Town generation algorithms In this RPG.SE post a long lost page with several online generators is mentioned. I'm particularly curious about the way towns were generated. Take this image for example Although a lot of things could be improved graphics wise, it was very good considering the tools available at the time (mid to late 90s) The road layout seems fairly organic (even considering all roads are placed in an orthogonal manner). Not all roads are necessarily connected, but it feels right. Buildings are placed in believable spots. Even trees seem to be placed in logical spots. I think it would be fun to give it a shot and try it myself. Especially since my previous attempts have been too quot blocky quot You'll notice that I'm describing many of the qualities with not quite measurable adjectives (seems, feels, believable, etc) so I'm having a hard time translating them to instructions and ultimately to an algorithm. Are there any tried and true algorithms for town generation? I understand this seems to be too broad, so consider this If I asked for an algorithm for generating maps of continental land masses, I'd get references to Perlin and other noise algorithms right away closely followed by Voronoi. I've seen questions like this one but they seem to have a more concrete idea already in mind (ie 2x2 houses, fixed number of houses, canal and road placement restrictions). What I'd like to have is something less constrained. Except maybe for the grid layout, which should be a lot easier for a first attempt than, say, L system.