Settlement Generator tool


Homebrew and House Rules


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For the last few weeks, I have been working on an excel based tool for the creation of cities and populations.

I admit it is very rough, but I believe it is good enough to share for now.

It is a macro enabled workbook just to be upfront, however I wrote everything myself and there is no malicious code or infinite loops.

I have included a link to the workbook below.

Please check it out and give me some feedback.

Settlement gen Worksheet

Hope someone finds this useful.


Any Critiques?

Comments?


Just a quick update.

I will be posting a version of this that includes an NPC generator here in the next few days.

My next project after that will be a random magic item generator.

If anyone has any requests please feel free to ask.

Shadow Lodge

I think this is fantastic.

I'm excited to see what you do with the random magic item generation section. Will you be listing which items are in the settlement?

Would you possibly consider adding a section that determines the most skilled crafter of each item type within the settlement? (i.e. Wondrous items = 13th level wizard, Arms and armor = 10th level Cleric)

Keep up the good work! I'll keep an eye out for the next edition.


Quath wrote:

I think this is fantastic.

I'm excited to see what you do with the random magic item generation section. Will you be listing which items are in the settlement?

Would you possibly consider adding a section that determines the most skilled crafter of each item type within the settlement? (i.e. Wondrous items = 13th level wizard, Arms and armor = 10th level Cleric)

Keep up the good work! I'll keep an eye out for the next edition.

I am going to add a complete item generator yes, which will generate specific items. I just have to write the code for it.

I also plan on providing an NPC generator that will specify a range of NPCs. It will include some crafters, artisans, and those who sell spell casting services.

I would like to work out suggested authority figures as well, however that will take a little longer.

The NPC generator is almost done.

The magic item generator I have most of the code and all of the pseudo code for.

The authority figures is not started yet but it should not be too hard, it is just going to have to wait for after the other projects are completed.

I will try to get the NPC generator out this weekend but sorry no promises, I am in Japan and my work schedule is weird.

P.S. Glad you liked it! Like I said I am taking requesting currently.

Edit: BTW I offer apologies to anyone who tries to take this sheet apart as my code is quite sloppy I know and is also not annotated. I will get the annotation done later, mea cupula. My only excuse is this is my first VBA project and I am learning as I go.


Quick update: Getting up and coding the random NPC generator, but have to have hot chocolate and red bean jam bread first. Will try to have the new edition up today.


The part of the NPC generator for assuring proper spell-casting availability and publishing that NPC is slightly more complicated than I had originally thought so my apologies but the new version I am uploading now does not yet possess a full NPC generator.

New Settlement Gen

Edit: *Sigh* My apologies again as it would not let me simply update the sheet I had stored for some reason so I have provided a new link.


Ok, up and working again hope you all are enjoying. I will continue work on the NPC generator today.


Back up and working on this, will have the NPC generator up to speed as soon as I can.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Oh great! This looks awesome! I can't wait for the NPC generator, exactly what I was searching for!
The village generator will be very useful too! Thanks. :P

The Exchange

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Intriguing.

I add these:

RANDOM SETTLEMENTS
A. Location

Site...................................d20
Proximity to Resources
Mineral...............................1
Farmland/forest...................2
Labour................................3
Water (power).....................4
Wind (power).......................5
Boundary of Environmental Transition
Forest - Tundra.....................6
Water - Coast......................7
Desert - Plain........................8
Foothills - Mountains...............9
Swamp - Dry Land.................10
Route Node/Nexus
Cross Road/Rest Stop.............11
Trail/Waterway.....................12
River Crossing/ Fork................13
Defensible Position
Sea Wall................................14
Mound.................................15
Hill......................................16
Mountain..............................17
Riverbend.............................18
Gorge/Ravine........................19
Pass.....................................20

B. Purpose

Function..............................d12
Dispersed holdings.....................1
Local market............................2
Industrial.................................3
Commercial...............................4
Mining.....................................5
Administrative...........................6
Culture/education......................7
Ecclesiastical............................8
Primary Residence......................9
Resort......................................10
Port.......................................11
Residential...............................12

Description

Dispersed holdings – isolated independent farms with a selection of skills necessary to support their independent nature. There is little social interaction (Farm, Plantation, Ranch, and Dairy-farm).

Local market – a centralized community focussed on the collection and distribution of local produce. This type of community can function in isolation while access to a communication network is vital for the export of surplus produce (Granary, Barrel maker, Marketplace, Smokehouse).

Industrial – a community concerned primarily with the processing of raw materials into manufactured goods. Some will specialize in a single end-product. They have access to the resources necessary to process raw materials including labour, power (water for mills). Industrial communities require a communication network to function (Mill(water/wind/slave), Charcoal Furnace, Potter’s Kiln, Glass Furnace, Smelter, Distillery).

