{"tab":"other","section":"regionArchetypes","title":"Region Archetypes (Advanced)","summary":"These strings go to the AI when it needs to describe or expand a region. Write them as tone directions - what makes this type of terrain or territory feel distinct politically, physically, and atmospherically.","kind":"schema","uiLocation":"Other → Advanced → Region Archetypes","uiSubtitle":"\"Region archetypes for Region Details generation\"","editor":"JSON only (key → string map)","related":[{"section":"regions","note":"archetypes are referenced when generating Region Details"}],"wikiUrl":"/other/regionArchetypes","schema":{"_type":"record","domain":"string","codomain":"string"},"sizeLimits":[],"blocks":[{"type":"example","lang":"json","code":"{\n  \"Seat of Power\": \"Geography:\\n- This is where decisions that affect other regions are made\\n- Infrastructure serves authority first - roads, walls, and supply lines all converge here\\n- Wealth and hierarchy are physically visible: monuments, garrison districts, administrative buildings\\n\\nDynamics:\\n- Factions that want influence must be present here; absence is itself a political act\\n- Information flows inward faster than it flows outward\\n\\nHistory:\\n- Something was built here to last, and the decision of what to build reveals what the founders valued\\n\\nAtmosphere:\\n- Power is never entirely comfortable; even those who hold it watch for who might take it\",\n  \"Frontier\": \"Geography:\\n- This region sits at the edge of settled territory - beyond it, mapping becomes unreliable\\n- Resources exist but extraction is dangerous; those who work here accept that as the cost\\n- Authority is thin and mostly self-imposed by whoever can enforce it locally\\n\\nDynamics:\\n- Distance from the center means news, law, and aid all arrive late\\n- The people here have already decided they can handle problems themselves\\n\\nHistory:\\n- Something drove the first settlers here; it shaped their character and their relationship to the rest of the world\\n\\nAtmosphere:\\n- Self-reliance is not a virtue here, it is a survival requirement\"\n}"},{"type":"prose","md":"## Structure\n\n### Four-section entry format\n\nA well-structured entry uses four sections: `Geography` (physical and infrastructure character), `Dynamics` (who holds power, how information and resources flow), `History` (what shaped this region and what founding decisions reveal), and `Atmosphere` (the emotional and social register of being here). Three to four bullets per section is sufficient."},{"type":"prose","md":"## Behaviour\n\n### Empty-section crash\n\n> **⚠️ Warning:** Leaving this section empty causes a hard engine crash when `generateRegionDetails` fires (which happens for regions with `detailType: \"basic\"` when the party first enters them). Worlds where every region has pre-authored detailed content will not invoke this code path, but defining at least one entry is recommended as defence-in-depth.\n\n### Override and suppression\n\n> **📋 Note:** To override or fully ignore the engine-selected archetype for a region (or null it out entirely for certain region types), see [Behavior suppression and archetype override](/appendix/ai-advanced-techniques#behavior-suppression-and-archetype-override) in the Advanced AI Techniques appendix."}],"body":"## Example\n\n```json\n{\n  \"Seat of Power\": \"Geography:\\n- This is where decisions that affect other regions are made\\n- Infrastructure serves authority first - roads, walls, and supply lines all converge here\\n- Wealth and hierarchy are physically visible: monuments, garrison districts, administrative buildings\\n\\nDynamics:\\n- Factions that want influence must be present here; absence is itself a political act\\n- Information flows inward faster than it flows outward\\n\\nHistory:\\n- Something was built here to last, and the decision of what to build reveals what the founders valued\\n\\nAtmosphere:\\n- Power is never entirely comfortable; even those who hold it watch for who might take it\",\n  \"Frontier\": \"Geography:\\n- This region sits at the edge of settled territory - beyond it, mapping becomes unreliable\\n- Resources exist but extraction is dangerous; those who work here accept that as the cost\\n- Authority is thin and mostly self-imposed by whoever can enforce it locally\\n\\nDynamics:\\n- Distance from the center means news, law, and aid all arrive late\\n- The people here have already decided they can handle problems themselves\\n\\nHistory:\\n- Something drove the first settlers here; it shaped their character and their relationship to the rest of the world\\n\\nAtmosphere:\\n- Self-reliance is not a virtue here, it is a survival requirement\"\n}\n```\n\n## Structure\n\n### Four-section entry format\n\nA well-structured entry uses four sections: `Geography` (physical and infrastructure character), `Dynamics` (who holds power, how information and resources flow), `History` (what shaped this region and what founding decisions reveal), and `Atmosphere` (the emotional and social register of being here). Three to four bullets per section is sufficient.\n\n## Behaviour\n\n### Empty-section crash\n\n> **⚠️ Warning:** Leaving this section empty causes a hard engine crash when `generateRegionDetails` fires (which happens for regions with `detailType: \"basic\"` when the party first enters them). Worlds where every region has pre-authored detailed content will not invoke this code path, but defining at least one entry is recommended as defence-in-depth.\n\n### Override and suppression\n\n> **📋 Note:** To override or fully ignore the engine-selected archetype for a region (or null it out entirely for certain region types), see [Behavior suppression and archetype override](/appendix/ai-advanced-techniques#behavior-suppression-and-archetype-override) in the Advanced AI Techniques appendix."}