"use strict"; window.BurgsAndStates = (() => { const generate = () => { const {cells, cultures} = pack; const n = cells.i.length; cells.burg = new Uint16Array(n); // cell burg const burgs = (pack.burgs = placeCapitals()); pack.states = createStates(); placeTowns(); expandStates(); normalizeStates(); getPoles(); specifyBurgs(); collectStatistics(); assignColors(); generateCampaigns(); generateDiplomacy(); function placeCapitals() { TIME && console.time("placeCapitals"); let count = +byId("statesNumber").value; let burgs = [0]; const rand = () => 0.5 + Math.random() * 0.5; const score = new Int16Array(cells.s.map(s => s * rand())); // cell score for capitals placement const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes if (sorted.length < count * 10) { count = Math.floor(sorted.length / 10); if (!count) { WARN && console.warn("There is no populated cells. Cannot generate states"); return burgs; } else { WARN && console.warn(`Not enough populated cells (${sorted.length}). Will generate only ${count} states`); } } let burgsTree = d3.quadtree(); let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals for (let i = 0; burgs.length <= count; i++) { const cell = sorted[i]; const [x, y] = cells.p[cell]; if (burgsTree.find(x, y, spacing) === undefined) { burgs.push({cell, x, y}); burgsTree.add([x, y]); } if (i === sorted.length - 1) { WARN && console.warn("Cannot place capitals with current spacing. Trying again with reduced spacing"); burgsTree = d3.quadtree(); i = -1; burgs = [0]; spacing /= 1.2; } } burgs[0] = burgsTree; TIME && console.timeEnd("placeCapitals"); return burgs; } // For each capital create a state function createStates() { TIME && console.time("createStates"); const states = [{i: 0, name: "Neutrals"}]; const colors = getColors(burgs.length - 1); const each5th = each(5); burgs.forEach((b, i) => { if (!i) return; // skip first element // burgs data b.i = b.state = i; b.culture = cells.culture[b.cell]; b.name = Names.getCultureShort(b.culture); b.feature = cells.f[b.cell]; b.capital = 1; // states data const expansionism = rn(Math.random() * byId("sizeVariety").value + 1, 1); const basename = b.name.length < 9 && each5th(b.cell) ? b.name : Names.getCultureShort(b.culture); const name = Names.getState(basename, b.culture); const type = cultures[b.culture].type; const coa = COA.generate(null, null, null, type); coa.shield = COA.getShield(b.culture, null); states.push({ i, color: colors[i - 1], name, expansionism, capital: i, type, center: b.cell, culture: b.culture, coa }); cells.burg[b.cell] = i; }); TIME && console.timeEnd("createStates"); return states; } // place secondary settlements based on geo and economical evaluation function placeTowns() { TIME && console.time("placeTowns"); const score = new Int16Array(cells.s.map(s => s * gauss(1, 3, 0, 20, 3))); // a bit randomized cell score for towns placement const sorted = cells.i .filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i]) .sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes const desiredNumber = manorsInput.value == 100000 ? rn(sorted.length / 5 / (grid.points.length / 10000) ** 0.8) : manorsInput.valueAsNumber; const burgsNumber = Math.min(desiredNumber, sorted.length); // towns to generate let burgsAdded = 0; const burgsTree = burgs[0]; let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between towns while (burgsAdded < burgsNumber && spacing > 1) { for (let i = 0; burgsAdded < burgsNumber && i < sorted.length; i++) { if (cells.burg[sorted[i]]) continue; const cell = sorted[i]; const [x, y] = cells.p[cell]; const s = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform if (burgsTree.find(x, y, s) !