This commit introduces a comprehensive tiered route generation system that replaces the basic route categories with specific route types based on medieval transportation networks:
Route System Changes:
- Major Sea Routes (majorSea): Long-distance maritime trade routes connecting capitals and major ports across water bodies, simulating Hanseatic League-style trade networks
- Regional Sea Routes (regional): Shorter routes within specific water bodies for high-traffic local maritime trade
- Royal Roads (royal): Capital-to-capital connections for diplomatic and military movement using minimum spanning tree algorithm
- Market Roads (market): Regional trade networks connecting market towns with 15-30km spacing based on medieval market day travel distances
- Local Roads (local): Village-to-market connections linking settlements to their nearest commercial centers
- Footpaths (footpath): Hamlet paths with 3-8km range for local community connections
Implementation Details:
- Removed fallback calls to legacy route generation functions to ensure clean tiered system operation
- Routes now include both 'group' (general category) and 'type' (specific tier) properties for detailed classification
- Enhanced route generation uses settlement hierarchy and geographic constraints for realistic medieval transportation patterns
- Route cost modifiers applied based on route type importance (royal and majorSea routes have priority routing)
CSV Export Enhancements:
- Added 'Type' column to routes CSV export to distinguish between route tiers
- Updated routes overview UI to display both group and type information
- Enhanced header layout to accommodate new type column
- Routes can now be analyzed by both general category and specific function
Technical Changes:
- Fixed route ID assignment conflicts between immediate and background processing phases
- Improved route data structure consistency across generation phases
- Updated routes overview display to show detailed route type information
- Enhanced CSV export function to include route type data from pack.routes
- 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)
Major Changes:
- Enhanced burg placement system with three-tier hierarchy:
* Primary centers (capitals + large ports) connected by main roads
* Regional centers (plaza burgs) connected by secondary roads
* Local settlements connected by trails to existing network
Burg Placement Improvements (burgs-and-states.js):
- Added identifyLargePorts() function to mark coastal settlements as major population centers
- Implemented placeRegionalCenters() function for strategic plaza burg placement
- Enhanced placeTowns() with hierarchical scoring based on distance to major centers
- Updated population calculations to respect settlement hierarchy
- Modified defineBurgFeatures() to guarantee plazas for regional centers
Route Generation Overhaul (routes-generator.js):
- Created hierarchical route system eliminating overlapping routes:
* Main roads connect primary population centers (capitals + large ports)
* Secondary roads connect plaza burgs to main network and each other
* Trails connect isolated settlements to nearest existing routes
- Added filtered burg categorization to prevent duplicate connections
- Implemented intelligent pathfinding that integrates with existing routes
- Fixed getLength() function with fallback calculation for DOM timing issues
CSV Export Enhancement (routes-overview.js):
- Updated routes CSV export to include new "secondary" route type
- Added documentation for supported route types in export function
Technical Features:
- Distance-based population gradients radiating from major centers
- Urquhart graph algorithm for optimal route networks
- Integration with existing pathfinding cost system
- Proper route merging and connection tracking
- Robust error handling for route length calculations
Result:
- Realistic settlement hierarchy with proper population distribution
- Non-overlapping transportation network with clear purpose for each route type
- Radial patterns from major centers through regional hubs to local settlements
- Enhanced world-building with economically logical settlement placement