Target edge length of the finest cells, metres (picks the nearest H3 resolution for this world).
Centre of the populated region in local [x, z], metres.
Extra rural density along rivers and coasts (corridors): × (1 + corridor × water access).
0…1 chance that a farmland cell has a farmstead.
Habitability model.
0…1 share of hamlet sites that are settled.
0…1 seeded jitter on site scores, so the lattice of central places looks natural.
Land-use thresholds.
Tiers of central places (1…4): urban centres, towns, villages, hamlets; one H3 resolution apart.
People per km² at which night lights reach 63 % brightness.
Planets: [latitude, longitude] of the local frame the region is in; null = world.frame.
Smoothed habitability a site needs to become a settlement.
Road, rail and power networks.
Radius of the populated region, metres.
Rural density halves roughly every this many metres away from settlements.
0…1 share living dispersed in the countryside rather than in ranked settlements.
Seed: the same seed, options and world always give the same population.
Settlement class thresholds.
People in the region.
People per km² in a settlement's core; sets each settlement's radius.
Rank-size (Zipf) exponent: the r-th settlement has P₁ / rᵏ people.
Every population setting. Plain data: save it, share it, send it to a worker, bind it to a GUI.