== undefined) continue; // to close to existing burg const burg = burgs.length; const culture = cells.culture[cell]; const name = Names.getCulture(culture); burgs.push({cell, x, y, state: 0, i: burg, culture, name, capital: 0, feature: cells.f[cell]}); burgsTree.add([x, y]); cells.burg[cell] = burg; burgsAdded++; } spacing *= 0.5; } if (manorsInput.value != 1000 && burgsAdded < desiredNumber) { ERROR && console.error(`Cannot place all burgs. Requested ${desiredNumber}, placed ${burgsAdded}`); } burgs[0] = {name: undefined}; // do not store burgsTree anymore TIME && console.timeEnd("placeTowns"); } }; // define burg coordinates, coa, port status and define details const specifyBurgs = () => { TIME && console.time("specifyBurgs"); const {cells, features} = pack; const temp = grid.cells.temp; for (const b of pack.burgs) { if (!b.i || b.lock) continue; const i = b.cell; // asign port status to some coastline burgs with temp > 0 °C const haven = cells.haven[i]; if (haven && temp[cells.g[i]] > 0) { const f = cells.f[haven]; // water body id // port is a capital with any harbor OR town with good harbor const port = features[f].cells > 1 && ((b.capital && cells.harbor[i]) || cells.harbor[i] === 1); b.port = port ? f : 0; // port is defined by water body id it lays on } else b.port = 0; // define burg population (keep urbanization at about 10% rate) b.population = rn(Math.max(cells.s[i] / 8 + b.i / 1000 + (i % 100) / 1000, 0.1), 3); if (b.capital) b.population = rn(b.population * 1.3, 3); // increase capital population if (b.port) { b.population = b.population * 1.3; // increase port population const [x, y] = getCloseToEdgePoint(i, haven); b.x = x; b.y = y; } // add random factor b.population = rn(b.population * gauss(2, 3, 0.6, 20, 3), 3); // shift burgs on rivers semi-randomly and just a bit if (!b.port && cells.r[i]) { const shift = Math.min(cells.fl[i] / 150, 1); if (i % 2) b.x = rn(b.x + shift, 2); else b.x = rn(b.x - shift, 2); if (cells.r[i] % 2) b.y = rn(b.y + shift, 2); else b.y = rn(b.y - shift, 2); } // define emblem const state = pack.states[b.state]; const stateCOA = state.coa; let kinship = 0.25; if (b.capital) kinship += 0.1; else if (b.port) kinship -= 0.1; if (b.culture !== state.culture) kinship -= 0.25; b.type = getType(i, b.port); const type = b.capital && P(0.2) ? "Capital" : b.type === "Generic" ? "City" : b.type; b.coa = COA.generate(stateCOA, kinship, null, type); b.coa.shield = COA.getShield(b.culture, b.state); } // de-assign port status if it's the only one on feature const ports = pack.burgs.filter(b => !b.removed && b.port > 0); for (const f of features) { if (!f.i || f.land || f.border) continue; const featurePorts = ports.filter(b => b.port === f.i); if (featurePorts.length === 1) featurePorts[0].port = 0; } TIME && console.timeEnd("specifyBurgs"); }; function getCloseToEdgePoint(cell1, cell2) { const {cells, vertices} = pack; const [x0, y0] = cells.p[cell1]; const commonVertices = cells.v[cell1].filter(vertex => vertices.c[vertex].some(cell => cell === cell2)); const [x1, y1] = vertices.p[commonVertices[0]]; const [x2, y2] = vertices.p[commonVertices[1]]; const xEdge = (x1 + x2) / 2; const yEdge = (y1 + y2) / 2; const x = rn(x0 + 0.95 * (xEdge - x0), 2); const y = rn(y0 + 0.95 * (yEdge - y0), 2); return [x, y]; } const getType = (cellId, port) => { const {cells, features, burgs} = pack; if (port) return "Naval"; const haven = cells.haven[cellId]; if (haven !== undefined && features[cells.f[haven]].type === "lake") return "Lake"; if (cells.h[cellId] > 60) return "Highland"; if (cells.r[cellId] && cells.fl[cellId] >= 100) return "River"; const biome = cells.biome[cellId]; const population = cells.pop[cellId]; if (!cells.burg[cellId] || population <= 5) { if (population < 5 && [1, 2, 3, 4].includes(biome)) return "Nomadic"; if (biome > 4 && biome < 10) return "Hunting"; } return "Generic"; }; const defineBurgFeatures = burg => { const {cells} = pack; pack.burgs .filter(b => (burg ? b.i == burg.i : b.i && !b.removed && !b.lock)) .forEach(b => { const pop = b.population; b.citadel = Number(b.capital || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1)); b.plaza = Number(pop > 20 || (pop > 10 && P(0.8)) || (pop > 4 && P(0.7)) || P(0.6)); b.walls = Number(b.capital || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.1)); b.shanty = Number(pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && b.walls && P(0.4))); const religion = cells.religion[b.cell]; const theocracy = pack.states[b.state].form === "Theocracy"; b.temple = Number( (religion && theocracy && P(0.5)) || pop > 50 || (pop > 35 && P(0.75)) || (pop > 20 && P(0.5)) ); }); }; // expand cultures across the map (Dijkstra-like algorithm) const expandStates = () => { TIME && console.time("expandStates"); const {cells, states, cultures, burgs} = pack; cells.state = cells.state || new Uint16Array(cells.i.length); const queue = new FlatQueue(); const cost = []; const globalGrowthRate = byId("growthRate").valueAsNumber || 1; const statesGrowthRate = byId("statesGrowthRate")?.valueAsNumber || 1; const growthRate = (cells.i.length / 2) * globalGrowthRate * statesGrowthRate; // limit cost for state growth // remove state from all cells except of locked for (const cellId of cells.i) { const state = states[cells.state[cellId]]; if (state.lock) continue; cells.state[cellId] = 0; } for (const state of states) { if (!state.i || state.removed) continue; const capitalCell = burgs[state.capital].cell; cells.state[capitalCell] = state.i; const cultureCenter = cultures[state.culture].center; const b = cells.biome[cultureCenter]; // state native biome queue.push({e: state.center, p: 0, s: state.i, b}, 0); cost[state.center] = 1; } while (queue.length) { const next = queue.pop(); const {e, p, s, b} = next; const {type, culture} = states[s]; cells.c[e].forEach(e => { const state = states[cells.state[e]]; if (state.lock) return; // do not overwrite cell of locked states if (cells.state[e] && e === state.center) return; // do not overwrite capital cells const cultureCost = culture === cells.culture[e] ? -9 : 100; const populationCost = cells.h[e] < 20 ? 0 : cells.s[e] ? Math.max(20 - cells.s[e], 0) : 5000; const biomeCost = getBiomeCost(b, cells.biome[e], type); const heightCost = getHeightCost(pack.features[cells.f[e]], cells.h[e], type); const riverCost = getRiverCost(cells.r[e], e, type); const typeCost = getTypeCost(cells.t[e], type); const cellCost = Math.max(cultureCost + populationCost + biomeCost + heightCost + riverCost + typeCost, 0); const totalCost = p + 10 + cellCost / states[s].expansionism; if (totalCost > growthRate) return; if (!cost[e] || totalCost < cost[e]) { if (cells.h[e] >= 20) cells.state[e] = s; // assign state to cell cost[e] = totalCost; queue.push({e, p: totalCost, s, b}, totalCost); } }); } burgs.filter(b => b.i && !b.removed).forEach(b => (b.state = cells.state[b.cell])); // assign state to burgs function getBiomeCost(b, biome, type) { if (b === biome) return 10; // tiny penalty for native biome if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 3; // forest biome penalty for nomads return biomesData.cost[biome]; // general non-native biome penalty } function getHeightCost(f, h, type) { if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads if (h < 20) return 1000; // general sea crossing penalty if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands if (type === "Highland") return 0; // no penalty for highlanders on highlands if (h >= 67) return 2200; // general mountains crossing penalty if (h >= 44) return 300; // general hills crossing penalty return 0; } function getRiverCost(r, i, type) { if (type === "River") return r ? 0 : 100; // penalty for river cultures if (!r) return 0; // no penalty for others if there is no river return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux } function getTypeCost(t, type) { if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals return 0; } TIME && console.timeEnd("expandStates"); }; const normalizeStates = () => { TIME && console.time("normalizeStates"); const {cells, burgs} = pack; for (const i of cells.i) { if (cells.h[i] < 20 || cells.burg[i]) continue; // do not overwrite burgs if (pack.states[cells.state[i]]?.lock) continue; // do not overwrite cells of locks states if (cells.c[i].some(c => burgs[cells.burg[c]].capital)) continue; // do not overwrite near capital const neibs = cells.c[i].filter(c => cells.h[c] >= 20); const adversaries = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] !== cells.state[i]); if (adversaries.length < 2) continue; const buddies = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] === cells.state[i]); if (buddies.length > 2) continue; if (adversaries.length <= buddies.length) continue; cells.state[i] = cells.state[adversaries[0]]; } TIME && console.timeEnd("normalizeStates"); }; // calculate pole of inaccessibility for each state const getPoles = () => { const getType = cellId => pack.cells.state[cellId]; const poles = getPolesOfInaccessibility(pack, getType); pack.states.forEach(s => { if (!s.i || s.removed) return; s.pole = poles[s.i] || [0, 0]; }); }; // Resets the cultures of all burgs and states to their cell or center cell's (respectively) culture const updateCultures = () => { TIME && console.time("updateCulturesForBurgsAndStates"); // Assign the culture associated with the burgs cell pack.burgs = pack.burgs.map((burg, index) => { if (index === 0) return burg; return {...burg, culture: pack.cells.culture[burg.cell]}; }); // Assign the culture associated with the states' center cell pack.states = pack.states.map((state, index) => { if (index === 0) return state; return {...state, culture: pack.cells.culture[state.center]}; }); TIME && console.timeEnd("updateCulturesForBurgsAndStates"); }; // calculate states data like area, population etc. const collectStatistics = () => { TIME && console.time("collectStatistics"); const {cells, states} = pack; states.forEach(s => { if (s.removed) return; s.cells = s.area = s.burgs = s.rural = s.urban = 0; s.neighbors = new Set(); }); for (const i of cells.i) { if (cells.h[i] < 20) continue; const s = cells.state[i]; // check for neighboring states cells.c[i] .filter(c => cells.h[c] >= 20 && cells.state[c] !== s) .forEach(c => states[s].neighbors.add(cells.state[c])); // collect stats states[s].cells += 1; states[s].area += cells.area[i]; states[s].rural += cells.pop[i]; if (cells.burg[i]) { states[s].urban += pack.burgs[cells.burg[i]].population; states[s].burgs++; } } // convert neighbors Set object into array states.forEach(s => { if (!s.neighbors) return; s.neighbors = Array.from(s.neighbors); }); TIME && console.timeEnd("collectStatistics"); }; const assignColors = () => { TIME && console.time("assignColors"); const colors = ["#66c2a5", "#fc8d62", "#8da0cb", "#e78ac3", "#a6d854", "#ffd92f"]; // d3.schemeSet2; // assign basic color using greedy coloring algorithm pack.states.forEach(s => { if (!s.i || s.removed || s.lock) return; const neibs = s.neighbors; s.color = colors.find(c => neibs.every(n => pack.states[n].color !== c)); if (!s.color) s.color = getRandomColor(); colors.push(colors.shift()); }); // randomize each already used color a bit colors.forEach(c => { const sameColored = pack.states.filter(s => s.color === c && !s.lock); sameColored.forEach((s, d) => { if (!d) return; s.color = getMixedColor(s.color); }); }); TIME && console.timeEnd("assignColors"); }; const wars = { War: 6, Conflict: 2, Campaign: 4, Invasion: 2, Rebellion: 2, Conquest: 2, Intervention: 1, Expedition: 1, Crusade: 1 }; const generateCampaign = state => { const neighbors = state.neighbors.length ? state.neighbors : [0]; return neighbors .map(i => { const name = i && P(0.8) ? pack.states[i].name : Names.getCultureShort(state.culture); const start = gauss(options.year - 100, 150, 1, options.year - 6); const end = start + gauss(4, 5, 1, options.year - start - 1); return {name: getAdjective(name) + " " + rw(wars), start, end}; }) .sort((a, b) => a.start - b.start); }; // generate historical conflicts of each state const generateCampaigns = () => { pack.states.forEach(s => { if (!s.i || s.removed) return; s.campaigns = generateCampaign(s); }); }; // generate Diplomatic Relationships const generateDiplomacy = () => { TIME && console.time("generateDiplomacy"); const {cells, states} = pack; const chronicle = (states[0].diplomacy = []); const valid = states.filter(s => s.i && !states.removed); const neibs = {Ally: 1, Friendly: 2, Neutral: 1, Suspicion: 10, Rival: 9}; // relations to neighbors const neibsOfNeibs = {Ally: 10, Friendly: 8, Neutral: 5, Suspicion: 1}; // relations to neighbors of neighbors const far = {Friendly: 1, Neutral: 12, Suspicion: 2, Unknown: 6}; // relations to other const navals = {Neutral: 1, Suspicion: 2, Rival: 1, Unknown: 1}; // relations of naval powers valid.forEach(s => (s.diplomacy = new Array(states.length).fill("x"))); // clear all relationships if (valid.length < 2) return; // no states to renerate relations with const areaMean = d3.mean(valid.map(s => s.area)); // average state area // generic relations for (let f = 1; f < states.length; f++) { if (states[f].removed) continue; if (states[f].diplomacy.includes("Vassal")) { // Vassals copy relations from their Suzerains const suzerain = states[f].diplomacy.indexOf("Vassal"); for (let i = 1; i < states.length; i++) { if (i === f || i === suzerain) continue; states[f].diplomacy[i] = states[suzerain].diplomacy[i]; if (states[suzerain].diplomacy[i] === "Suzerain") states[f].diplomacy[i] = "Ally"; for (let e = 1; e < states.length; e++) { if (e === f || e === suzerain) continue; if (states[e].diplomacy[suzerain] === "Suzerain" || states[e].diplomacy[suzerain] === "Vassal") continue; states[e].diplomacy[f] = states[e].diplomacy[suzerain]; } } continue; } for (let t = f + 1; t < states.length; t++) { if (states[t].removed) continue; if (states[t].diplomacy.includes("Vassal")) { const suzerain = states[t].diplomacy.indexOf("Vassal"); states[f].diplomacy[t] = states[f].diplomacy[suzerain]; continue; } const naval = states[f].type === "Naval" && states[t].type === "Naval" && cells.f[states[f].center] !== cells.f[states[t].center]; const neib = naval ? false : states[f].neighbors.includes(t); const neibOfNeib = naval || neib ? false : states[f].neighbors .map(n => states[n].neighbors) .join("") .includes(t); let status = naval ? rw(navals) : neib ? rw(neibs) : neibOfNeib ? rw(neibsOfNeibs) : rw(far); // add Vassal if ( neib && P(0.8) && states[f].area > areaMean && states[t].area < areaMean && states[f].area / states[t].area > 2 ) status = "Vassal"; states[f].diplomacy[t] = status === "Vassal" ? "Suzerain" : status; states[t].diplomacy[f] = status; } } // declare wars for (let attacker = 1; attacker < states.length; attacker++) { const ad = states[attacker].diplomacy; // attacker relations; if (states[attacker].removed) continue; if (!ad.includes("Rival")) continue; // no rivals to attack if (ad.includes("Vassal")) continue; // not independent if (ad.includes("Enemy")) continue; // already at war // random independent rival const defender = ra( ad.map((r, d) => (r === "Rival" && !states[d].diplomacy.includes("Vassal") ? d : 0)).filter(d => d) ); let ap = states[attacker].area * states[attacker].expansionism; let dp = states[defender].area * states[defender].expansionism; if (ap < dp * gauss(1.6, 0.8, 0, 10, 2)) continue; // defender is too strong const an = states[attacker].name; const dn = states[defender].name; // names const attackers = [attacker]; const defenders = [defender]; // attackers and defenders array const dd = states[defender].diplomacy; // defender relations; // start an ongoing war const name = `${an}-${trimVowels(dn)}ian War`; const start = options.year - gauss(2, 3, 0, 10); const war = [name, `${an} declared a war on its rival ${dn}`]; const campaign = {name, start, attacker, defender}; states[attacker].campaigns.push(campaign); states[defender].campaigns.push(campaign); // attacker vassals join the war ad.forEach((r, d) => { if (r === "Suzerain") { attackers.push(d); war.push(`${an}'s vassal ${states[d].name} joined the war on attackers side`); } }); // defender vassals join the war dd.forEach((r, d) => { if (r === "Suzerain") { defenders.push(d); war.push(`${dn}'s vassal ${states[d].name} joined the war on defenders side`); } }); ap = d3.sum(attackers.map(a => states[a].area * states[a].expansionism)); // attackers joined power dp = d3.sum(defenders.map(d => states[d].area * states[d].expansionism)); // defender joined power // defender allies join dd.forEach((r, d) => { if (r !