Name the player's settlement after what it is, not after its fences
The player built sixty fence posts and four houses, and the world calls the place Fence Town. Here is how to let the world's people name a base from what it really does, ignore decoration, name a mixed place sensibly, and grow the name from a camp into a town as it gets bigger.
Why this works
People name a place for what they do there, not for what is merely lying around. Giving each kind of building a weight for how much it defines a place keeps decoration from winning, and a name that needs a clear lead stays honest for mixed places.
When not to use it
Skip it when the player should name the place, or when the story already gave it a fixed name. A name that changes by itself can feel like the game taking something away. Offer the computed name as a suggestion instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 20 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Name the player's settlement after what it is, not after its fences" (read_entry settlement-named-after-what-stands-there) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP