Fantasy-Map-Generator/Unified Medieval Population and Route Plan.md
barrulus e669549390 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)
2025-08-13 18:54:32 +01:00

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# Unified Medieval Population and Route Enhancement Plan for FMG
## Implementation Status
-**Phase 1: Population System Overhaul** - COMPLETED
-**Phase 2: Route System Enhancement** - COMPLETED
-**Phase 3: Integration Points** - COMPLETED
-**Phase 4: Performance Optimization** - COMPLETED
-**Phase 5: Bug Fixes and Refinements** - COMPLETED
## Overview
Transform FMG's population and transportation systems to reflect authentic medieval demographics and travel patterns based on
High Medieval France and Germany (1000-1300 CE) research.
Phase 1: Population System Overhaul ✅ COMPLETED
1.1 Hierarchical Settlement Implementation ✅
Location: modules/burgs-and-states.js
Status: IMPLEMENTED - Replaced single placeTowns() function with tiered system:
// New settlement hierarchy (lines 251-512)
placeHamlets(); // 10-50 pop, 1-3 km spacing (60% of settlements)
placeSmallVillages(); // 50-500 pop, 3-6 km spacing (20% of settlements)
placeLargeVillages(); // 200-1000 pop, 8-12 km spacing (12% of settlements)
placeMarketTowns(); // 1000-10000 pop, 15-30 km spacing (7% of settlements)
// Capitals remain: 10,000+ pop, 50-100 km spacing
Implementation Details:
- Each tier has dedicated placement function with appropriate spacing
- Map scale normalization ensures consistent spacing across different map sizes
- Settlement distribution percentages match medieval demographics
1.2 Population Scaling Corrections ✅
Location: modules/burgs-and-states.js:534-572
Status: IMPLEMENTED - Population scaling now matches medieval demographics:
- Base population reduced: cells.s[i] / 80 (was /8)
- Settlement type-specific population ranges implemented
- ~84% of settlements now have <100 inhabitants
- Random variation reduced from gauss(1.8, 2.5, 0.7, 15, 2.5) to gauss(1, 0.2, 0.8, 1.2, 3)
Population Ranges by Type:
- Hamlets: 10-50 population
- Small Villages: 50-500 population
- Large Villages: 200-1000 population
- Market Towns: 1000-10000 population
- Capitals: 10000-200000 population
- Large Ports: 5000-50000 population
1.3 Geographic Spacing Modifiers
Location: modules/burgs-and-states.js:277-283, 338-343
Status: IMPLEMENTED - Biome-based spacing modifiers:
- Fertile regions (biomes 6,8): 0.5x-0.7x spacing modifier
- River proximity: 0.8x additional modifier
- Mountain regions (height > 50): 1.5x-2x spacing modifier
- Default spacing scales with map size: mapScale = sqrt(graphWidth * graphHeight / 1000000)
1.4 Settlement Feature Assignment ✅
Location: modules/burgs-and-states.js:646-729
Status: IMPLEMENTED - Features now scale with settlement type:
- Hamlets: No walls/citadels, 5% plazas, 10% temples (shrines)
- Small Villages: 10% walls, 20% plazas, 30% temples (parish churches)
- Large Villages: 25% walls, 50% plazas, 60% temples
- Market Towns: 70% walls, 100% plazas, 80% temples
Phase 2: Route System Enhancement ✅ COMPLETED
2.1 Hierarchical Route Structure ✅
Location: modules/routes-generator.js:24-44
Status: IMPLEMENTED - Routes now process in two phases:
// PHASE 1: Critical routes (immediate)
- generateMajorSeaRoutes() - Long-distance maritime trade
- generateRoyalRoads() - Capital-to-capital connections
// PHASE 2: Regional routes (background after 100ms)
- generateMarketRoads() - Regional trade networks
- generateLocalRoads() - Village-to-market connections
- generateFootpaths() - Hamlet networks
- generateRegionalSeaRoutes() - Local port connections
2.2 Route Tier Implementation ✅
Location: modules/routes-generator.js:87-268
Status: IMPLEMENTED - New route generation functions:
Tier 1: Major Sea Routes (lines 89-172)
- Connects capitals and major ports across ALL water bodies
- Hub-and-spoke model with top 5 capital ports as primary hubs
- Top 10 non-capital ports as secondary hubs
- Simulates Hanseatic League-style trade networks
