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https://github.com/Azgaar/Fantasy-Map-Generator.git
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- 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) |
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| .. | ||
| dynamic | ||
| io | ||
| renderers | ||
| ui | ||
| biomes.js | ||
| burgs-and-states.js | ||
| coa-generator.js | ||
| coa-renderer.js | ||
| cultures-generator.js | ||
| features.js | ||
| fonts.js | ||
| heightmap-generator.js | ||
| lakes.js | ||
| markers-generator.js | ||
| military-generator.js | ||
| names-generator.js | ||
| ocean-layers.js | ||
| performance-optimizer.js | ||
| provinces-generator.js | ||
| religions-generator.js | ||
| resample.js | ||
| river-generator.js | ||
| routes-generator.js | ||
| submap.js | ||
| voronoi.js | ||
| zones-generator.js | ||