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IIISubdivide06

Provinces

Divides the map into the smallest unit a strategy game plays on. Everything in the Hierarchy panel is built on them.

Primary action — Generate provinces, in the pinned bar. The brush button beside it jumps to hand editing.

The Provinces panel — cliquer pour agrandirFig. 6.1

How it works​

Provinces are seeded across the map and grow until they meet, in two independent populations — land and sea — so an ocean is not chopped into the same fine mesh as a continent.

Seeding density is modulated twice: once per elevation stratum, again per biome. That is how you get finely cut mountains and coarse plains out of a single pass.

Counts​

Open by default.

Read-outMeaning
Land provincesHow many exist right now
Sea provincesLikewise for water
ControlRangeNotes
Land target50 – 50,000Roughly how many land provinces to aim for
Sea target10 – 50,000Likewise for water

These are targets, not guarantees. The actual count depends on how much land there is and on the density modifiers below.

Start small

800 land provinces generate in seconds and tell you whether the shape is right. Move to production numbers once you are happy.

Irregularity​

Collapsed by default.

ControlRangeEffect
Land chaos0 – 10Irregularity of land boundaries
Sea chaos0 – 10Likewise for water

At 0 the result is close to a clean Voronoi tessellation — provinces read as geometric cells. Raising it perturbs the boundaries into something that looks drawn rather than computed.

Cleanup​

Collapsed by default. Requires provinces.

Generation leaves slivers: one-pixel provinces wedged between larger ones, mostly along coastlines.

ControlRange
Minimum size in pixels1 – 100

Clean micro-provinces absorbs everything below that threshold into its neighbours and relinks the hierarchy afterwards, so no territory points at a province that has gone.

The notification reports how many were removed.

Density per stratum​

Collapsed by default.

One row per elevation band, each showing in brackets how many provinces it holds.

ControlRangeEffect
Density0.01 – 3Seeding-density multiplier for that band

Below 1, larger and sparser provinces. Above, smaller and denser.

Each row also carries a Regenerate button that re-runs generation for that band only, leaving the rest of the map alone. That is what makes tuning practical: adjust the mountains without waiting for the oceans.

The button reads Generate first and stays disabled until provinces exist.

Biome density​

Collapsed by default.

A second multiplier, applied on top of the stratum density, one row per enabled biome.

ControlRange
Modifier0.1 – 5

1.0 leaves the stratum density alone. Use it when the distinction you want is ecological rather than topographic — dense provinces through farmland, sparse through desert, though both sit in the same elevation band.

Hand editing​

The brush button in the action bar takes you to Sculpt → Province editing, edit mode already on.

Remember to press Apply new province on the way out: painting changes the pixel map immediately, but adjacency and the hierarchy are only rebuilt on request.

What gets exported​

FileContents
provinces.pngColour map, one distinct colour per province
definition.csvID ↔ RGB, contiguous IDs from 1
adjacencies.csvWhich provinces share a border
provinces.csvPer-province data, via Export → Individual files

IDs are renumbered contiguously from 1 at export time, so gaps left by deletion or hand editing never reach the engine.

Next​

  • Hierarchy — group these provinces into realms
  • Export — the exact contents of each file