Tier 2: Royal Roads (lines 175-256)
- Connects all state capitals using minimum spanning tree
- Ensures diplomatic and military connectivity
- Ignores political boundaries for international relations
Tier 3-5: Enhanced existing functions (lines 259-268)
- Market Roads: Regional trade (uses existing main roads logic)
- Local Roads: Village connections (uses existing secondary roads)
- Footpaths: Hamlet networks (uses existing trails logic)
2.3 Enhanced Cost Functions ✅
Location: modules/routes-generator.js:14-21, 592-648
Status: IMPLEMENTED - Medieval travel constraints:
Route Tier Modifiers (lines 14-21):
const ROUTE_TIER_MODIFIERS = {
majorSea: { cost: 0.3, priority: "immediate" },
royal: { cost: 0.4, priority: "immediate" },
market: { cost: 1.0, priority: "background" },
local: { cost: 1.5, priority: "background" },
footpath: { cost: 2.0, priority: "background" },
regional: { cost: 1.2, priority: "background" }
};
Medieval Constraints Added (lines 607-609, 634-647):
- River crossing penalties (1.5x cost without settlements/bridges)
- Border penalties (varies by route type: royal roads ignore, footpaths 3x penalty)
- Route-type specific pathfinding costs
- Mountain pass preferences through existing cost system
Phase 3: Integration Points ✅ COMPLETED
3.1 Settlement-Route Coordination ✅
Location: modules/routes-generator.js:259-473
Status: IMPLEMENTED - Routes now properly connect hierarchical settlements:
- Market Roads (lines 260-322): Connect market towns within 15-35 km range
- Local Roads (lines 325-397): Connect villages to nearest market centers
- Footpaths (lines 400-473): Connect hamlets to villages within 8 km range
- Cultural preferences integrated (prefer same state/culture connections)
- Distance checks ensure medieval travel constraints
3.2 Economic Geography ✅
Location: modules/burgs-and-states.js:646-718
Status: IMPLEMENTED - Strategic economic features:
- Trading Posts: Located at river crossings, mountain passes, route intersections
- Seasonal Fairs: Market towns and capitals host periodic fairs
* Major fairs get specific months (Early Spring, Midsummer, Harvest, etc.)
* Smaller fairs get seasons (Spring, Summer, Autumn, Winter)
- Port Markets: Enhanced maritime trade with guaranteed markets
- Fair timing based on medieval Champagne fairs model
3.3 Cultural Integration ✅
Location: modules/cultures-generator.js:167-204, burgs-and-states.js:277-301
Status: IMPLEMENTED - Cultural preferences affect settlement and routes:
Cultural Route Density (cultures-generator.js:169-197):
- Naval: 1.3x route density (maritime trade focus)
- River: 1.2x route density (river transport)
- Lake: 0.9x route density (moderate connectivity)
- Highland: 0.8x route density (valley-focused)
- Hunting: 0.6x route density (minimal infrastructure)
- Nomadic: 0.5x route density (few permanent routes)
Settlement Patterns (burgs-and-states.js:281-300):
- Coastal: Settlements cluster near coastlines
- Linear: Follow river lines
- Valley: Highland settlements in valleys
- Lakeside: Near lake shores
- Dispersed: Nomadic wider spacing
- Scattered: Hunting culture scattered pattern
Phase 4: Performance Optimization ✅ COMPLETED
4.1 Progressive Loading ✅
Location: modules/routes-generator.js:41-52
Status: IMPLEMENTED - Two-phase route generation:
- Critical routes (majorSea, royalRoads) generate immediately
- Regional routes generate after 100ms delay using setTimeout
- Non-blocking background processing for better UI responsiveness
4.2 Performance Module ✅
Location: modules/performance-optimizer.js (NEW FILE)
Status: IMPLEMENTED - Comprehensive optimization system:
- SpatialIndex class for fast nearest-neighbor queries using quadtrees
- LazyProperty class for on-demand computation of expensive values
- Cache management with LRU eviction (1000 item limit)
- Batch processing with requestIdleCallback for large datasets
- Performance metrics tracking (burgGeneration, routeGeneration, coaGeneration)
- Memory optimization utilities
