From 8e4412139157848737c31ec86c9c9e4bf511e263 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Sun, 14 Jun 2026 20:13:31 +0200 Subject: [PATCH] chore(meta): update changelog Co-Authored-By: Claude Opus 4.8 (1M context) --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 02a169115..64bd1688c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/). ## [Unreleased] ### Added +- **Layer 2 — inter-settlement road & rail graph** (D-211, T-1038) — the generation cascade now draws the transport network *between* a body's settlements: a minimum-spanning backbone connects every city, extra direct links are added where that backbone would force a long detour, and each route is pathed across the real terrain — hugging river valleys (preferred), skirting steep ground, never crossing open water. Every road carries a *maintenance authority* you'll be able to read in its condition (Administrative government highway, Corporate access road, Communal local lane, long-haul Trade route, or Abandoned), and long routes gain waypoint stops at their midpoints. Deterministic and held in the per-body world cache (re-derived from seed, never saved); the Atlas overlay and downstream layers (road-entry directions, territory road-coverage) consume it next. Corp HQs are kept out of the city pool so they don't spawn duplicate roadside towns (D-242) - **Layer 3 — settlement placement** (D-211, #955) — the generation cascade now places a body's settlements on terrain that fits their economy: capitals and cities are matched to river mouths, coasts, valleys, passes, etc. via the D-195 affinity table (a financial hub gravitates to the coast, a farm to a fertile valley, a fort to a mountain pass). Runs in-game: when a body is first viewed, its settlements are read from the atlas and placed by the live cascade, then held in the per-body world cache - **Layer 3 — settlement political character** (D-212/213/214/215, #956) — each placed settlement now carries the spatial character that will shape its streets: a *territorial status* (who controls the province — the Concord Assembly, a Syndic corp, the autonomist Compact of Westphalia, contested, or open frontier), a *political archetype* (Commission/Corporate/Pioneer/Military/Academic/Industrial), the *arrangement pattern* its districts will follow (radial core, campus grid, ribbon, fortified perimeter, hub-and-spoke), and a *founding orientation* (street grid facing the coast, the river, the contours, the cardinals, or — for pioneers — a seed-varied bearing). All derived deterministically from the system's governing faction + the settlement's economy; the layouts that consume it come with the quarter generator - **Architecture-flavor trait-template catalog** (D-232, #993/#1005) — the foundation for how generated settlements *look*: a 28-template catalog of holistic cultural building-grammar bundles (economic-function pools + per-corridor baselines + heritage callbacks like iberian-hacienda, nordic-timber, east-asian-temple, arab-oasis), each economically gated and seed-drawn, plus a sparse per-body bias table for hero worlds. Build-time guardrails ensure ≥5 templates are eligible per economic class and none dominates a pool. Storage + bake only so far; the generator that draws from it lands later in Phase 4