Commercial – a community involved in trade and financial activities (banking and money lending). They do not require traded produce to pass through the town and may be sophisticated enough to deal in document based trade and financial transactions. A communication network is critical to the survival of this community (Guild Hall, Bank, Moneylender, Roadside Inn, and Tavern).

Mining – this is involved in the extraction of minerals. It will be located where the minerals are and that can be anywhere. It requires access to a communication network (Clay pit, Stone Quarry, Peat Diggings, Salt Mine, Open Cut Pit, Obsidian Scrounge, Mining tunnels).

Administrative – this is the seat of government, whether the capital city or a local administration. This community will sit at a centre of a provincial or national communication network (Parliament, Council Hall, Fortress, Castle, Barracks, Prison).

Culture/education – these are centred on universities and colleges. They are centres of learning and have a selection of appropriate crafts to support the development, recording, and storage of information. There is some need for access to a communication network (University, School, Bard’s College, Wizard’s Tower, Theatre, Arena).

Ecclesiastical – religious centres drawing pilgrimage, or housing religious associations or shrines. These require access to a communication network (Church, Temple, Shrine, Sacred Grove, Altar, Religious School, Abbey, Monastery, Synod Council, Paladin’s Training Hall, Barrow, Burial Mound, Crypt, and Graveyard).

Primary Residence – this is the residence of a Ruler (Whether President, Emperor, King, Duke or Baron). It is a palace or castle and requires some access to a communication network (Castle, Palace, Keep, Whitehouse).

Resort – baths, recreational districts, retreats. They require a favourable geographical location that provides both safety and healing. Resorts function on a communication network (Bathhouse, Boarding Houses, Bed & Breakfast, Recreational Lake District, and Public Gardens>).

Port – located on the coast as a fishing community, a centre of sea trade and travel or located on a river for the movement of goods and people by river. A port requires communication networks that extend over water and land (Fishing Village, Ferry, Boathouse, Ocean port, River Port, Siding, harbour, Docks).

Residential – these are designed to provide urban peoples with housing away from polluted, corrupted, or expensive urban centres. This specialization requires a second specialized centre in close proximity (Estates, Manor Houses, Suburbs, Ghetto, and Shanty Towns).

C. Debris of Previous Settlement

When settlements are abandoned, due to whatever reason, many components are left behind. These components are often the hardest to remove (they are also characteristic of the settlement purpose) and will last centuries beyond the abandonment of the settlement.

d8....Ruins
1......Carved Stone Obelisk, Steele, Monument, and Statue.
2......Mine, Quarry, Smelter Pottery Kiln, and Blacksmith’s Forge, Charcoal Production Furnace.
3......Stone Well, Irrigation Canal, Agricultural Field, and Plantation Crop.
4......Stone Docks, Bridge, Stone Paved Road, Causeway.
5......Cemetery, Barrow Mound, Outdoor Altar Stone, Shrine, Buried or Concealed Temple, Druid Grove, Ancient Tree, Ring of large Stones.
6......Signal Tower, Watch Tower, Lighthouse.
7......Fortified Cave, Bunker, Dungeon, Torture Chamber, Underground Laboratory, City Sewer, Catacombs.
8......Castle Ruin, Foundations, Fitted Stone or Re-used Rock Wall, Chimney, Fireplace, Partially-buried Brickwork.

D. Alignment Spread of Settlement Population

Check for 50% primary alignment /25% secondary alignment /12.5% third largest group /6.25% Fourth largest alignment group/ 6.25% Other Alignments.

1d6..........Alignment(p)...........Alignment(s)
Roll Twice
1-3...........Lawful...............Good
4-5...........Neutral..............Neutral
6..............Chaotic..............Evil


Just an update, still working on the NPC generator. It is a lot tougher than I thought.


I was playing with the Paizo Settlement Generator and I noticed a very odd oversight: There is no "Custom" Quality or Disadvantage option. I think these are very important for GM's to have.

Also, on the same note, I was working on creating a settlement with a large slave population (over 50%), which would be comparable to many ancient greek/roman cities. Unfortunately, except in the faction/group section, there is no way to really input that data cleanly in the population breakdown.

Suggestion:

Create an option so that a GM can create more than 1 population breakdown tab.

So, instead of...

Demographics
Population 1,000 (500 humans, 500 elves)

I could...

Demographics
Population 1,000
Citizens 200 (100 humans, 100 elves)
Slaves 600 (300 humans, 300 elves)
Noncitizens 200 (100 humans, 100 elves)

or some such. Just some thoughts. ;-)


This is very good.

Can I request the ability to select the population number instead of it always being random?

I have to keep hitting the random button until I am close to the population I wanted.

Also, when will we be able to select the population percentages? My cities usually have more humans than anyone else.

This is amazing work!!!


Has this been worked on recently? And does it have the magic item generator up and running?

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