Open MnTronslien opened 4 months ago
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 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 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:
Determine Ideal Number of Counties:
Assign Baronies to Counties:
Balance Population:
This method ensures a logical and balanced county distribution within each duchy.
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.
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.
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.
Description: Update the repository with detailed conversion rules to prevent loss of information.
Tasks:
Priority: High