== "Ally" || states[d].diplomacy.includes("Vassal")) return; if (states[d].diplomacy[attacker] !== "Rival" && ap / dp > 2 * gauss(1.6, 0.8, 0, 10, 2)) { const reason = states[d].diplomacy.includes("Enemy") ? "Being already at war," : `Frightened by ${an},`; war.push(`${reason} ${states[d].name} severed the defense pact with ${dn}`); dd[d] = states[d].diplomacy[defender] = "Suspicion"; return; } defenders.push(d); dp += states[d].area * states[d].expansionism; war.push(`${dn}'s ally ${states[d].name} joined the war on defenders side`); // ally vassals join states[d].diplomacy .map((r, d) => (r === "Suzerain" ? d : 0)) .filter(d => d) .forEach(v => { defenders.push(v); dp += states[v].area * states[v].expansionism; war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on defenders side`); }); }); // attacker allies join if the defender is their rival or joined power > defenders power and defender is not an ally ad.forEach((r, d) => { if (r !== "Ally" || states[d].diplomacy.includes("Vassal") || defenders.includes(d)) return; const name = states[d].name; if (states[d].diplomacy[defender] !== "Rival" && (P(0.2) || ap <= dp * 1.2)) { war.push(`${an}'s ally ${name} avoided entering the war`); return; } const allies = states[d].diplomacy.map((r, d) => (r === "Ally" ? d : 0)).filter(d => d); if (allies.some(ally => defenders.includes(ally))) { war.push(`${an}'s ally ${name} did not join the war as its allies are in war on both sides`); return; } attackers.push(d); ap += states[d].area * states[d].expansionism; war.push(`${an}'s ally ${name} joined the war on attackers side`); // ally vassals join states[d].diplomacy .map((r, d) => (r === "Suzerain" ? d : 0)) .filter(d => d) .forEach(v => { attackers.push(v); dp += states[v].area * states[v].expansionism; war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on attackers side`); }); }); // change relations to Enemy for all participants attackers.forEach(a => defenders.forEach(d => (states[a].diplomacy[d] = states[d].diplomacy[a] = "Enemy"))); chronicle.push(war); // add a record to diplomatical history } TIME && console.timeEnd("generateDiplomacy"); }; // select a forms for listed or all valid states const defineStateForms = list => { TIME && console.time("defineStateForms"); const states = pack.states.filter(s => s.i && !s.removed && !s.lock); if (states.length < 1) return; const generic = {Monarchy: 25, Republic: 2, Union: 1}; const naval = {Monarchy: 25, Republic: 8, Union: 3}; const median = d3.median(pack.states.map(s => s.area)); const empireMin = states.map(s => s.area).sort((a, b) => b - a)[Math.max(Math.ceil(states.length ** 0.4) - 2, 0)]; const expTiers = pack.states.map(s => { let tier = Math.min(Math.floor((s.area / median) * 2.6), 4); if (tier === 4 && s.area < empireMin) tier = 3; return tier; }); const monarchy = ["Duchy", "Grand Duchy", "Principality", "Kingdom", "Empire"]; // per expansionism tier const republic = { Republic: 75, Federation: 4, "Trade Company": 4, "Most Serene Republic": 2, Oligarchy: 2, Tetrarchy: 1, Triumvirate: 1, Diarchy: 1, Junta: 1 }; // weighted random const union = { Union: 3, League: 4, Confederation: 1, "United Kingdom": 1, "United Republic": 1, "United Provinces": 2, Commonwealth: 1, Heptarchy: 1 }; // weighted random const theocracy = {Theocracy: 20, Brotherhood: 1, Thearchy: 2, See: 1, "Holy State": 1}; const anarchy = {"Free Territory": 2, Council: 3, Commune: 1, Community: 1}; for (const s of states) { if (list && !list.includes(s.i)) continue; const tier = expTiers[s.i]; const religion = pack.cells.religion[s.center]; const isTheocracy = (religion && pack.religions[religion].expansion === "state") || (P(0.1) && ["Organized", "Cult"].includes(pack.religions[religion].type)); const isAnarchy = P(0.01 - tier / 500); if (isTheocracy) s.form = "Theocracy"; else if (isAnarchy) s.form = "Anarchy"; else s.form = s.type === "Naval" ? rw(naval) : rw(generic); s.formName = selectForm(s, tier); s.fullName = getFullName(s); } function selectForm(s, tier) { const base = pack.cultures[s.culture].base; if (s.form === "Monarchy") { const form = monarchy[tier]; // Default name depends on exponent tier, some culture bases have special names for tiers if (s.diplomacy) { if ( form === "Duchy" && s.neighbors.length > 1 && rand(6) < s.neighbors.length && s.diplomacy.includes("Vassal") ) return "Marches"; // some vassal duchies on borderland if (base === 1 && P(0.3) && s.diplomacy.includes("Vassal")) return "Dominion"; // English vassals if (P(0.3) && s.diplomacy.includes("Vassal")) return "Protectorate"; // some vassals } if (base === 31 && (form === "Empire" || form === "Kingdom")) return "Khanate"; // Mongolian if (base === 16 && form === "Principality") return "Beylik"; // Turkic if (base === 5 && (form === "Empire" || form === "Kingdom")) return "Tsardom"; // Ruthenian if (base === 16 && (form === "Empire" || form === "Kingdom")) return "Khaganate"; // Turkic if (base === 12 && (form === "Kingdom" || form === "Grand Duchy")) return "Shogunate"; // Japanese if ([18, 17].includes(base) && form === "Empire") return "Caliphate"; // Arabic, Berber if (base === 18 && (form === "Grand Duchy" || form === "Duchy")) return "Emirate"; // Arabic if (base === 7 && (form === "Grand Duchy" || form === "Duchy")) return "Despotate"; // Greek if (base === 31 && (form === "Grand Duchy" || form === "Duchy")) return "Ulus"; // Mongolian if (base === 16 && (form === "Grand Duchy" || form === "Duchy")) return "Horde"; // Turkic if (base === 24 && (form === "Grand Duchy" || form === "Duchy")) return "Satrapy"; // Iranian return form; } if (s.form === "Republic") { // Default name is from weighted array, special case for small states with only 1 burg if (tier < 2 && s.burgs === 1) { if (trimVowels(s.name) === trimVowels(pack.burgs[s.capital].name)) { s.name = pack.burgs[s.capital].name; return "Free City"; } if (P(0.3)) return "City-state"; } return rw(republic); } if (s.form === "Union") return rw(union); if (s.form === "Anarchy") return rw(anarchy); if (s.form === "Theocracy") { // European if ([0, 1, 2, 3, 4, 6, 8, 9, 13, 15, 20].includes(base)) { if (P(0.1)) return "Divine " + monarchy[tier]; if (tier < 2 && P(0.5)) return "Diocese"; if (tier < 2 && P(0.5)) return "Bishopric"; } if (P(0.9) && [7, 5].includes(base)) { // Greek, Ruthenian if (tier < 2) return "Eparchy"; if (tier === 2) return "Exarchate"; if (tier > 2) return "Patriarchate"; } if (P(0.9) && [21, 16].includes(base)) return "Imamah"; // Nigerian, Turkish if (tier > 2 && P(0.8) && [18, 17, 28].includes(base)) return "Caliphate"; // Arabic, Berber, Swahili return rw(theocracy); } } TIME && console.timeEnd("defineStateForms"); }; // state forms requiring Adjective + Name, all other forms use scheme Form + Of + Name const adjForms = [ "Empire", "Sultanate", "Khaganate", "Shogunate", "Caliphate", "Despotate", "Theocracy", "Oligarchy", "Union", "Confederation", "Trade Company", "League", "Tetrarchy", "Triumvirate", "Diarchy", "Horde", "Marches" ]; const getFullName = state => { if (!state.formName) return state.name; if (!state.name && state.formName) return "The " + state.formName; const adjName = adjForms.includes(state.formName) && !/-| /.test(state.name); return adjName ? `${getAdjective(state.name)} ${state.formName}` : `${state.formName} of ${state.name}`; }; return { generate, expandStates, normalizeStates, getPoles, assignColors, specifyBurgs, defineBurgFeatures, getType, collectStatistics, generateCampaign, generateCampaigns, generateDiplomacy, defineStateForms, getFullName, updateCultures, getCloseToEdgePoint }; })();