This is a evolved version of
"Sun-God City 1."

While the previous work dealt with one block, the new version looks at several blocks in the context of the entire cityscape.

Several patterns of clustered units are first set up.
The previous work sought to demonstrate what results would be obtained if top priority were given to sunlight, and other manipulations were omitted as much as possible. This meant mainly randomness.

Once those criteria were thought to have been fulfilled, conditions other than sunlight were added for this new version.
A set of codes are laid down to be applied to unit-clustering.
The codes do not directly demand what form should ultimately result but they determine ways of partial clustering of the units.

The idea is to have small-scale codes hidden in a larger realm of randomness. The overall forms thus achieved are not the same.
They differ from one simulation to another. But a difference in the setting of the patterns will show clearly in what results.
City blocks with different characteristics will be "generated," including one with a courtyard, one with high-standing walls, one with clustered buildings, and so on.
And here in this city, sunlight relationships among the blocks are taken into consideration.

All these things unfold in a city that has been created according to the yardstick for evaluating streets used in the "Generated City Blocks" program.

The road evaluation yardstick and unit-clustering patterns having been set up, the "Sun-god City 2" program here can apply, in principle, to cities of various sizes, limited only by the memories of the computers used.