genre

Use when

Designing a city/colony builder where the fun is placing tiles for adjacency payoff, guided by a live score and real tradeoffs.

City / Colony Builder

What it is. A grid or map you fill with buildings whose value depends on what sits next to them. Placement is the whole verb: each tile scores from its neighbours, and a live “+N” under the cursor tells you exactly what a spot is worth before you commit. You optimize a growing layout against its own synergies.

Player fantasy / why it’s fun. “That corner is worth +7 — but it’d waste the river tile.” The pull is a legible optimization space where good placement is visibly rewarded and greed has a cost. Fun is the exposed score: the decision is on screen, quantified, and yours.

Pillars

  1. The exposed score is the UI. One pure placementScore serves the sim, the bot, the tests, and the “+N” label under the cursor. The live number is not decoration — it’s the entire interface between intent and system.
  2. Negative synergies create the only real decisions. If every placement is strictly additive, the greedy move is always right and there’s no game. Tradeoffs — this bonus costs that one — are what make a layout a puzzle.
  3. The layout is a standing feedback loop. Each building reshapes the value of its neighbours, so the map’s optimum drifts as it grows. You’re steering a system, not filling a form.

The loop stack

LayerThe beat
MomentHover a tile → read the “+N” → place for the payoff (or the tradeoff).
EncounterA wave/queue of buildings to place well before space or budget runs out.
SessionA map/island: raise the total score against its synergy constraints.
MetaUnlocks, larger/varied maps, new building types with new adjacency rules.

Essential systems

SystemWhy this genre needs it
system-economyResources produced and consumed by buildings; the sinks that stop pure additive sprawl.
system-resource-loopsExtract→process→consume chains give buildings reasons to cluster and compete for space.
pattern-feedback-loopsAdjacency synergies are the loop; negative synergies are the damping that keeps it a decision.
system-procgen-designVaried maps/queues as content; seeds give replay and a fairness sweep (queue always fits).
system-onboardingTeach one adjacency rule at a time; the “+N” label is itself the tutorial.
system-collectiblesMilestones, cosmetics, layout goals — optional pull past hitting the target.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

N-island queue-always-fits sweep; greedy ≈ 2× random skill delta; scoring-honesty audit; golden → design/FUN.md §17 · City/colony builder. Design the synergy space and the exposed score here; prove the delta and the audit there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.