Agent skill

Settlement Design

by jwynia in jwynia/agent-skills

Design cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills.

MITAuto-check passedWriting & Content

Install Settlement Design

skills CLI
$ npx skills add jwynia/agent-skills --skill settlement-design -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jwynia/agent-skills settlement-design --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/creative/fiction/worldbuilding/settlement-design .claude/skills/settlement-design && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
settlement-design
GitHub stars
169
Token cost
~4.9k tokens
SKILL.md length
2,001 words
Files
1
Skills in repo
111
Repo updated
First seen
Licence
MIT

At a glance

Design cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills.

  • Works in 12 steps: Site Selection Parameters → Morphological Parameters → Functional Parameters → …
  • Creating urban environments
  • SKILL.md covers Core Principles, The Ten Parameter Categories, Settlement Typologies and Development Patterns, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Settlement Design is an agent skill from jwynia/agent-skills. Design cities, towns, and settlements for fictional worlds. Use when creating urban environments, mapping city districts, or when settlements need realistic layered development and spatial logic.

Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Writing & Content, covering Creative writing and fiction. The licence is MIT.

When your agent uses it

  • Creating urban environments
  • Mapping city districts
  • Settlements need realistic layered development and spatial logic

Example prompts

  • “/settlement-design”

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. Site Selection Parameters
  2. Morphological Parameters
  3. Functional Parameters
  4. Infrastructure Parameters
  5. Socio-Spatial Parameters
  6. Symbolic Parameters
  7. Site Selection and Analysis
  8. Foundation Establishment
  9. Growth Phase Development
  10. Historical Layering
  11. Contemporary State
  12. Designer's Map Syndrome

What it can do on your machine

Read from SKILL.md and the folder at commit e02ec7e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Settlement Design loads about 4.9k tokens when it runs. Until then it costs about 53 tokens; SKILL.md has 2,001 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~53
When it runs · the whole SKILL.md, loaded when a task matches
~4.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jwynia/agent-skills at commit e02ec7e, republished under its MIT licence (© jwynia). 2,001 words, ~4,869 tokens.

Download SKILL.mdSave it as .claude/skills/settlement-design/SKILL.md (or your agent's skills folder).
name
settlement-design
description
Design cities, towns, and settlements for fictional worlds. Use when creating urban environments, mapping city districts, or when settlements need realistic layered development and spatial logic.
license
MIT
metadata.author
jwynia
metadata.version
1.0
metadata.type
generator
metadata.mode
generative
metadata.domain
worldbuilding

Settlement Design: Urban Development Skill

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.

Core Principles

  1. Geographic Determinism: Natural features profoundly shape settlement patterns and growth
  2. Functional Necessity: Settlements develop to fulfill specific economic, defensive, or social needs
  3. Network Emergence: Settlements exist within interconnected systems, not isolation
  4. Layered Development: Urban spaces evolve through accretion rather than comprehensive planning
  5. Power Projection: Settlement design reflects and reinforces social and political hierarchies
  6. Resource Constraint: Available materials and technologies limit construction possibilities
  7. Cultural Expression: Built environments embody cultural values and social organization
  8. Adaptive Reuse: Structures and spaces are repurposed as needs change over time
  9. Disaster Response: Settlements evolve in reaction to catastrophes
  10. Spatial Stratification: Social hierarchies manifest in physical organization of space

The Ten Parameter Categories

1. Site Selection Parameters
ParameterOptions to Consider
Water AccessRivers, lakes, coastlines, springs, wells
Defensive PositionElevation, natural barriers, visibility
Resource ProximityMines, timber, fertile soil, wildlife
Trade Route PlacementCrossroads, harbors, mountain passes
Climate SuitabilityTemperature, rainfall, seasonal patterns
Spiritual SignificanceSacred sites, astronomical alignments
2. Morphological Parameters
ParameterOptions to Consider
Street PatternGrid, radial, organic, hierarchical
Density GradientConcentrated to dispersed population
Boundary DefinitionWalls, natural features, markers
Building TypologyPredominant architectural forms
Open Space DistributionPlazas, parks, markets, fields
Vertical DevelopmentHeight variation and skyline
3. Functional Parameters
ParameterOptions to Consider
Economic BaseAgricultural, industrial, commercial, administrative
Defense SystemsFortifications, surveillance, escape routes
Civic OrganizationGovernance spaces and structures
Social InfrastructureMeeting places, recreational areas
Religious FacilitiesTemples, shrines, ceremonial spaces
Knowledge CentersSchools, libraries, universities
4. Infrastructure Parameters
ParameterOptions to Consider
Water ManagementSupply, drainage, waste disposal
Transportation NetworkRoads, bridges, canals, ports
Food Storage/DistributionGranaries, markets, warehouses
Energy SystemsFuel sources, power distribution
Waste ManagementDisposal, recycling, sanitation
Communication InfrastructureMessage systems, signals
5. Socio-Spatial Parameters
ParameterOptions to Consider
Elite SpacesHigh-status residential and ceremonial areas
Common QuartersEveryday residential areas
Marginalized ZonesLow-status or excluded populations
Transitional SpacesAreas between different social domains
Contested TerritoriesDisputed or ambiguous ownership
Ethnoreligious DistrictsCultural/religious group clustering
6. Symbolic Parameters
ParameterOptions to Consider
Monumental ExpressionPower and identity representations
Ritual PathwaysProcession routes and ceremonial ways
Collective Memory SitesHistorical event markers
Identity BoundariesCultural and social group divisions
Cosmic AlignmentAstronomical and religious orientations
Status SignificationSocial rank indication through space

