diff --git a/engine.js b/engine.js index d1f22e3..b254e99 100644 --- a/engine.js +++ b/engine.js @@ -1806,7 +1806,6 @@ this.cityById.set(city.id, city); const bucketKey = this.cityBucketKey(city.x, city.y); if (!this.cityBuckets.has(bucketKey)) this.cityBuckets.set(bucketKey, []); this.cityBuckets.get(bucketKey).push(city); -this.assignNewCityToTerritoryOwner(city, i); foundedThisTick++; } if (city) { @@ -1873,42 +1872,6 @@ w.mineral[tile] * 0.9 - w.move[tile] * 1.1 - nearbyPenalty; } -assignNewCityToTerritoryOwner(city, tile) { -const w = this.world; -const ownerId = w.polity?.[tile] ?? -1; -if (!city || ownerId < 0) return false; -const polity = this.getPolityById(ownerId); -if (!polity) return false; -if (city.polityId != null && city.polityId !== ownerId) return false; -const control = clamp(w.control?.[tile] || 0, 0, 1); -const contested = !!w.contested?.[tile]; -if (contested && control < 0.35) return false; -const cityEthnicity = this.dominantCityEthnicity(city); -const nearest = this.nearestPolityCityToTile(polity, tile); -const core = nearest || this.getCityById(polity.centerCityId); -const coreEthnicity = this.dominantCityEthnicity(core); -const sameEthnicity = cityEthnicity !== null && coreEthnicity !== null && cityEthnicity === coreEthnicity; -const differentEthnicity = cityEthnicity !== null && coreEthnicity !== null && cityEthnicity !== coreEthnicity; -const distance = nearest ? Math.abs(nearest.x - city.x) + Math.abs(nearest.y - city.y) : 24; -let loyalty = 0.38 + control * 0.34 - (contested ? 0.18 : 0) + (sameEthnicity ? 0.10 : 0) - (differentEthnicity ? 0.10 : 0) - clamp((distance - 18) * 0.004, 0, 0.10); -this.addCityToPolity(city, polity, clamp(loyalty, 0.18, 0.82)); -return true; -} -nearestPolityCityToTile(polity, tile) { -const w = this.world; -const x = tile % w.size; -const y = Math.floor(tile / w.size); -let best = null; -let bestDistance = Infinity; -for (const city of this.getPolityCities(polity)) { -const distance = Math.abs(city.x - x) + Math.abs(city.y - y); -if (distance < bestDistance) { -best = city; -bestDistance = distance; -} -} -return best; -} drawPopulationFromTilesForCity(city, group, amount) { const w = this.world; let remaining = Math.max(0, amount); @@ -2196,10 +2159,8 @@ const capitalDistance = center ? this.effectiveDistance(center, city) : 0; const capitalFactor = city.id === polity.centerCityId ? 1.28 : clamp(1 - capitalDistance / 96, 0.58, 1); const loyaltyFactor = 0.62 + clamp(city.loyalty ?? 0.5, 0, 1) * 0.58; const tradeFactor = 1 + clamp((city.tradeReach || 0) / 60, 0, 0.42) + clamp((city.tradeValue || 0) * 0.10, 0, 0.22); -const popScale = clamp(Math.log1p(city.population || 1) / Math.log(1200), 0, 1.6); -const populationRadiusFactor = clamp(0.55 + popScale * 0.75, 0.55, 1.45); -const baseInfluence = Math.max(1, this.cityInfluence(city)) * capitalFactor * loyaltyFactor * tradeFactor * (1 + popScale * 0.32); -const radius = clamp(Math.ceil(maxRange * populationRadiusFactor + (city.id === polity.centerCityId ? 2 : 0)), 5, 48); +const baseInfluence = Math.max(1, this.cityInfluence(city)) * capitalFactor * loyaltyFactor * tradeFactor; +const radius = clamp(Math.ceil(maxRange * (0.62 + clamp(Math.sqrt(city.population || 1) / 30, 0, 0.45))), 6, maxRange); for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const manhattan = Math.abs(dx) + Math.abs(dy); @@ -2210,16 +2171,15 @@ if (x < 0 || y < 0 || x >= w.size || y >= w.size) continue; const tile = w.idx(x, y); const isWater = w.terrain[tile] === Terrain.WATER; if (isWater && tile !