OptionalarchitectureRegional building tradition; 'auto' picks one from the climate at the centre.
OptionalarchitecturesThe architectures (materials, roofs, stilts, balconies, …).
OptionalblocksBlock extraction.
OptionalbuildMilliseconds per update() spent generating when progressive.
OptionalbuildingsBuilding rules.
OptionalcameraCamera for level of detail. Without one, everything stays at full detail.
OptionalcenterCentre, frame-local [x, z] metres.
OptionalclimateClimate override for 'auto' architecture (null = read from the world at the centre).
OptionaldistrictsDistrict layout and per-district rules.
OptionalfacadeFacades and roofs.
OptionalfarmFarmsteads (size: 'farmstead'): yard, buildings, driveway, fields and crops.
OptionalfieldStreet direction field.
OptionalframeLocal frame the settlement is laid out in (world.frame by default; world.frameAt(lat, lon) on planets).
OptionallandmarksChurches, town halls and water towers (how many each size class gets is in sizes).
OptionallodLevel of detail.
OptionallotLot split jitter: 0 = regular halves, 1 = very uneven.
OptionalprogressiveSpread generation over several frames (see buildBudget) instead of finishing in create.
OptionalradiusRadius, metres (0 = the middle of the size class's range).
OptionalroadRoad surfaces.
OptionalroadsRoad network rules.
OptionalroadsideLots along roads through open ground (outside blocks).
OptionalsceneIf given, the city is added to it and updates itself via scene.onBeforeRender.
OptionalseedSeed: same seed, options and world give the same settlement.
OptionalsiteTerrain sampling resolution, metres (0 = automatic from the radius).
OptionalsizeSize class (sets radius, height limit, layout style and district shares).
OptionalsizesSize classes.
OptionalstyleStreet layout; 'auto' takes the size class's.
OptionalterrainTerrain shaping.
OptionalweatherWeather and wear per material group (hooks for a weather system).
The world the settlement stands on (its height, water and climate; flattening goes here).
Options for City.create: settings plus the objects a city needs (not JSON).