buildings

Here you can control individual buildings, like the requirements for them to be placed (e.g. landscape features, settlement size), the items/services the building sells/provides, and hard limits on how many buildings can be placed. You can also control the initial number of buildings - these will be created before any others during the settlement generation.

Buildings can also provide and require resources. This doesn't affect generation, but does affect the settlement simulation. People will travel to buildings that provide resources to buy them, and move them to buildings that require resources.

Overall settings / dependency graph

These settings give you more fine-grained control of the proportion of buildings that appear in the settlement. See the dedicated dependency graph page for more detail.