Generation
Locations get constructed in “layers:”
-
Tree structure: from a starting point, we recurse through the ontology below and build out
an instance tree of buildings, rooms, and identifiable groupings (fenced off and signed
areas, floors in buildings). The output includes another database of these instances, that
can be used in in the occupation pass to find appropriate locations.
-
Detritus layer: while building the instance tree, we put pre-collapse items in the
locations (they are mostly but not always useless). More valuable things would be hidden
or otherwise not obvious, since most spaces have seen pre- or post-collapse scavenging.
-
Historical layer: while building the instance tree, we also place historical events that
happened after the collapse but still in the past (altercations, fires, animal
infestations, caches). Historical events are located in a specifc space or specific
related nodes in the tree. This gives similar locations greater uniqueness and value to
players.
-
Occupation layer: once the tree is entirely finished, we can place occupants and quest
elements are laid down for encounters and secondary side quests, outside of a referee’s
“main quest.” Encounters might end up in the historical pass, but that is a random
placement and so could be quite unbalanced. This pass would aim to place elements more
evenly across the generated locations, and could be tweaked independently.
Later layers may erase prior layers to keep the world coherent.
Taxonomy
For a taxonomy of businesses and industries, see
Standard Industrial Classification (SIC) Manual. This seems pretty sufficient for economic structures. See also
NAICS and
this SIC classification from 1979.
The following is a taxonomic listing of the location ontology with details ommitted: