KIT
imperial_stone
townStyle
DOMAIN
townStyle
PATH
data/content/town_styles.json
PARTS
5
NOTE
Grey ashlar, slate/tile roofs, taller townhouses — the dressed-stone EQ read for cities/foothill steadings (Greywater Hollow, Hollowfold). Cooler, harder, no thatch. Highbridge split off onto its own `highbridge_stone` kit (2026-07-01) so it isn't reskinned along with these two. `models.governor`/`.guild`/`.inn` (all blue_banner_manor, added 2026-07-01 — user directive: keep guild halls + inns unified across the whole imperial-stone family rather than fork per-town) give every grand civic seat (town hall/keep/temple), guild hall, and inn an AI-modelled manor (`inn` is its own TownPlan role, split out of `governor` so a taproom doesn't read as a keep — see TownPlan._model_role); house/shop have no model yet so they still fall back to code-built VillageKit (styled by the palette/archetypes below) — a style can adopt models partially.
imperial_stone
Metadata
Parts (5)
code:villagestructure_house (catalog default)procedural — built by code, no static mesh file (check the matching Bench)code:villagestructure_shop (catalog default)procedural — built by code, no static mesh file (check the matching Bench)res://assets/models/structures/blue_banner_manor.glbmodels.guildreferenced file not foundres://assets/models/structures/blue_banner_manor.glbmodels.governorreferenced file not foundres://assets/models/structures/blue_banner_manor.glbmodels.innreferenced file not foundRelations (1)
Preview harness