Hi Gary:
Well, I can't see how it could possibly take several weeks to autogenerate provinces. We are not sending Actual people to those provinces, just pretend ones, and their standards for the attractiveness of a place to move into are a bit lower.
For dividing a map into provinces I would think a simple approach would work fairly well. Start at a point that is on a coast or on the border with an existing province. Everything within X ticks of movement by infantry is in province 1. (Picking X so you typically get 10-25 squares.) Rinse and repeat till done. There are of course a few details, like working out around a given province completely before continuing so that you don't get a lot of little few-square provinces. Estimated coding time 3 hours max. If you wanted to get cuter, you could take any annoying bitty provinces that ended up at the edges and have adjacent larger provinces donate 5 or so squares to make the appearance better. I'm not saying that this would be the final way to do it, but it would IMO be sufficient for a good long time.
However, there is a big flaw in the autogenerated provinces idea that I thought of shortly after my previous post. It would work fine for a single civ, but one could easily imagine collisions between two civs trying to populate the same hunk 'o' real estate. And having a minute number of settlers of the first civ to get there being able to have a lock on a big hunk of territory is just too silly to contemplate. (If troops are 'holding the fort' then it seems reasonable.) For now anyway your idea seems a good way to proceed since I've shot down my own favorite
. I do think that once a province gets past a certain size that migrating people should start a new one. The size could be of order 20 squares or so for now.
I had always assumed that there would be certain limitations on province size based on transportation and communication technologies and infrastructure. But I suspect implementing those restrictions, provided there's sufficient agreement that they're the way to go, are best left for another day. I will provide a reference to where it's discussed if there's interest.
My statement about missing opportunities with square-by-square migration was meant to echo what I said to LGJ on the topic like six posts above. Specifically, I don't think you can do square-by-square migrations using just adjacent squares, and get anything like real-life behavior. By-square would mean migrations would stop any time you run into a strip of water, mountains, or desert. People are not that easily deterred. If migrations were handled by province-sized areas, then small intervening patches of "dead" area wouldn't shut things down.
Well, I can't see how it could possibly take several weeks to autogenerate provinces. We are not sending Actual people to those provinces, just pretend ones, and their standards for the attractiveness of a place to move into are a bit lower.
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
For dividing a map into provinces I would think a simple approach would work fairly well. Start at a point that is on a coast or on the border with an existing province. Everything within X ticks of movement by infantry is in province 1. (Picking X so you typically get 10-25 squares.) Rinse and repeat till done. There are of course a few details, like working out around a given province completely before continuing so that you don't get a lot of little few-square provinces. Estimated coding time 3 hours max. If you wanted to get cuter, you could take any annoying bitty provinces that ended up at the edges and have adjacent larger provinces donate 5 or so squares to make the appearance better. I'm not saying that this would be the final way to do it, but it would IMO be sufficient for a good long time.
However, there is a big flaw in the autogenerated provinces idea that I thought of shortly after my previous post. It would work fine for a single civ, but one could easily imagine collisions between two civs trying to populate the same hunk 'o' real estate. And having a minute number of settlers of the first civ to get there being able to have a lock on a big hunk of territory is just too silly to contemplate. (If troops are 'holding the fort' then it seems reasonable.) For now anyway your idea seems a good way to proceed since I've shot down my own favorite
![Frown](https://apolyton.net/core/images/smilies/frown.gif)
I had always assumed that there would be certain limitations on province size based on transportation and communication technologies and infrastructure. But I suspect implementing those restrictions, provided there's sufficient agreement that they're the way to go, are best left for another day. I will provide a reference to where it's discussed if there's interest.
My statement about missing opportunities with square-by-square migration was meant to echo what I said to LGJ on the topic like six posts above. Specifically, I don't think you can do square-by-square migrations using just adjacent squares, and get anything like real-life behavior. By-square would mean migrations would stop any time you run into a strip of water, mountains, or desert. People are not that easily deterred. If migrations were handled by province-sized areas, then small intervening patches of "dead" area wouldn't shut things down.
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