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Agent Skill · 研究检索

expand-settlement(扩大定居点)

expand-settlement 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

expand-settlement 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为调用外部服务;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 71,838。

总安装 192周安装 8GitHub Stars 公开资料未说明下载 64核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:expand-settlement(扩大定居点)
来源仓库:https://github.com/hopeoverture/worldbuilding-system
仓库路径:skills/expand-settlement
安装命令:
npx skills add hopeoverture/worldbuilding-system --skill "expand-settlement"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add hopeoverture/worldbuilding-system --skill "expand-settlement"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

expand-settlement 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。它支持通过关键词、任务上下文或来源仓库进行信息筛选,提升研究效率。

可通过 npx skills add hopeoverture/worldbuilding-system --skill "expand-settlement" 安装,建议结合原始 README 核验具体用法。安装前请确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写操作。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/expand-settlement

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add hopeoverture/worldbuilding-system --skill "expand-settlement";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

expand-settlement 怎么安装?

在终端执行 npx skills add hopeoverture/worldbuilding-system --skill "expand-settlement"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

expand-settlement 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

expand-settlement 需要什么权限?

权限级别是调用外部服务。该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

expand-settlement 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

expand-settlement 用的人多吗?

公开数据是累计安装 192 次,近一周安装 8 次,下载 64 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

expand-settlement 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
expand-settlement

扩大定居点 · 本页

192—调用外部服务MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Expand Settlement

Expand this settlement: $ARGUMENTS

Overview

Takes an existing settlement (Village, Town, City, or Stronghold) and populates it with:

  1. Named NPCs with roles and personalities
  2. Notable establishments (taverns, shops, temples)
  3. District/neighborhood definitions (for cities)
  4. Local issues, rumors, and plot hooks
  5. Daily life and atmosphere details

Instructions

Step 1: Locate and Analyze the Settlement

  1. Parse $ARGUMENTS for settlement name or path
  2. Search in Worlds/ directories if name provided
  3. Read the settlement file and extract:

- Settlement type (Village/Town/City/Stronghold) - Population size - Government/leadership - Primary industries/purpose - Existing NPCs mentioned - Cultural flavor - Parent region and world

  1. Determine expansion scope based on settlement type:
TypeNPCsEstablishmentsDistrictsRumors
Village5-82-3N/A3-4
Town10-155-82-3 informal5-6
City15-2510-154-6 formal8-10
Stronghold8-123-5N/A (sections)4-5

Step 2: Present Expansion Plan

Show the user what will be generated:

=== SETTLEMENT EXPANSION: [Settlement Name] ===

Current State:
- Type: [City/Town/Village/Stronghold]
- Population: [X]
- Existing NPCs: [count]
- Existing Establishments: [count]

Proposed Expansion:

1. LEADERSHIP & AUTHORITY ([X] NPCs)
   - [Role 1]: [Brief concept]
   - [Role 2]: [Brief concept]

2. COMMERCE & SERVICES ([X] establishments + NPCs)
   - [Shop type]: [Concept]
   - [Tavern]: [Concept]

3. FAITH & CULTURE ([X] entities)
   - [Temple]: [Deity]
   - [Cultural site]: [Concept]

4. COMMON FOLK ([X] NPCs)
   - [Role]: [Concept]

5. UNDERWORLD ([X] NPCs, if appropriate)
   - [Criminal element]: [Concept]

6. DISTRICTS (if City)
   - [District 1]: [Character]
   - [District 2]: [Character]

7. LOCAL ISSUES & RUMORS ([X] hooks)
   - [Hook 1]
   - [Hook 2]

Proceed with expansion? (yes/customize/skip sections)

Step 3: Generate Leadership & Authority

Based on settlement's government type, create:

For Hereditary Rule:

  • Lord/Lady of the settlement (Support Character)
  • Steward/Seneschal (Background Character)
  • Captain of the Guard (Support Character)
  • Court Advisor or Spymaster (Support or Antagonist)

For Elected/Council:

  • Mayor/Burgomeister (Support Character)
  • Council Members (2-3 Background Characters)
  • Town Sheriff (Support Character)

For Theocratic:

  • High Priest/Priestess (Support Character)
  • Temple Hierarchy (Background Characters)
  • Temple Guard Captain (Background Character)

For Military (Stronghold):

  • Commander (Support Character)
  • Lieutenant(s) (Background Characters)
  • Quartermaster (Background Character)
  • Scout/Intelligence Officer (Support Character)

For each leader NPC:

  1. Read appropriate character template
  2. Generate with connections to:

- The settlement - Parent government/organization - Other local NPCs (rivals, allies) - At least one secret or plot hook

  1. Include personality quirks and mannerisms
  2. Save to Worlds/[World]/Characters/

Step 4: Generate Commerce & Services

Taverns (1 per village, 2-3 per town, 4-6 per city):

For each tavern:

  1. Read Templates/Settlements/Tavern.md
  2. Generate with:

- Unique name reflecting local culture - Distinctive atmosphere (rowdy, refined, mysterious, cozy) - Proprietor NPC (Support Character) - 2-3 regular patrons (Background Characters) - Signature food/drink - One rumor or plot hook

  1. Save to Worlds/[World]/Settlements/
  2. Create proprietor NPC, save to Characters/

Shops (scale by settlement size):

Shop TypeVillageTownCity
General Store111-2
Blacksmith0-112-3
Apothecary011-2
Specialty (jeweler, etc.)00-12-4
Magic Shop00-11-2

For each shop:

  1. Read Templates/Settlements/Shop.md
  2. Generate with:

- Unique name - Specialty inventory hook - Proprietor NPC - One interesting customer or supplier connection

  1. Save shop and proprietor

Temples (1 per town, 2-4 per city):

  1. Read Templates/Settlements/Temple.md
  2. Connect to established world deities
  3. Generate head priest NPC
  4. Include temple services and local significance

Step 5: Generate Common Folk

Create NPCs that give the settlement flavor:

Essential Roles:

  • Town crier or gossip
  • Street vendor or market regular
  • Local drunk or storyteller
  • Craftsperson (not shopkeeper)
  • Farmer/fisher/miner (based on local industry)

For each:

  1. Read Templates/Characters/Background Character.md
  2. Generate with:

- Simple but memorable personality trait - One piece of local knowledge - Connection to at least one other NPC - Potential minor quest hook

Step 6: Generate Underworld (if appropriate)

For Towns and Cities with sufficient population:

Criminal Elements:

  • Thieves' Guild contact or fence
  • Black market dealer
  • Corrupt official
  • Gang leader (for larger cities)
  • Smuggler (for ports/border towns)

For each:

  1. Use Antagonist or Support Character template
  2. Connect to any established Criminal Organizations
  3. Include their racket/operation
  4. Add conflict with law enforcement NPCs

Step 7: Define Districts (Cities Only)

Create 4-6 named districts with distinct character:

Standard District Types:

  1. Noble/Palace District - Wealth, guards, exclusive
  2. Market/Merchant District - Commerce, crowds, diversity
  3. Temple District - Religious, peaceful, pilgrims
  4. Docks/Harbor (if coastal) - Rough, foreign, smuggling
  5. Craftsmen's Quarter - Industry, guilds, pride
  6. Slums/Lower Ward - Poverty, crime, desperation
  7. Foreign Quarter - Exotic, cultural, isolated

For each district:

  1. Write a section in the settlement file describing:

- General atmosphere and architecture - Dominant population - Key establishments located there - Typical sights, sounds, smells - Common encounters

  1. Assign previously created establishments to districts
  2. Note district boundaries and transitions

Step 8: Generate Local Issues & Rumors

Create a "Rumors & Hooks" section in the settlement file:

Rumor Types to Include:

