Population System Fixes:
- Fix province, culture, and religion population calculations to exclude rural population from cells without burgs
- Burgs now represent ALL population for their cells (both urban and rural components)
- Eliminate double-counting where cell populations were incorrectly added to burg populations
Export Enhancements:
- Add complete geoJSON export for burgs with all settlement properties
- Enhance routes geoJSON export to include type and feature metadata
- Add missing length and width properties to rivers geoJSON export
- Fix burg coordinate system to match CSV export format with xWorld/yWorld fields
UI Improvements:
- Add burgs export button to geoJSON export interface
- Fix vite module loading issue by adding type="module" to notes-editor.js script tag
Documentation:
- Create comprehensive QGIS Style Conversion guide with route types, burg features, and relief rendering methods
- Add WKT coordinate reference system definition for Fantasy Map Cartesian CRS
- Include rule-based styling examples and data processing workflows
- 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)
* Scale bar styling (#1025)
* feat: style scale bar
* feat: style scale bar - style presets
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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
* Ocean heightmap to v1.96 (#1044)
* feat: allow to render ocean heightmap
* feat: allow to render ocean heightmap - test
* feat: allow to render ocean heightmap - fix issue
* feat: allow to render ocean heightmap - cleanup
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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
* fix: scale bar size
* fix: remove mask on terrs lavel
* fix: regenerate heigtmap preview to use current graph size
* Add the name of culture and namesbase in the name editor dialog (#1033)
* Add the name of culture and namesbase in the name editor dialog
Added the name of the culture and namesbase in the dialog "name editor".
This tells information on the "click to generate a culture-specific name"
It tells you the culture before changing name.
* cultureName into cultureId + cultureName
And deleted the incomplete code of showing culture name on datatip
* refactor: leave culture name only
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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
* Added Burgs column to province editor (#1031)
* Added Burgs column to province editor
Added to province editor:
+ Burgs column
+ the number of Burgs, p.burgs.length
+ "icon-dot-circled" to go to overviewBurgs.
+ overviewBurgs Filtered by state id.
+ Fixed some typos.
* fixed code as Azgaar suggested
+ Corrected provincesHeader distance in em.
+ const stateId = pack.provinces[p].state;
- Deleted cell count.
* deleted HTML code for provincesFooter cells
- Deleted Total land cells number HTML from provincesFooter.
* deleting totalCells in the code, maybe i will add provinceCells in the future.
Deleted lines for const totalCells and for (+cells / totalCells) * 100 + "%";
* refactor: cleanup
* refactor: cleanup
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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
* fix: burgs overview - add MFCG link back
* feat: add more details to burgs export
* feat: don't show auto-update dialog
* feat: pump version
* fix: #1041
* feat: update style presets
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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
Co-authored-by: Ángel Montero Lamas <angel.montero1@gmail.com>
* preparatory bugfixes
* restructure religion generator for extensibility
* Add culture-like update functions and UI
* Syntax / Typo
* PR Versioning
* Relig Editor UI: hide on brush, limit -> potential
* add / remove Culture creates / removes Folk religion
* Religions UX: stable abbr, Folk non-selectable type & not separately removed
* Folk religions follow cultures through regeneration; extinct religion centers draw, folk centers are immutable and do not
* style
* regenerate bugs fixing
* when cultures regenerate a different number
* ability to lock culture in a easy-defined set
fixes uncaught error in commit dada419 from PR #910
* what is locked folk?
* New Map ignores old locked things
* No auto-update of religion on culture regeneration
* typo
* Bugfixes
* Refactor toward modern style
* Prepare to lock - Further refactor
* Complete locked religions functionality
* Prepare for live updates
* Editors fixing + re-versioning
* Fix merge snafu
* Bugs, toungue-twisting
* indexing bugfix
* Manual Add prefers to create missing Folk
* Locked origin regen; deterministic expansion
* version update; fix add wild folk
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Co-authored-by: A C James <james.ander31@gmail.com>
Co-authored-by: Azgaar <maxganiev@yandex.ru>
* Add the ability to lock states, provinces, cultures, and religions (#902)
* Add the basis for locking everything, code and test the culture locking
* Got the religion generator working, but not the tree. There are cycles being generated
* Religions work now, including the tree view
* Got the states and provinces working as well, all good and ready
* Refresh the province editor when regenerating
* Implement the versioning steps
* Fix the state naming and color changing even when locked
* The fix did not work with loaded maps, fix that too
* Fix a few more bugs and address the PR feedback
* Fix the state expanding event when they're locked bug
* Implement some logic to ignore state being locked when regenerating provinces directly.
* refactor(#902): start with states regenertion
* refactor(#902): locked states cells to be assigned on start
* refactor(#902): lock state - keep label
* refactor(#902): lock provinces
* refactor(#902): regenerate states - update provinces
* refactor(#902): regenerate cultures
* refactor(#902): regenerate religions
Co-authored-by: Guillaume St-Pierre <gstpierre01@gmail.com>
Co-authored-by: Azgaar <maxganiev@yandex.com>
* Reducing the size of the culture center circle
This makes it easier to place the center more precisely and to see what cell it is in.
* Increasing the size of the cultural centers