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API Kingdom generate_kingdoms

SolWayward edited this page Dec 25, 2025 · 1 revision

gm.kingdom.generate_kingdoms

Endpoint: gm.kingdom.generate_kingdoms

Syntax

gm.kingdom.generate_kingdoms <count> [vassalCount] [cultures]

Parameters

Parameter Type Required Description
count integer Yes Number of kingdoms to generate (1-20)
vassalCount / vassals integer No Number of vassal clans per kingdom (0-10). Default: 4
cultures / culture string No Culture pool for all kingdoms. Use comma-separated values. Default: main_cultures

Description

Generates multiple kingdoms at once by taking settlements from existing kingdoms. This command intelligently distributes settlements across existing kingdoms, alternating between them evenly to avoid depleting any single kingdom's territory. The command includes safety mechanisms to prevent destroying existing kingdoms.

The generation process:

  1. Identifies all kingdoms with more than 1 town/castle settlement
  2. Excludes the player's kingdom from consideration
  3. Builds a pool of available settlements (leaving at least 1 per kingdom)
  4. Alternates between source kingdoms when selecting settlements
  5. Creates kingdoms with random names from the culture pool
  6. Generates vassal clans and additional lords for each kingdom

Safety Features:

  • Never takes a kingdom's last settlement
  • Excludes all player kingdom settlements
  • Validates remaining settlements before each transfer
  • Provides warnings if unable to create requested number

Examples

Generate 3 kingdoms with default settings:

gm.kingdom.generate_kingdoms 3

Output:

Successfully created 3 kingdom(s):
ID: kingdom_custom_1 | Name: Vlandian Federation | Clans: 5 | Heroes: 58 | RulingClan: House Valor | Ruler: Roland
ID: kingdom_custom_2 | Name: Battanian League | Clans: 5 | Heroes: 52 | RulingClan: Clan Ironwood | Ruler: Aednat
ID: kingdom_custom_3 | Name: Empire Coalition | Clans: 5 | Heroes: 55 | RulingClan: House Phoenix | Ruler: Cassius

Generate kingdoms with more vassals:

gm.kingdom.generate_kingdoms 5 6

Using named arguments with specific cultures:

gm.kingdom.generate_kingdoms count:2 vassals:4 cultures:empire,aserai

Generate many kingdoms to fragment the map:

gm.kingdom.generate_kingdoms 10 3 main_cultures

Notes

  • All kingdom and clan names are randomly generated from the culture pool
  • Each kingdom starts with the specified number of vassal clans plus the ruling clan
  • Vassal clans receive 4 additional lords each
  • Ruling clans receive 10 additional lords
  • If fewer kingdoms can be created than requested, a warning is displayed
  • The command will stop creating kingdoms when no more suitable settlements are available
  • Settlements are taken evenly from all eligible kingdoms through round-robin selection
  • The generation may create fewer kingdoms than requested if settlements run out

Use Cases

Fragmenting the Map: Create many small kingdoms to increase political complexity:

gm.kingdom.generate_kingdoms 15 2

Testing Diplomacy: Create several kingdoms to test diplomatic commands:

gm.kingdom.generate_kingdoms 5 3

Cultural Scenarios: Create kingdoms from specific cultural backgrounds:

gm.kingdom.generate_kingdoms 3 4 cultures:sturgia,nord,battania

Related Commands

Last Updated: 2025-12-25

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