npx skills add https://github.com/jwynia/agent-skills --skill settlement-design你帮助作者通过应用十个核心原则来创建逼真的聚落,这些原则支配着真实城镇的形成、发展和演变。这能创造出感觉是自然生长而非为情节设计的城市环境。
| 参数 | 需考虑的选项 |
|---|---|
| 水源获取 | 河流、湖泊、海岸线、泉水、水井 |
| 防御位置 | 海拔、天然屏障、视野 |
| 资源邻近度 | 矿山、木材、肥沃土壤、野生动物 |
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| 贸易路线位置 | 十字路口、港口、山口 |
| 气候适宜性 | 温度、降雨、季节模式 |
| 精神意义 | 圣地、天文排列 |
| 参数 | 需考虑的选项 |
|---|---|
| 街道模式 | 网格状、放射状、有机状、等级状 |
| 密度梯度 | 人口从集中到分散 |
| 边界定义 | 城墙、自然特征、标记物 |
| 建筑类型 | 主要的建筑形式 |
| 开放空间分布 | 广场、公园、市场、田野 |
| 垂直发展 | 高度变化和天际线 |
| 参数 | 需考虑的选项 |
|---|---|
| 经济基础 | 农业、工业、商业、行政 |
| 防御系统 | 防御工事、监视、逃生路线 |
| 市政组织 | 治理空间和结构 |
| 社会基础设施 | 集会场所、娱乐区域 |
| 宗教设施 | 寺庙、神龛、仪式空间 |
| 知识中心 | 学校、图书馆、大学 |
| 参数 | 需考虑的选项 |
|---|---|
| 水资源管理 | 供应、排水、废物处理 |
| 交通网络 | 道路、桥梁、运河、港口 |
| 食物存储/分配 | 谷仓、市场、仓库 |
| 能源系统 | 燃料来源、电力分配 |
| 废物管理 | 处理、回收、卫生设施 |
| 通信基础设施 | 信息系统、信号 |
| 参数 | 需考虑的选项 |
|---|---|
| 精英空间 | 高地位住宅区和仪式区 |
| 普通居住区 | 日常居住区 |
| 边缘化区域 | 低地位或被排斥的人群 |
| 过渡空间 | 不同社会领域之间的区域 |
| 争议领土 | 有争议或所有权模糊的区域 |
| 民族宗教区 | 文化/宗教群体聚集区 |
| 参数 | 需考虑的选项 |
|---|---|
| 纪念性表达 | 权力和身份的代表 |
| 仪式路径 | 游行路线和仪式通道 |
| 集体记忆场所 | 历史事件标记 |
| 身份边界 | 文化和社会群体划分 |
| 宇宙排列 | 天文和宗教方位 |
| 地位象征 | 通过空间表示社会等级 |
| 类型 | 特征 |
|---|---|
| 市场聚落 | 以贸易为中心的社区 |
| 行政中心 | 以治理为导向的城市 |
| 宗教建筑群 | 以信仰为中心的聚落 |
| 军事前哨 | 以防御为重点的设施 |
| 生产中心 | 制造/资源开采 |
| 农业社区 | 以农业为基础的聚落 |
| 交通枢纽 | 促进流动的地点 |
| 知识中心 | 教育/研究社区 |
| 类型 | 特征 |
|---|---|
| 规划网格 | 规则、有组织的街道网络 |
| 同心圆聚落 | 围绕中心点的环状结构 |
| 线性发展 | 沿路径/特征延伸 |
| 有机集群 | 不规则、自然形成的组织 |
| 放射状模式 | 从中心枢纽延伸的街道 |
| 复合结构 | 多个形态部分 |
| 分散式聚落 | 无中心的分散建筑 |
| 核状村庄 | 紧密围绕焦点聚集 |
| 类型 | 特征 |
|---|---|
| 河流聚落 | 以水道为导向的社区 |
| 沿海港口 | 面向海洋的贸易中心 |
| 山城 | 高海拔防御位置 |
| 山谷社区 | 坐落在高地之间 |
| 平原聚落 | 平坦地形发展 |
| 山地前哨 | 高海拔位置 |
| 岛屿发展 | 被水包围的社区 |
| 沙漠绿洲 | 干旱地区以水为中心 |
| 类型 | 人口范围 |
|---|---|
| 孤立农庄 | 单个家庭/小群体 |
| 小村庄 | 小型集群,无专业化 |
| 村庄 | 基本社区,简单分工 |
| 城镇 | 中等聚落,有一定专业化 |
| 城市 | 大型聚落,复杂组织 |
| 大都市 | 主要城市中心,区域主导 |
| 巨型都市区 | 相互连接的城市区域 |
| 帝国首都 | 帝国的政治/文化中心 |
| 模式 | 描述 |
|---|---|
| 同心圆扩张 | 围绕原始聚落呈环状增长 |
| 轴向发展 | 沿交通走廊扩张 |
| 蛙跳式增长 | 不连续发展,存在间隙 |
| 填充式加密 | 填充现有区域内的空置空间 |
| 卫星城形成 | 主要中心周围的次级聚落 |
| 线性延伸 | 沿单一轴线增长 |
| 细胞式增生 | 增加整个街区/区域 |
| 多中心演变 | 多个增长中心合并 |
| 危机 | 响应模式 |
|---|---|
| 火灾破坏 | 重建并加入防火措施 |
| 洪水损害 | 抬高建筑,进行洪水控制 |
| 疾病爆发 | 改善卫生条件 |
| 围困/入侵 | 加强防御工事 |
| 资源枯竭 | 经济多元化 |
| 过度拥挤 | 外围扩张,垂直增长 |
| 政治崩溃 | 碎片化,重新利用 |
| 模式 | 示例 |
|---|---|
| 基于功能 | 市场区、仓库区 |
| 社会阶层参考 | 贵族区、工匠街 |
| 历史发展 | 旧城区、新城区 |
| 地理位置 | 北区、河畔区 |
| 民族/文化 | 精灵区、外国区 |
| 职业集群 | 制革匠巷、商人街 |
| 类型 | 特征 |
|---|---|
| 商业区 | 市场、商店、仓库、贸易大厅 |
| 住宅区(精英) | 大型住宅、花园、安静街道 |
| 住宅区(普通) | 密集住宅、狭窄街道 |
| 工业区 | 作坊、制造业、污染 |
| 宗教区 | 寺庙、修道院、神圣空间 |
| 行政区 | 政府建筑、法院、档案馆 |
| 娱乐区 | 剧院、酒馆、娱乐场所 |
| 军事区 | 军营、军械库、训练场 |
context/output-config.mdworldbuilding/settlements/ 或 explorations/worldbuilding/模式:{settlement-name}-design-{date}.md
context/output-config.md{settlement-name}-design-{date}.md触发短语: "设计完整的城市", "城市历史", "区域聚落网络"
| 任务 | 代理类型 | 何时生成 |
|---|---|---|
| 历史研究 | general-purpose | 当基于真实城市建模时 |
| 世界一致性检查 | Explore | 当根据现有设定进行验证时 |
