google/nano-banana-pro via replicate · inga referensfoton · 38 s · 2026-09-06 08:45 experiment
Tick 11 â pĂ„ begĂ€ran: tio brickor med den metod som fick 4â5 stjĂ€rnor (voronoi-kvarter + nano-banana-pro, prompt v15), nu med jĂ€mnare mur efter kommentaren pĂ„ 74 ('the walls look a bit wonky'): murbandet följer en utjĂ€mnad grĂ€ns och tinnarna sitter jĂ€mnt lĂ€ngs muren. Grundbricka b37fb4af859c. Resultat: korsning med rena vĂ€gar och en stad med kvarter och port i nederkant. Bra.
Prompt
Image 1 is a rough LAYOUT of a Carcassonne board-game tile, seen straight from above. Read it literally: green = grass; tan = the ground inside a walled city; the pale band with a toothed rim = the city wall; each closed red ring = ONE city quarter: a block of houses joined shoulder to shoulder all the way around a small inner courtyard, under one connected tiled roof with many gables, dormers and chimneys along it â never a cluster of separate small houses. The tan lanes between the rings are STREETS of packed earth â never walls, and never a gate: this tile has exactly one wall, the pale band with a toothed rim where the city meets the grass; each pale ring with a slate-blue centre = one round tower (paint every one of them); a dark blob in the wall = a gate; the pale strip = a road; lumpy green shapes on the grass = trees, never towers or buildings; a blue-and-gold shield = a small heraldic coat of arms lying on the ground; a plain blue area = water, a river or lake with a soft painted surface. Every tan area is city ground, even a narrow tan strip along a tile edge: that is a separate small city, so paint it as city ground and never as grass. Where two wall lines converge toward a tile corner with only city between them, continue them so they meet exactly at the corner; where a strip of grass runs between them into the corner, keep that grass open all the way to the corner. Only what is in the layout exists: no gate where there is no dark blob, no city where there is no tan area, no building where there is no red block, no road where there is no pale strip, no tower where there is no pale ring with a blue centre, no shield where there is no blue-and-gold shield. The wall has no opening anywhere except at a dark blob. Nothing is ever drawn on top of a road: no wall, no building, no village crosses it â a road runs unbroken from edge to edge or to a gate. Now paint it as finished, richly detailed board-game artwork in the style of the official Carcassonne tiles, keeping every shape exactly where it is. Each red ring becomes one city quarter with exactly the same footprint: a closed block of houses joined shoulder to shoulder around its courtyard, under a continuous terracotta-tiled roof that follows the ring, with a ridge along each run, gables and chimneys spaced along it, a sliver of cream half-timbered wall with dark beams and small windows facing the street, and a tight contact shadow â one connected block, not separate houses. The tan hole inside a ring is that quarter's courtyard: packed earth or cobbles, sometimes a well or a tree. The wall becomes coursed pale stone with small square merlons along its outer rim and a thin shadow at its foot; the towers, seen straight from above, are a pale stone ring with a slate-blue cone whose tip points at the viewer; the gate becomes a dark round arch with a wooden door; the city ground is a lived-in mix of warm packed earth and cobbled squares, with a small fountain or well and a few trees between the buildings; the road a sandy track exactly as wide as the pale strip in the layout (about a tenth of the tile â never thinner than drawn) with soft wobbly edges and a faint darker fringe where it meets the grass; the grass a soft painted mottle with a few tufts; the trees round lumpy canopies with a shaded underside. The view stays straight top-down over the GROUND: the map is flat and a road is the same width everywhere. Structures are shallow elevations seen as if from a camera hovering exactly over the CENTRE of the tile, so every structure leans outward, away from that centre. A building in the upper half shows the wall under the upper eave of its roof; one in the lower half shows the wall under its lower eave; left and right the same way. A city wall always shows its outer face, the side turned away from the tile centre toward the field, and its merlons stand along that outer edge. No structure ever shows a face turned back toward the tile centre. No global light direction, only contact shadows. No frame, no border, no text; the art bleeds to all four edges.


















































































































































































