Like stated by Shiro in a comment , it's difficult to give a precise answer. I can suggest a possible starting point.
Use random voronoi generation where , given a set of random points P , each point in space is weighted relative to the distance from the nearest p in P.
Now , instead of considering euclidean distance use Manhattan distance and you get something like this :
then adjoust the gradient to obtain this
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Like stated by Shiro in a comment , it's difficult to give a precise answer. I can suggest a possible starting point.
Use random voronoi generation where , given a set of random points P , each point in space is weighted relative to the distance from the nearest p in P.
Now , instead of considering euclidean distance use Manhattan distance and you get something like this :
then adjoust the gradient to obtain this
There are simple ways to generate cities, depending on your needs.
Some time ago, I wanted to generate cities for a fantasy setting, so I started playing with a generator. Like I said in another SE post: "rough on the edges" is an understatement. But it suits my needs (it may meet your needs too).
This is what it looks like:
Some terms I use internally:
- A tile is the smallest unit I handle; on the image one of the small houses fills almost a full tile.
- A block is a group of NxM tiles.
And this is how I generate it:
First I generate a central feature, such as the block with the "fountain" (let's call this block a town square). I decide its width and height and place it near the center.
Then I try generating "blocks" for as long as I can:
- Generate a block size (somewhere between 2x2 and 5x5).
- Iterate through the image and decide where to place it. For this a weight is assigned depending on adjacency to other blocks (similar to what I explained on this post).
- Place the block if a suitable location is found. When no suitable location is found, go on to the next step.
Once all blocks have been placed, I can add houses and buildings for each block. I took care of leaving a gap between blocks and another between houses. Some buildings use four tiles (2x2).
Finally, I do the actual drawing in an image.
Straight forward question. Does anyone know of an application/website to procedurally generate City maps? Up to this point I’ve just been stealing real city maps of actual cities and removing the labels, but it feels kinda cheap.
Are there are any rules people can recommend for city generation in the Traveller milieu (well, MgT2 to be precise). Best I can get to is the couple of pages in Sine Nomine's Cities Without Number (and I use a fair amount of the SWN GM stuff anyhow). But wondered if there was other stuff I hadn't heard of.