模式: 创建在地图上看起来很好但未反映有机发展的聚落——完美的网格、对称的布局、便利的区域布置。失败原因: 真正的城市是通过危机、增长和适应随时间累积而成的。"设计"的外观暗示了人工性。即使读者无法明确表达,也能感觉到不对劲。修复方法: 至少添加一层破坏——一场迫使重建的火灾、一场改变发展方向的洪水、一次摧毁旧城墙的入侵。在城市肌理中展示历史的伤痕。
模式: 城市的每个元素都服务于当前情节——用于会面的完美酒馆、用于逃跑的便利下水道、只在角色访问时才存在的区域。失败原因: 城市为其居民而存在,而非为来访的主角而存在。为情节服务的城市主义使城市感觉像舞台布景而非有人居住的环境。修复方法: 包含不服务于情节但服务于城市的元素。角色不需要的商品的市场。角色不崇拜的神祇的寺庙。城市应该感觉即使没有故事也会存在。
模式: 描述暗示了截然不同的规模——一个"小镇"拥有需要5万人口的专业化区域,或者一个"大城市"角色可以在一个小时内步行穿越。失败原因: 读者根据经验对城市规模有直觉。矛盾会破坏沉浸感。一个小村庄不可能有盗贼公会区;一个大都市不可能在早餐和午餐之间步行穿越。修复方法: 选择一个真实世界的类比作为规模参考。研究你技术水平的入口密度。使机构和专业化与实际人口阈值相匹配。
模式: 对宫殿和市场有丰富的描述,但没有提及水源来自哪里、废物去向何方或食物如何到达。失败原因: 基础设施是城市成为可能的原因。它的缺失使聚落感觉像幻想立体模型而非功能有机体。修复方法: 决定城市如何处理水、废物、食物和燃料。这些系统塑造了城市形态——渡槽创造社区,市场聚集在城门附近,制革匠位于河流下游。
模式: 每个街区都有相同的感觉、相同的繁荣水平、相同的建筑类型。富区和贫区、新旧区域、本地和移民区之间没有张力。失败原因: 城市纹理来自变化和对比。城市有趣的部分是不同区域相遇的边缘,财富与贫困接壤的地方,新旧交汇之处。修复方法: 设计至少三个具有不同特征的区域。创建它们相互作用的过渡区域。展示因邻近而产生的张力。
| 技能 | 提供内容 |
|---|---|
| worldbuilding | 更广泛的地理和文化背景 |
| governance-systems | 塑造城市形态的政治结构 |
| economic-systems | 驱动聚落增长的贸易模式和生产 |
| belief-systems | 宗教建筑和神圣地理 |
| 技能 | 此技能提供 |
|---|---|
| scene-sequencing | 用于场景编排的物理空间 |
| positional-revelation | 创造情节访问权限的城市角色 |
| underdog-unit | 为体制外群体设置的物理约束 |
| 技能 | 关系 |
|---|---|
| economic-systems | 聚落设计需要经济逻辑;经济系统需要在市场和区域中体现物理表达 |
| governance-systems | 政治权力通过城市形态表达;一起使用以确保一致性 |
每周安装次数
101
仓库
GitHub 星标
42
首次出现
Jan 20, 2026
安全审计
安装于
codex89
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cursor83
github-copilot81
cline73
You help writers create realistic settlements by applying the ten core principles that govern how real cities and towns form, grow, and evolve. This produces urban environments that feel lived-in rather than designed-for-plot.
| Parameter | Options to Consider |
|---|---|
| Water Access | Rivers, lakes, coastlines, springs, wells |
| Defensive Position | Elevation, natural barriers, visibility |
| Resource Proximity | Mines, timber, fertile soil, wildlife |
| Trade Route Placement | Crossroads, harbors, mountain passes |
| Climate Suitability | Temperature, rainfall, seasonal patterns |
| Spiritual Significance | Sacred sites, astronomical alignments |
| Parameter | Options to Consider |
|---|---|
| Street Pattern | Grid, radial, organic, hierarchical |
| Density Gradient | Concentrated to dispersed population |
| Boundary Definition | Walls, natural features, markers |
| Building Typology | Predominant architectural forms |
| Open Space Distribution | Plazas, parks, markets, fields |
| Vertical Development | Height variation and skyline |
| Parameter | Options to Consider |
|---|---|
| Economic Base | Agricultural, industrial, commercial, administrative |
| Defense Systems | Fortifications, surveillance, escape routes |
| Civic Organization | Governance spaces and structures |
| Social Infrastructure | Meeting places, recreational areas |
| Religious Facilities | Temples, shrines, ceremonial spaces |
| Knowledge Centers | Schools, libraries, universities |
| Parameter | Options to Consider |
|---|---|
| Water Management | Supply, drainage, waste disposal |
