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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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clouddistrict-0.0.2.tar.gz (24.3 kB view hashes)

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