MedievalTownSpec
Defined in: src/scenario/blueprint.ts:86
Authored town or settlement cluster.
Properties
Section titled “Properties”buildings?
Section titled “buildings?”
optionalbuildings?: readonly ("archeryrange"|"barracks"|"blacksmith"|"castle"|"church"|"docks"|"home_A"|"home_B"|"lumbermill"|"market"|"mine"|"shipyard"|"shrine"|"stables"|"tavern"|"tent"|"townhall"|"tower_A"|"tower_B"|"tower_base"|"tower_cannon"|"tower_catapult"|"watchtower"|"watermill"|"well"|"windmill"|"workshop")[]
Defined in: src/scenario/blueprint.ts:94
Building sequence to place around the town center.
center
Section titled “center”center:
HexCoordinates
Defined in: src/scenario/blueprint.ts:90
Center tile, normally the town hall or market.
connectTo?
Section titled “connectTo?”
optionalconnectTo?: readonlyHexCoordinates[]
Defined in: src/scenario/blueprint.ts:98
Optional road targets that should connect to this town center.
faction?
Section titled “faction?”
optionalfaction?:"blue"|"green"|"red"|"yellow"
Defined in: src/scenario/blueprint.ts:92
Faction used for faction-colored buildings.
optionalid?:string
Defined in: src/scenario/blueprint.ts:88
Optional town id used in diagnostics and generated docs.
includeWalls?
Section titled “includeWalls?”
optionalincludeWalls?:boolean
Defined in: src/scenario/blueprint.ts:96
Whether to add a small defensive wall/fence ring.