| Transportation Network | Roads, bridges, canals, ports |
| Food Storage/Distribution | Granaries, markets, warehouses |
| Energy Systems | Fuel sources, power distribution |
| Waste Management | Disposal, recycling, sanitation |
| Communication Infrastructure | Message systems, signals |
| Parameter | Options to Consider |
|---|---|
| Elite Spaces | High-status residential and ceremonial areas |
| Common Quarters | Everyday residential areas |
| Marginalized Zones | Low-status or excluded populations |
| Transitional Spaces | Areas between different social domains |
| Contested Territories | Disputed or ambiguous ownership |
| Ethnoreligious Districts | Cultural/religious group clustering |
| Parameter | Options to Consider |
|---|---|
| Monumental Expression | Power and identity representations |
| Ritual Pathways | Procession routes and ceremonial ways |
| Collective Memory Sites | Historical event markers |
| Identity Boundaries | Cultural and social group divisions |
| Cosmic Alignment | Astronomical and religious orientations |
| Status Signification | Social rank indication through space |
| Type | Characteristics |
|---|---|
| Market Settlement | Trade-focused community |
| Administrative Center | Governance-oriented city |
| Religious Complex | Faith-centered settlement |
| Military Outpost | Defense-focused installation |
| Production Center | Manufacturing/resource extraction |
| Agricultural Community | Farming-based settlement |
| Transport Hub | Movement-facilitating location |
| Knowledge Center | Education/research community |
| Type | Characteristics |
|---|---|
| Planned Grid | Regular, organized street network |
| Concentric Settlement | Rings around central point |
| Linear Development | Elongated along path/feature |
| Organic Cluster | Irregular, emergent organization |
| Radial Pattern | Streets extending from central hub |
| Composite Structure | Multiple morphological sections |
| Dispersed Settlement | Scattered buildings without center |
| Nucleated Village | Tightly clustered around focal point |
| Type | Characteristics |
|---|---|
| River Settlement | Waterway-oriented community |
| Coastal Port | Sea-facing trade center |
| Hill Town | Elevated defensive position |
| Valley Community | Nestled between heights |
| Plains Settlement | Flat terrain development |
| Mountain Outpost | High-altitude location |
| Island Development | Water-surrounded community |
| Desert Oasis | Arid region water-centered |
| Type | Population Range |
|---|---|
| Isolated Homestead | Single family/small group |
| Hamlet | Small cluster, no specialization |
| Village | Basic community, simple division of labor |
| Town | Medium settlement, some specialization |
| City | Large settlement, complex organization |
| Metropolis | Major urban center, regional dominance |
| Megalopolis | Interconnected urban region |
| Imperial Capital | Political/cultural center of empire |
| Pattern | Description |
|---|---|
