Generate occupants and occupations for your custom village, town or city! (for D&D purposes or related) (please do not imbibe clouddistrict while under the influence of other medications)
Project description
Generate occupants and occupations for your custom village, town or city! (for D&D purposes or related) (please do not imbibe clouddistrict while under the influence of other medications)
Installation
From PyPI:
$ pip install clouddistrict
… or from the project root directory:
$ python setup.py install
Usage
Creating a town is simple:
usage: clouddistrict create [-h] [--config CONFIG] output_dir
Example create (defaults to town.yml if not specified):
$ usage: clouddistrict create --config example.yml example
example.yml:
# defaults if not specified in the district (in percentages, but any ratios work) race: human: 60 elf: 20 dwarf: 15 half-elf: 3 half-orc: 1 halfling: 1 # specific district settings, named however you want districts: cloud district: # 100% human. race: human: 100 # Wealth determines the level of residences and commercial buildings, 1 2 or 3 (lower/middle/upper class). # Wealth has to do with how much money a family starts with which determines how many businesses they can purchase and own. # there are also some businesses which don't spawn in wealth 1 or 2. A bank won't spawn in 2, and an armorer won't spawn in 1. # wealth: 2 will cover most of everything except a few businesses: Art gallery, bank, jeweler # However, wealth 3 will allow any and every business and the wages will be higher than average, and the houses will be nicer. wealth: 3 # Only 12 families live here. residences: 12 # No shops, just rich people. commercial: 0 upperclass merchant district: # Just 20 shops here, but a mix of humans and elves. race: human: 70 elf: 20 wealth: 3 commercial: 20 middleclass merchant district: # 30 shops of most things. We might see an Inn, an apothecary, a library. Wealth 2 includes almost everything. wealth: 2 commercial: 30 middleclass houses district: # Houses and Cottages are found here. 20 families (1 family per residence). # Families may be a nuclear family, a single-mother or single-father, or older siblings, or even just a single person. wealth: 2 residences: 20 pier district: wealth: 1 commercial: 5 # Industrial relates to the "resource" type of buildings that house many workers # The industrial currently available are: pier, mine, sawmill, quarry # This means there will be 1 pier in this district. You choose how many and which specifically. industrial: pier: 1 # We specify water as true so we can have water type buildings like waterside taverns. Piers require it to be true in this case. water: true slums: # The slums welcome anyone, and people run small poor businesses. They may not own them, but they work there. # Families in the wealth=1 areas are generally too poor to own businesses, though sometimes one might own a cheaper wealth 1 business, # like a butcher shop or a tanner. wealth: 1 residences: 40 commercial: 20 the old mine: # Another industrial-only area which only takes workers. wealth: 1 industrial: mine: 1
Use –help/-h to view info on the arguments:
$ clouddistrict --help $ clouddistrict create --help $ clouddistrict load --help
Release Notes
- 0.0.2:
Release
- 0.0.1:
Project created
Project details
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