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.
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.
And LGJ, I can just wonder who you'll side with!
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