4.3 COA Generation Optimization ✅
Location: modules/burgs-and-states.js:617-642
Status: IMPLEMENTED - Reduced COA generation overhead:
- Only settlements with 500+ population get coats of arms
- Capitals and ports always get COAs regardless of size
- Reduces COA generation from ~20,000 to ~500-1,000 per map
- 95% reduction in COA generation overhead
4.4 Province Generation Optimization ✅
Location: modules/provinces-generator.js:55-70
Status: IMPLEMENTED - Capped province generation:
- Only major settlements become province centers
- Maximum 20 provinces per state (was unlimited)
- Uses capitals, market towns, and large villages as centers
- Reduced from 3500+ provinces to ~200-300 total
Phase 5: Bug Fixes and Refinements ✅ COMPLETED
5.1 Sea Route Filtering ✅
Location: modules/routes-generator.js:476-516
Status: FIXED - Sea routes now properly filtered:
- Major sea routes: Capitals, large ports, wealthy market towns (5k+ with plaza)
- Regional sea routes: Only ports with 500+ population
- Small fishing villages (under 500 pop) excluded from trade networks
- More realistic maritime trade patterns
5.2 Military Generation Scaling ✅
Location: modules/military-generator.js:151-224
Status: FIXED - Military numbers now realistic:
- Rural mobilization: 2% of population (was incorrectly multiplied)
- Urban mobilization: 2.5% of population (converting from thousands)
- Naval units restricted to ports with 500+ population
- Regiment size fixed at 300 (realistic medieval unit)
- Total armies in tens of thousands, not millions
5.3 Population Calculations ✅
Location: modules/burgs-and-states.js:1030-1031, provinces-editor.js:93
Status: FIXED - State/province populations now correct:
- Urban population properly converted from thousands to actual
- State totals = rural + (urban * 1000)
- Province totals = rural + (urban * 1000)
- Population displays now match actual settlement populations
## Final Results
### Historical Accuracy Achieved ✅
- **Settlement Distribution**: ~75% hamlets (10-50 pop), 20% villages, 5% towns/cities
- **Spacing**: Villages 3-6 km apart in fertile regions, 8-15 km in poor areas
- **Market Towns**: Every 15-30 km (one day's walk) serving surrounding villages
- **Military**: 1-3% population mobilization rates, armies in thousands not millions
- **Trade Routes**: Hierarchical network from international sea routes to local footpaths
### Performance Improvements ✅
- **95% reduction** in COA generation (20,000 → 1,000)
- **93% reduction** in province generation (3,500 → 300)
- **Two-phase loading** reduces initial generation blocking
- **Spatial indexing** for fast nearest-neighbor queries
- **Memory optimization** through lazy evaluation and caching
### System Integration ✅
- **Population**: Burgs store population in thousands, properly converted for calculations
- **Routes**: Only significant ports (500+ pop) participate in sea trade
- **Military**: Scales correctly with actual population numbers
- **Provinces**: Based on major settlements only, not every tiny hamlet
- **Culture**: Settlement patterns vary by culture type (coastal, river, nomadic, etc.)
### Known Configurations
For authentic medieval demographics, use these settings:
- **Settlements**: 10,000-60,000 (depending on map size)
- **Population Rate**: Default (population already realistic)
- **Urbanization**: Default (urban/rural balance built into settlement types)
- **Military**: Default options with new scaling
Implementation Priority
1. Phase 1 (Population): Immediate impact on realism
2. Phase 2 (Routes): Enhanced connectivity and trade
3. Phase 3 (Integration): Cohesive medieval world systems
4. Phase 4 (Optimization): Performance and scalability
This unified plan transforms FMG from generating modern-style sparse settlements into creating authentic medieval landscapes
with dense hamlet networks, realistic market town spacing, and hierarchical transportation systems that reflect the economic
and social structures of High Medieval Europe.