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 |
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| .github | ||
| .vscode | ||
| charges | ||
| components | ||
| config | ||
| heightmaps | ||
| images | ||
| libs | ||
| modules | ||
| styles | ||
| utils | ||
| .gitignore | ||
| CODE_OF_CONDUCT.md | ||
| Dockerfile | ||
| dropbox.html | ||
| icons.css | ||
| index.css | ||
| index.html | ||
| ISSUE_TEMPLATE.md | ||
| LICENSE | ||
| main.js | ||
| manifest.webmanifest | ||
| medievil+population_research.md | ||
| package-lock.json | ||
| package.json | ||
| population_alteration.md | ||
| README.md | ||
| run_php_server.bat | ||
| run_python_server.bat | ||
| run_python_server.sh | ||
| sw.js | ||
| Unified Medieval Population and Route Plan.md | ||
| versioning.js | ||
Fantasy Map Generator
Azgaar's Fantasy Map Generator is a free web application that helps fantasy writers, game masters, and cartographers create and edit fantasy maps.
Link: azgaar.github.io/Fantasy-Map-Generator.
Refer to the project wiki for guidance. The current progress is tracked in Trello. Some details are covered in my old blog Fantasy Maps for fun and glory.
Join our Discord server and Reddit community to share your creations, discuss the Generator, suggest ideas and get the most recent updates.
Contact me via email if you have non-public suggestions. For bug reports please use GitHub issues or #fmg-bugs channel on Discord. If you are facing performance issues, please read the tips.
Pull requests are highly welcomed. The codebase is messy and requires re-design. I will appreciate if you start with minor changes. Check out the data model before contributing.
You can support the project on Patreon.
Inspiration:
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Martin O'Leary's Generating fantasy maps
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Amit Patel's Polygonal Map Generation for Games
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Scott Turner's Here Dragons Abound