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Fix population aggregation system to eliminate double-counting
- Fixed core issue where cells.pop and burg.population were both being counted - Changed aggregation logic across all modules to use either burg OR cell population, never both - If cell has burg: count only burg population (represents all people in that area) - If cell has no burg: count only cells.pop (represents scattered population) Files modified: - modules/burgs-and-states.js: Fixed state population aggregation - modules/ui/provinces-editor.js: Fixed province population aggregation - modules/dynamic/editors/cultures-editor.js: Fixed culture population aggregation - modules/dynamic/editors/religions-editor.js: Fixed religion population aggregation - modules/ui/biomes-editor.js: Fixed biome population aggregation - modules/ui/zones-editor.js: Fixed zone population calculations (2 locations) - modules/military-generator.js: Redesigned military generation to use only burg populations Military system changes: - Removed rural military generation (all forces now come from settlements) - Only burgs with 500+ people can maintain military forces - Military strength based on actual burg population (2.5% mobilization rate) Result: Population totals now consistent across all CSV exports (~2M total vs previous 40x discrepancy)
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18 changed files with 2960 additions and 297 deletions
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@ -70,8 +70,13 @@ function editBiomes() {
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const b = cells.biome[i];
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biomesData.cells[b] += 1;
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biomesData.area[b] += cells.area[i];
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biomesData.rural[b] += cells.pop[i];
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if (cells.burg[i]) biomesData.urban[b] += pack.burgs[cells.burg[i]].population;
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if (cells.burg[i]) {
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// Burg represents ALL population for this cell (stored in thousands)
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biomesData.urban[b] += pack.burgs[cells.burg[i]].population;
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} else {
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// Only count cells.pop for unsettled areas (no burg present)
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biomesData.rural[b] += cells.pop[i];
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}
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}
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}
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