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IIISubdivide07

Territory hierarchy

Groups provinces into territories, and territories into larger territories. This is where a province map becomes a political one.

The panel is inert while a generation is running, and says so.

The Hierarchy panel, before any level exists — cliquer pour agrandirFig. 7.1

The model​

A level is one tier of the political map. Each level is built either on provinces or on another level:

Provinces ──▶ Counties ──▶ Duchies ──▶ Kingdoms ──▶ Empires
level 1 level 2 level 3 level 4

No depth is imposed. Two levels is fine; six is fine. Each level exports to its own CSV.

Levels​

Open by default.

Lists every level, showing what each is built on. Click to select — the view switches to territories and shows that level.

With a level selected:

ControlEffect
Rename levelType a new name; Rename or Enter
Delete levelRemoves the level. The view falls back to provinces
The level name becomes the file name

A level called Duchies exports as Duchies.csv. Rename before exporting, not after.

Display​

Collapsed by default.

ControlEffect
Dim the map behind the selectionDarkens everything except the selected territory
Highlight qualityOff / Low / High — precision of the selection outline

Highlight quality costs time on a large map. Low is enough to see what is selected; High is for checking a border is exactly where you meant it.

Build​

Open by default.

Grouping settings​

ControlRangeEffect
Min size1 – 100Fewest source units per territory
Max size1 – 500Most

Merge territories below the minimum picks up territories that came out under Min size and folds them into a neighbour. Useful after hand editing.

Exclude Sea leaves water provinces out of grouping — usually what you want for a political map, where the sea belongs to nobody.

Creating a level​

New territory level opens an inline form:

  1. Name — becomes the exported file name
  2. Built from — Provinces, or an existing level
  3. Create level

Grouping runs automatically on creation, and the view switches to the result.

The form refuses to create a level with no source selected, or built on provinces that do not exist yet, and says which of the two.

Regenerating​

With a level selected:

ActionEffect
REGENERATERe-runs grouping for this level with the current min/max
Regenerate coloursReassigns colours without touching the grouping
Force refreshRebuilds the links between this level and its source

Force refresh is the one to reach for after hand-painting provinces: it relinks the level to a province set that has changed under it.

Grouping is idempotent

Running it twice gives the same result; it does not accumulate stale links from one pass to the next.

Selected territory​

Open by default. Appears once a territory is selected in the view.

Left-click a territory in the view to select it.

Read-outMeaning
TerritoryIts internal ID
ChildrenHow many source units it holds

Renaming​

Type into Rename territory, then Rename or Enter.

Dominant colour​

Three sliders — Hue, Sat, Val — and a swatch showing the result.

Changing the colour propagates down the hierarchy: setting a kingdom's colour re-tints its duchies and counties as a local gradient around it, so the map reads as a political map rather than a random palette.

Creating and painting​

ControlEffect
Create territoryThe next left-click in the view starts an empty territory
Paint modeLeft-click selects a territory, right-click pours the province under the pointer into it

While paint mode is on, the panel says what you are painting into.

History​

Undo / Redo, going through the same single history as Ctrl+Z and the toolbar. Hierarchy and map edits undo in the order you made them, not in two separate stacks.

Reference overlay​

Collapsed by default.

Draws the borders of another level on top of the one you are editing — duchy borders while you edit counties, to see where the tier above expects its boundaries.

ControlEffect
None / level nameWhich level to draw
Opacity0 – 1
BorderBlack or white, whichever stands out against your palette
Keep when switching levelPins the overlay so it does not follow the selection

By default the overlay follows the selected level. Pinning it keeps one reference fixed while you move around.

Export​

Each level exports as <Level name>.csv, IDs renumbered contiguously from 1, each row listing the source units it holds.

Levels are written in dependency order: a child level's CSV only references IDs the parent's CSV has already defined. Empty territories — those that ended up with no components — are omitted.

Next​

  • Export — the CSV formats in detail
  • Masks — driving terrain from images