MnTronslien / AzgaarToCK3

MIT License
1 stars 0 forks source link

Document Conversion Rules #7

Open MnTronslien opened 4 months ago

MnTronslien commented 4 months ago

Description: Update the repository with detailed conversion rules to prevent loss of information.

Tasks:

Priority: High

MnTronslien commented 4 months ago

Duchies

Duchies are formed from the provinces in Azgaar. Special case: if a state has cells that are not assigned to a province (this can happen if the state is very tiny, making it one province), then we generate a new duchy based on the state name. This effectively creates a one-duchy kingdom unless small kingdoms are turned off (see Kingdoms section).

Baronies

Baronies are made from Azgaar burgs. Burgs that fall outside of a state are ignored since they are in the wasteland. Burgs are allocated land by splitting the cells inside the duchy they are in, with each cell being assigned to the closest burg. The name of the burg becomes the name of the barony.

Counties

Counties are where we depart from the Azgaar data model and get creative, as there is no county-level equivalent. Here's how we generate counties:

  1. Determine Ideal Number of Counties:

    • For each duchy, calculate the ideal number of counties based on the total population in all baronies.
    • Populous duchies will have more baronies per county, while sparsely populated ones will have fewer.
    • Thresholds for this can be adjusted in the settings file.
  2. Assign Baronies to Counties:

    • Start with the most populous barony in the duchy.
    • Find its most isolated adjacent barony (the one with the fewest neighboring baronies in the same duchy) and add it to a forming county.
    • If multiple baronies are equally isolated, choose the one with the least population.
    • Repeat this process until the desired number of counties is created or all baronies are assigned.
  3. Balance Population:

    • Any leftover baronies after the initial assignment are distributed to balance the population between the counties.

This method ensures a logical and balanced county distribution within each duchy.

Kingdoms

A kingdom is a state unless it does not meet the minimum size requirement. The minimum size requirement is a setting that the user can change. Generally, small kingdoms will not merge across the water. When merging, a kingdom will prioritize the kingdom it shares the most borders with.

Empire

The empire will follow culture, with an option to follow religion if preferred. Like with kingdoms, there is a configurable threshold for a minimum number of kingdoms per empire before it will try to merge with a neighbor. Generally, empires will not merge across the water. When merging it will prioritize the empires it shares the most borders with.

De Jure vs De Facto

So far, we have focused on the de jure structure of the world. We aim to eventually consider diplomatic relationships between states to influence the de facto setup at the game's beginning. However, this is not a priority for now.