Settlement Typologies

By Primary Function
TypeCharacteristics
Market SettlementTrade-focused community
Administrative CenterGovernance-oriented city
Religious ComplexFaith-centered settlement
Military OutpostDefense-focused installation
Production CenterManufacturing/resource extraction
Agricultural CommunityFarming-based settlement
Transport HubMovement-facilitating location
Knowledge CenterEducation/research community
By Morphological Pattern
TypeCharacteristics
Planned GridRegular, organized street network
Concentric SettlementRings around central point
Linear DevelopmentElongated along path/feature
Organic ClusterIrregular, emergent organization
Radial PatternStreets extending from central hub
Composite StructureMultiple morphological sections
Dispersed SettlementScattered buildings without center
Nucleated VillageTightly clustered around focal point
By Geographic Setting
TypeCharacteristics
River SettlementWaterway-oriented community
Coastal PortSea-facing trade center
Hill TownElevated defensive position
Valley CommunityNestled between heights
Plains SettlementFlat terrain development
Mountain OutpostHigh-altitude location
Island DevelopmentWater-surrounded community
Desert OasisArid region water-centered
By Scale and Complexity
TypePopulation Range
Isolated HomesteadSingle family/small group
HamletSmall cluster, no specialization
VillageBasic community, simple division of labor
TownMedium settlement, some specialization
CityLarge settlement, complex organization
MetropolisMajor urban center, regional dominance
MegalopolisInterconnected urban region
Imperial CapitalPolitical/cultural center of empire

Development Patterns

Settlement Evolution Sequences
  • Camp → Hamlet → Village → Town → City → Metropolis
  • Military Outpost → Frontier Settlement → Regional Center → Capital
  • Religious Shrine → Pilgrimage Site → Temple Complex → Holy City
  • Trading Post → Market Town → Commercial Center → Trade Metropolis
  • Mining Camp → Industrial Town → Manufacturing City
  • Fishing Settlement → Port Town → Maritime Hub → Naval Center
Spatial Growth Patterns
PatternDescription
Concentric ExpansionGrowth in rings around original settlement
Axial DevelopmentExpansion along transportation corridors
Leap-frog GrowthDiscontinuous development with gaps
Infill DensificationFilling empty spaces within existing areas
Satellite FormationSecondary settlements around primary center
Linear ExtensionGrowth along single axis
Cellular AccretionAddition of whole neighborhoods/districts
Polycentric EvolutionMultiple growing centers merging
Crisis and Adaptation Cycles
CrisisResponse Pattern
Fire DestructionRebuilding with fire prevention
Flood DamageElevated construction, flood control
Disease OutbreakSanitation improvement
Siege/InvasionEnhanced fortification
Resource DepletionEconomic diversification
OvercrowdingPeripheral expansion, vertical growth
Political CollapseFragmentation, repurposing

Setting-Specific Adaptations

Fantasy Settings
  • Magical Resource Urbanization: Settlement around arcane energy sources
  • Multi-Race Architecture: Designs for diverse species needs
  • Defensive Magic Influence: Mystical protection affecting urban form
  • Divine Presence Planning: City design reflecting divine will
  • Magical Transportation Effects: Portal/teleportation impact on layout
Science Fiction Settings
  • Environmental Dome Cities: Enclosed settlements on hostile worlds
  • Orbital Habitat Design: Artificial gravity considerations
  • Subterranean Complexes: Underground urban development
  • Interspecies Cohabitation: Multi-species urban accommodation
  • Zero-G Settlement Design: Spatial organization without gravity
Post-Apocalyptic Settings
  • Ruin Repurposing: Adaptation of pre-collapse structures
  • Defensive Scarcity Design: Resource protection-focused layout
  • Contamination Avoidance: Hazard-driven settlement location
  • Technological Regression: Designs following capability loss
  • Remnant Infrastructure: Communities around surviving systems

