Regional building tradition; 'auto' picks one from the climate at the centre.
The architectures (materials, roofs, stilts, balconies, …).
Block extraction.
Milliseconds per update() spent generating when progressive.
Building rules.
Centre, frame-local [x, z] metres.
Climate override for 'auto' architecture (null = read from the world at the centre).
District layout and per-district rules.
Facades and roofs.
Farmsteads (size: 'farmstead'): yard, buildings, driveway, fields and crops.
Street direction field.
Churches, town halls and water towers (how many each size class gets is in sizes).
Level of detail.
Lot split jitter: 0 = regular halves, 1 = very uneven.
Spread generation over several frames (see buildBudget) instead of finishing in create.
Radius, metres (0 = the middle of the size class's range).
Road surfaces.
Road network rules.
Lots along roads through open ground (outside blocks).
Seed: same seed, options and world give the same settlement.
Terrain sampling resolution, metres (0 = automatic from the radius).
Size class (sets radius, height limit, layout style and district shares).
Size classes.
Street layout; 'auto' takes the size class's.
Terrain shaping.
Weather and wear per material group (hooks for a weather system).
Every setting of a City. All plain data.