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
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.
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.