District Design

Naming Patterns
PatternExamples
Function-BasedMarket Quarter, Warehouse District
Social Class ReferenceNoble Quarter, Craftsmen's Row
Historical DevelopmentOld Town, New District
Geographic PositionNorth Ward, Riverside
Ethnic/CulturalElvish Quarter, Foreign District
Occupational ClusterTanner's Lane, Merchant Row
District Types
TypeCharacteristics
CommercialMarkets, shops, warehouses, trade halls
Residential (Elite)Large homes, gardens, quiet streets
Residential (Common)Dense housing, narrow streets
IndustrialWorkshops, manufacturing, pollution
ReligiousTemples, monasteries, sacred spaces
AdministrativeGovernment buildings, courts, archives
EntertainmentTheaters, taverns, pleasure houses
MilitaryBarracks, armories, training grounds

Implementation Process

Step 1: Site Selection and Analysis
  • Identify key geographic features
  • Assess resource availability
  • Evaluate defensive potential
  • Analyze transportation connectivity
  • Consider climatic conditions
Step 2: Foundation Establishment
  • Determine founding purpose
  • Select initial morphology
  • Establish core structures
  • Define original boundaries
Step 3: Growth Phase Development
  • Map expansion patterns
  • Add district specialization
  • Develop infrastructure networks
  • Create social stratification zones
Step 4: Historical Layering
  • Incorporate crisis events
  • Show adaptive responses
  • Create architectural palimpsest
  • Develop contested spaces
Step 5: Contemporary State
  • Define current function
  • Map active/declining areas
  • Identify tensions and conflicts
  • Show ongoing changes

Implementation Checklist

  • Define site selection rationale
  • Choose primary function type
  • Select morphological pattern
  • Map district organization
  • Design infrastructure systems
  • Create social stratification zones
  • Develop historical layers
  • Include crisis response evidence
  • Add cultural expression elements
  • Identify current tensions/changes

Output Persistence

Output Discovery
  1. Check for context/output-config.md in the project
  2. If found, look for this skill's entry
  3. If not found, ask user: "Where should I save settlement designs?"
  4. Suggest: worldbuilding/settlements/ or explorations/worldbuilding/
Primary Output
  • Site analysis - Geographic features and selection rationale
  • Morphology - Street patterns, boundaries, districts
  • Historical layers - Development phases and crisis responses
  • Infrastructure - Water, transport, waste, food systems
  • Social geography - Elite, common, marginalized zones
File Naming

Pattern: {settlement-name}-design-{date}.md

Verification (Oracle)

What This Skill Can Verify
  • Scale consistency - Do population and institutions match? (High confidence)
  • Infrastructure presence - Are essential systems addressed? (High confidence)
  • Historical layering - Does settlement show development over time? (Medium confidence)
What Requires Human Judgment
  • Story fit - Does settlement create interesting scenes?
  • Immersive quality - Does it feel lived-in?
  • Navigation clarity - Can readers orient themselves?
Show full SKILL.md (804 more words)Show less
Oracle Limitations
  • Cannot assess whether settlement serves plot needs
  • Cannot predict reader sense of place from descriptions

Feedback Loop

Session Persistence
  • Output location: See context/output-config.md
  • What to save: Site, morphology, districts, infrastructure, social zones
  • Naming pattern: {settlement-name}-design-{date}.md
Cross-Session Learning
  • Check for prior settlement work in this world
  • Ensure settlements maintain trade/political consistency
  • Crisis response patterns inform anti-patterns

Design Constraints

This Skill Assumes
  • Settlement exists (even ruins were once settlements)
  • Writer wants functional urbanism, not stage sets
  • Some historical development has occurred
This Skill Does Not Handle
  • Economic systems - Route to: economic-systems
  • Political structures - Route to: governance-systems
  • Cultural texture - Route to: memetic-depth
  • Scene staging - Route to: scene-sequencing
Degradation Signals
  • Perfect symmetry without historical disruption
  • Every element serving current plot
  • Scale mismatch between population and institutions

