Change world building so that placement of shops besitaries ect are in a randgen "city" "town" "village" "monastery" "wilds"ect format.
Common: Blacksmith shops besitary
Uncommon: arcanist, gem shop
Rare: alchemist/demon forge
Verry rare: bazarr, & battle structures Where a:
•Village would have up to 3 shop, blacksmith, besitary.
°Rarely a arcanist gem shop ect.
°Very Rarely alchemist/demon forge(replacing 2 slots meaning 1 demon forge and 1 shop would take up the entire "village" rangen for that area of land.
°brutally rare Bazarr, dungeon, tower, monument.
•Town would have 6-12 building structures similar to ^ above spread of what's in the town.
•City 13-30 building structures. Colloseums, arcanist are common. Far more likely to see a Bazarr only the outskirts of cities (still incredibly rare.)
•Monastery: towers & monuments are incredibly common, dungeons fairly Uncommon.
• Wilds: dungeons are incredibly dense, wilds take up alot of genspace and are either filled with Dungeons, Monoliths, or rupture/Fractures.
°occasionally spawns Monuments, Towers.
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Proposed world map changes.
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◇World structure generation changes so that, towns etc. Do not allow buildings to generate overlapping or directly on top of eachother. This should clear up room for filters to be both more impactful as item compass raids honestly would be the only real needed filters. As making world structures like shops invisible will be in options tab. Or via castle/keep options tab.
◇NPC's are tagged to certain areas. I.e:
dalan, sala = forest villages, and wilds
Borr, Ballen = CITY, wilds, near towers ect.
◇Making NPC, INN, TOWN HALL quests linked to interactions best accomplished by whats in their area.
◇World generated structures have an options menu. Where you can select make invisible.(while invisible it has a circle that shows this area is a town/village ect.)
◇Demon/Alchemist have options menus that allow them to swap opening screen so you open them in demonforge or masterforge screen.