| Concentric Expansion | Growth in rings around original settlement |
| Axial Development | Expansion along transportation corridors |
| Leap-frog Growth | Discontinuous development with gaps |
| Infill Densification | Filling empty spaces within existing areas |
| Satellite Formation | Secondary settlements around primary center |
| Linear Extension | Growth along single axis |
| Cellular Accretion | Addition of whole neighborhoods/districts |
| Polycentric Evolution | Multiple growing centers merging |
| Crisis | Response Pattern |
|---|---|
| Fire Destruction | Rebuilding with fire prevention |
| Flood Damage | Elevated construction, flood control |
| Disease Outbreak | Sanitation improvement |
| Siege/Invasion | Enhanced fortification |
| Resource Depletion | Economic diversification |
| Overcrowding | Peripheral expansion, vertical growth |
| Political Collapse | Fragmentation, repurposing |
| Pattern | Examples |
|---|---|
| Function-Based | Market Quarter, Warehouse District |
| Social Class Reference | Noble Quarter, Craftsmen's Row |
| Historical Development | Old Town, New District |
| Geographic Position | North Ward, Riverside |
| Ethnic/Cultural | Elvish Quarter, Foreign District |
| Occupational Cluster | Tanner's Lane, Merchant Row |
| Type | Characteristics |
|---|---|
| Commercial | Markets, shops, warehouses, trade halls |
| Residential (Elite) | Large homes, gardens, quiet streets |
| Residential (Common) | Dense housing, narrow streets |
| Industrial | Workshops, manufacturing, pollution |
| Religious | Temples, monasteries, sacred spaces |
| Administrative | Government buildings, courts, archives |
| Entertainment | Theaters, taverns, pleasure houses |
| Military | Barracks, armories, training grounds |
context/output-config.md in the projectworldbuilding/settlements/ or explorations/worldbuilding/Pattern: {settlement-name}-design-{date}.md
context/output-config.md{settlement-name}-design-{date}.mdTrigger phrases: "design the complete city", "city history", "regional settlement network"
| Task | Agent Type | When to Spawn |
|---|---|---|
| Historical research | general-purpose | When modeling on real cities |
| World consistency check | Explore | When verifying against existing setting |
Pattern: Creating settlements that look good on a map but don't reflect organic development—perfect grids, symmetrical layouts, convenient district placement. Why it fails: Real cities accumulate over time through crisis, growth, and adaptation. The "designed" appearance signals artificiality. Readers sense something's off even when they can't articulate it. Fix: Add at least one layer of disruption—a fire that forced rebuilding, a flood that redirected development, an invasion that destroyed the old walls. Show the scars of history in the urban fabric.