  1. True Rumor - Leads to actual adventure
  2. Partially True - Contains truth but misleading
  3. False Rumor - Red herring or gossip
  4. Local Politics - About settlement leadership
  5. Regional Threat - Connects to wider world
  6. Historical Secret - About the settlement's past

Format each as:

### Rumors & Plot Hooks

| # | Rumor | Truth Level | Hook |
|---|-------|-------------|------|
| 1 | "The baker's son..." | True | Missing person quest |
| 2 | "Gold in the old mine..." | Partial | Actually monster lair |
| 3 | "The mayor takes bribes..." | False | Political rival spreading lies |

Local Issues to Address:

  • Resource shortage or trade problem
  • Criminal activity or corruption
  • External threat (monsters, bandits, rival settlement)
  • Internal conflict (factions, guilds, families)
  • Mystery or haunting
  • Festival or upcoming event

Step 9: Add Daily Life Details

Enhance the settlement's Description section with:

Morning:

  • What sounds wake residents
  • Who's up earliest and why
  • Morning markets or routines

Midday:

  • Peak activity description
  • Common sights in streets
  • Where people eat

Evening:

  • Tavern atmosphere
  • Guard patrol patterns
  • Entertainment options

Night:

  • Who's out after dark
  • Dangers and patrols
  • Secret activities

Seasonal Variations:

  • Festival days
  • Harvest/planting times
  • Winter hardships
  • Trade season peaks

Step 10: Update Connections

  1. Update the settlement file with links to all new entities
  2. Update each new NPC with connection to settlement
  3. Update each establishment with:

- Parent settlement link - District location (if city) - Connected NPCs

  1. Update World Overview if settlement is significant
  2. Cross-reference new NPCs with existing organizations

Step 11: Summary Report

=== SETTLEMENT EXPANSION COMPLETE: [Name] ===

New Entities Created:

CHARACTERS ([X] total):
Leadership:
- [[NPC 1]] - [Role]
- [[NPC 2]] - [Role]

Commerce:
- [[NPC 3]] - Proprietor of [[Tavern]]
- [[NPC 4]] - Owner of [[Shop]]

Common Folk:
- [[NPC 5]] - [Role]
- [[NPC 6]] - [Role]

Underworld:
- [[NPC 7]] - [Role]

ESTABLISHMENTS ([X] total):
Taverns:
- [[Tavern Name]]

Shops:
- [[Shop 1]]
- [[Shop 2]]

Temples:
- [[Temple Name]]

DISTRICTS DEFINED: [X]
- [District 1] - [brief character]
- [District 2] - [brief character]

RUMORS & HOOKS: [X]
- [Hook 1 summary]
- [Hook 2 summary]

Connection Density:
- Settlement now has [X] outgoing wikilinks
- [X] new entities link back to settlement

Suggested Next Steps:
- Generate images for key NPCs
- Create encounter at [[Location]]
- Expand nearby [[Settlement]] for comparison
- Develop [[NPC]]'s secret plot

Step 12: Offer Follow-up

"Would you like me to: 1. Generate portraits for key NPCs (/generate-image) 2. Create a random encounter set for this settlement 3. Expand a connected settlement 4. Develop a specific NPC's storyline 5. Create a local dungeon or adventure site"

Quality Guidelines

  1. Cultural Consistency - Names, customs, and attitudes match the region
  2. Economic Logic - Shops and services match population needs
  3. Social Stratification - Clear class distinctions where appropriate
  4. Internal Conflicts - NPCs have relationships and tensions
  5. Adventure Potential - Every section has hooks for gameplay
  6. Sensory Details - Include sights, sounds, smells throughout
  7. Memorable NPCs - Each has at least one distinctive trait

Examples

# Expand a city with full detail
/expand-settlement Ironhold

# Expand with path
/expand-settlement Worlds/Eldermyr/Settlements/Thornhaven.md

# Expand focusing on specific aspect
/expand-settlement "Riverside" --focus commerce

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安全审计

暂无安全审计结果可展示。

权限和风险

调用外部服务

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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