Reasoning Requirements

Standard Reasoning
  • Single district design
  • Site selection analysis
  • Basic infrastructure mapping
Extended Reasoning (ultrathink)
  • Full city design - [Why: all systems interconnect]
  • Historical layer development - [Why: tracing centuries of change]
  • Multi-settlement regional design - [Why: trade and political networks]

Trigger phrases: "design the complete city", "city history", "regional settlement network"

Execution Strategy

Sequential (Default)
  • Site before morphology
  • Foundation before growth phases
  • Infrastructure before social geography
Parallelizable
  • Designing multiple districts
  • Research into different urban analogs
Subagent Candidates
TaskAgent TypeWhen to Spawn
Historical researchgeneral-purposeWhen modeling on real cities
World consistency checkExploreWhen verifying against existing setting

Context Management

Approximate Token Footprint
  • Skill base: ~4k tokens (parameters + typologies)
  • With development patterns: ~5k tokens
  • With setting adaptations: ~6k tokens
Context Optimization
  • Focus on relevant typologies for current settlement
  • Implementation process is reference, not required
  • Setting adaptations load on-demand
When Context Gets Tight
  • Prioritize: Current typology, active parameters
  • Defer: Full typology matrix, evolution sequences
  • Drop: All setting-specific adaptations not in use

Anti-Patterns

1. Designer's Map Syndrome

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.

2. Functional Perfection

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.

3. Scale Implausibility

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.

4. Missing Infrastructure

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.

5. Homogeneous Population

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.

Integration

Inbound (feeds into this skill)
SkillWhat it provides
worldbuildingBroader geographic and cultural context
governance-systemsPolitical structures that shape urban form
economic-systemsTrade patterns and production that drive settlement growth
belief-systemsReligious architecture and sacred geography
Outbound (this skill enables)
SkillWhat this provides
scene-sequencingPhysical spaces for scene staging
positional-revelationUrban roles that create plot access
underdog-unitPhysical constraints for institutional outcasts
Complementary
SkillRelationship
economic-systemsSettlement design needs economic logic; economic-systems need physical expression in markets and districts
governance-systemsPolitical power expresses itself through urban form; use together for consistency

© jwynia, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/creative/fiction/worldbuilding/settlement-design of jwynia/agent-skills.

Open the folder on GitHubat commit e02ec7e

Compare with similar skills

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Novel Arteternityspring/shuohao-skills4.3k—~1.1kAutomated safety check: NotesApache-2.0
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Questions about Settlement Design

What does Settlement Design do?

Design cities, towns, and settlements for fictional worlds. An agent skill from jwynia/agent-skills. Settlement Design is an agent skill from jwynia/agent-skills. Design cities, towns, and settlements for fictional worlds.

When should I use Settlement Design?

Settlement Design fits situations like: creating urban environments; mapping city districts; settlements need realistic layered development and spatial logic.

How do I install Settlement Design in Claude Code?

Run `npx skills add jwynia/agent-skills --skill settlement-design -a claude-code`. Or copy the skill folder (skills/creative/fiction/worldbuilding/settlement-design in jwynia/agent-skills) into .claude/skills/settlement-design in your project. Claude Code loads it when a task matches its description.

How do I install Settlement Design in Codex?

Run `npx skills add jwynia/agent-skills --skill settlement-design -a codex`. Or copy the skill folder (skills/creative/fiction/worldbuilding/settlement-design in jwynia/agent-skills) into .agents/skills/settlement-design in your project. Codex loads it when a task matches its description.

Can I use Settlement Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jwynia/agent-skills --skill settlement-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/settlement-design, .gemini/skills/settlement-design, .github/skills/settlement-design and .opencode/skills/settlement-design in your project.

What does Settlement Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Settlement Design is instructions for the agent only.

Does Settlement Design access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Settlement Design safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Settlement Design use?

Settlement Design is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Settlement Design use?

About 4.9k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Settlement Design?

Skills that share tags, products or a category with Settlement Design: Story Multi-Perspective Review (zenstory-ai/oh-story-claudecode, 7.4k stars), Short Web Fiction Trend Scan (zenstory-ai/oh-story-claudecode, 7.4k stars), InkOS Creative Harness (Narcooo/inkos, 10k stars) and Novel Art (eternityspring/shuohao-skills, 4.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Settlement Design?

jwynia (a GitHub user) maintains it in jwynia/agent-skills, which has 169 GitHub stars. The repository holds 111 skills in this directory. The repository was last updated on February 24, 2026.

Source: jwynia/agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.