About
World Seed generates fictional worlds that hold together: the map explains the economy, the economy explains the politics, and the politics explain the history.
How a world is made
Each layer is built from the one before it, so nothing in a world is there by accident.
- 01
Terrain
Coastlines, mountains, rivers and climate are generated cell by cell from a seeded noise field.
- 02
Resources
Farmland, timber, iron, coal, oil, minerals, fisheries and energy follow the terrain: timber in the forests, ore in the hills and mountains, oil under the deserts.
- 03
States
Borders, government, stability, currency, literacy, military size and GDP come from the land and resources each state holds, not from independent dice rolls.
- 04
Cities and regions
Settlements follow a rank-size population curve. Each city has its own districts, industries and founding story.
- 05
Diplomacy
Relations between states (ally, trade partner, tension, hostile) come from shared borders, language family and how well their economies complement each other.
- 06
History
A timeline of foundings, industrialization, wars, treaties and unrest that stays consistent with everything above.
One seed, one world
Generation is deterministic. The same seed and options always produce the same world, so a link is all you need to share one. The seed label in the URL encodes everything:
/world/123-m-t-o-v-5
- 123
- The seed number
- m
- World size: small, medium or large
- t
- Level of detail: sparse, standard or rich
- o
- Era: medieval, industrial, modern or near future
- v
- Society: varied, monarchies, republics, federations or theocratic
- 5
- Number of states, from 3 to 8
Open source
World Seed runs entirely on its own rules, with no external data or AI model behind it. It is built with TanStack Start, React and Tailwind CSS, and the source is on GitHub.