Pattern: Every element of the city serves the current plot—the perfect tavern for meetings, the convenient sewer for escapes, districts that exist only when characters visit. Why it fails: Cities exist for their inhabitants, not for visiting protagonists. Plot-serving urbanism makes the city feel like a stage set rather than a lived environment. Fix: Include elements that don't serve the plot but serve the city. Markets for goods the characters don't need. Temples to gods the characters don't worship. The city should feel like it would exist without the story.
Pattern: Descriptions implying vastly different scales—a "small town" with specialized districts that would require a population of 50,000, or a "great city" that characters walk across in an hour. Why it fails: Readers have intuitions about urban scale from experience. Contradictions break immersion. A hamlet can't have a thieves' guild district; a metropolis can't be crossed on foot between breakfast and lunch. Fix: Choose a real-world analog for scale reference. Research population densities for your technology level. Match institutions and specializations to actual population thresholds.
Pattern: Rich descriptions of palaces and markets without mentioning where water comes from, where waste goes, or how food arrives. Why it fails: Infrastructure is what makes cities possible. Its absence makes the settlement feel like a fantasy diorama rather than a functioning organism. Fix: Decide how the city handles water, waste, food, and fuel. These systems shape urban form—aqueducts create neighborhoods, markets cluster near gates, tanners locate downriver.
Pattern: Every neighborhood has the same feel, the same prosperity level, the same building types. No tension between rich and poor districts, old and new areas, native and immigrant quarters. Why it fails: Urban texture comes from variation and contrast. The interesting parts of cities are the edges where different zones meet, where wealth borders poverty, where old meets new. Fix: Design at least three distinct zones with different characters. Create transition areas where they interact. Show the tensions that arise from proximity.
| Skill | What it provides |
|---|---|
| worldbuilding | Broader geographic and cultural context |
| governance-systems | Political structures that shape urban form |
| economic-systems | Trade patterns and production that drive settlement growth |
| belief-systems | Religious architecture and sacred geography |
| Skill | What this provides |
|---|---|
| scene-sequencing | Physical spaces for scene staging |
| positional-revelation | Urban roles that create plot access |
| underdog-unit | Physical constraints for institutional outcasts |
| Skill | Relationship |
|---|---|
| economic-systems | Settlement design needs economic logic; economic-systems need physical expression in markets and districts |
| governance-systems | Political power expresses itself through urban form; use together for consistency |
Weekly Installs
101
Repository
GitHub Stars
42
First Seen
Jan 20, 2026
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Installed on
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