Choose default prefab content

The June 15 tutorial update documents a world-creation option that includes default prefab content. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. This helps avoid the need to define every supporting template manually before testing a settlement.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. It also explains why a very early tutorial may contain more editor setup than a later demonstration. Default content does not remove the distinction between artwork and simulation data.

You still need the appropriate relationships among a faction, its resident templates, a city and its functional locations. The documented F1 guidebook can help explain the historical editor workflow, while exact screen arrangements should be checked against your own build. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Design the exterior and understand its limits

The exterior world is where the visible landscape and buildings take shape. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. Those visuals establish what the map looks like, but they do not automatically tell the simulation that a structure is a house or that an area belongs to a populated city.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. Functional meaning comes from the relevant templates, POIs and zones. The collected material does not verify a universal map size limit or a specific set of procedural-generation parameters.

This guide therefore does not offer invented dimensions or a seed recipe. Start with a small area that you can finish and inspect before committing to a much larger project. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Define the people through a faction

Tutorial evidence links initial residents to NPC templates and faction configuration. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. Civilian and soldier templates can use the human race, and the faction then makes the appropriate pools available to a City Zone.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. Creating a race entry is only one part of that relationship. Assign the intended faction to the city rather than assuming that buildings alone establish ownership or population.

The recorded workflow saves the configuration and leaves the editor before the initial population appears. That is stronger evidence than an assumption that any unowned settlement drawing will seed itself with residents. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Add functional housing and other POIs

A house needs a House template and a placed House POI to behave as housing. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. The developer explicitly distinguishes these from the exterior building art.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. A suitable prefab can supply the underlying template, which makes default content useful when learning the system. The June 18 simulation update also added footprint-aware building placement and entry markers.

These details reinforce that a functioning location is more than a decorative image. Inspect the actual placed POI and its template relationship when a building is visible but does not seem to serve its intended purpose. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Connect food and watch the simulation

The revised tutorials configure food and resource access as part of a small settlement. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. Official population notes connect growth to healthy food stocks and later document hunger, nutrition and family behavior.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. This supports checking the practical settlement setup before interpreting an inactive population as a purely visual map problem. Use the time controls to observe the world after configuration.

Later recorded builds show x5, but faster time cannot fill in a missing faction assignment or House POI. Keep initial population setup separate from long-term growth, because spawning residents and supporting families are different stages of the simulation. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Understand editor history and future modes

The developer's World Editor 2.0 material describes selection, copy and paste, movement, undo and redo, layers and a hotbar. The official material establishes the documented feature, while the dated gameplay examples help show how that feature appeared in a particular build. Keeping those two evidence types together makes it easier to separate a confirmed mechanic from an assumption based on another game. It establishes the editor's development direction and documented tool concepts.

A difference between those versions can explain apparently conflicting instructions without proving that one source is universally correct. If a step or value is not demonstrated in the collected sources, treat it as unverified and check a current developer update before relying on it. It does not verify every button position, a universal shortcut map or an unchanged interface in all later builds. The future Box Mode is a separate plan for a more autonomous experience.

Do not rely on it to perform the construction and configuration required by the confirmed main mode. Once a small city is coherent, expand the world through additional factions, religious settings or reusable content while preserving the functional relationships you have already tested. This keeps unrelated editor choices from obscuring what changed. It also gives you a clearer basis for describing a reproducible result to other players, without turning one observation into a guaranteed rule for every save or build.

Sources and verification

This answer cross-checks developer and Steam material against independent reporting or gameplay footage. Details from older demos are identified as historical because interfaces and availability can change between builds.