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settlement-design聚落设计

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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CodexClaudeCursorGemini CLI

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本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:settlement-design(聚落设计)
来源仓库:https://github.com/jwynia/agent-skills
仓库路径:skills/settlement-design
安装命令:
npx skills add https://github.com/jwynia/agent-skills --skill settlement-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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skills.shnpx skills
npx skills add https://github.com/jwynia/agent-skills --skill settlement-design

简介

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性。

  • 使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出和对齐。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围和维护状态后再部署。
  • 安装前建议检查是否会触发联网、命令执行或文件读写,避免误操作影响系统安全。
  • settlement-design 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

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?

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

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