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HireNewsWorld Procedural Generation
In-game event

World Procedural Generation

Hire · published 20 Jun 2026, 00:59 UTC

All newsPlayers around this dateRead on Steam

Hey. Sten here.

I want to talk about procedural generation, but not in the usual way.

Usually this means the map is different. That is true in Hire, but it is too small, we took it to the max! The generator is not there to make a pretty background.

When you start a new game, the city is not empty. The game first makes the people who live there. It rolls four or five (or six?) cultures, with their own names, habits, speech, clothing, building styles, and things they admire or dislike. The main culture is common. The others are smaller, so the city has a majority and minorities instead of five equal fantasy tribes standing in a line. Not all cultures are equal, ha?

Then the game builds power. Noble families are created with surnames, parents, children, fame, house money, crests, and people who work for them. Around them are independent powers. Merchants, officers, church people, landowners, and others who can bring work to your door. Rival mercenary guilds are also generated, with their own bosses and market position.

Then the city gets practical people. Armorers. Blacksmiths. Traders. A local economy with industries, ownership, money pools, seasons, war pressure, shortages, recovery, and price changes. This matters because somebody in the city has to want the work done and have enough money to pay (you) for it.

The hero pool is made the same way. You do not get ten identical swordsmen with different names. You get freelancers with age, culture, traits, skills, gear, money, appearance, relationships, and baggage (debts and wifes). Some arrive with their own kit. Some are cheap because they are green. Some are expensive because they are good, or because they think they are good...

Loot and gear come from the same world. A sword from a quest, a shelf item from a craftsman, and a hero's old knife all live in one equipment system. Materials, quality, history, origin, market price, and rarity all matter. The best things should feel like they came from somewhere. Not just "Iron Sword +2".

Visuals are tied into this. A noble house can get a crest from its family and culture. A hero portrait follows details like age, build, face, marks, hair, and expression. A contract can get a location picture based on the actual place, route, terrain, monster signs, and landmark. The pictures actually get saved locally on your machine, so free up some space!

This is why procedural generation in Hire is not one layer. It is stacked. Culture affects people. People affect money. Money affects contracts. The fight affects loot, wounds, reputation, and who will speak to you next time.

More next Friday.

Sten.

PS if you are suspicious- yes, the guy didn't have a nose, a reality of being in combat, you know.

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