== cityTile && !w.tradeRoute[tile] && !this.territoryWaterAnchor(tile)) continue; -const routeBoost = w.tradeRoute[tile] ? 1.34 + clamp(city.tradeValue || 0, 0, 2) * 0.08 : 1; +const routeBoost = w.tradeRoute[tile] ? 1.28 : 1; const terrainDrag = isWater ? 2.35 : w.move[tile] * (w.terrain[tile] === Terrain.MOUNTAIN ? 1.18 : 1); const effectiveDistance = (manhattan + terrainDrag * 1.4) / routeBoost; const distanceFalloff = clamp(1 - effectiveDistance / (radius + 4), 0, 1); if (distanceFalloff <= 0) continue; -const localEthnicity = this.dominantTileEthnicity(tile); -const ethnicityFactor = cityEthnicity !== null && localEthnicity >= 0 && cityEthnicity !== localEthnicity ? 0.88 : 1.07; +const localEthnicity = w.dominantEthnicity[tile]; +const ethnicityFactor = cityEthnicity !== null && localEthnicity >= 0 && cityEthnicity !== localEthnicity ? 0.82 : 1.06; const populationAnchor = clamp(Math.sqrt(Math.max(0, w.population[tile])) / 20, 0, 0.28); -const coreBoost = manhattan <= Math.max(2, Math.floor(2 + popScale * 3)) ? 1.25 + popScale * 0.22 : 1; -const score = baseInfluence * distanceFalloff * distanceFalloff * routeBoost * ethnicityFactor * coreBoost * (1 + populationAnchor) / (1 + terrainDrag * 0.16); +const score = baseInfluence * distanceFalloff * distanceFalloff * routeBoost * ethnicityFactor * (1 + populationAnchor) / (1 + terrainDrag * 0.18); if (score <= 0.8) continue; if (score > best[tile]) { if (owner[tile] !== polity.id) second[tile] = best[tile]; @@ -2237,7 +2197,7 @@ for (let i = 0; i < w.count; i++) { if (owner[i] < 0 || best[i] < threshold) continue; w.polity[i] = owner[i]; w.claim[i] = clamp(best[i] / 22, 0, 1); -w.control[i] = clamp((best[i] - threshold) / 15, 0.12, 1); +w.control[i] = clamp((best[i] - threshold) / 18, 0.12, 1); if (second[i] > best[i] * 0.72) w.contested[i] = 1; } this.applyStoredTerritorialClaims(); @@ -2305,15 +2265,14 @@ return stats; campaignPressureOnTerritories() { const w = this.world; const cfg = SimConfig.campaign || {}; +const radius = cfg.claimRadius ?? 8; for (const campaign of this.campaigns || []) { if (campaign.status !== "active" || campaign.targetTile == null) continue; const attacker = this.getPolityById(campaign.attackerPolityId); if (!attacker) continue; -const radius = campaign.type === "border_war" ? Math.max(5, Math.floor((cfg.claimRadius ?? 8) * 1.25)) : cfg.claimRadius ?? 8; -if (!campaign.affectedTiles?.length) campaign.affectedTiles = this.campaignAffectedTiles(campaign.targetTile, radius); const cx = campaign.targetTile % w.size; const cy = Math.floor(campaign.targetTile / w.size); -const pressure = clamp(0.10 + campaign.progress * (campaign.type === "border_war" ? 0.38 : 0.28), 0.08, campaign.type === "border_war" ? 0.52 : 0.42); +const pressure = clamp(0.10 + campaign.progress * 0.28, 0.08, 0.42); for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const distance = Math.abs(dx) + Math.abs(dy); @@ -2336,25 +2295,6 @@ w.contested[tile] = 1; } } } -campaignAffectedTiles(centerTile, radius) { -const w = this.world; -const tiles = []; -if (centerTile == null) return tiles; -const cx = centerTile % w.size; -const cy = Math.floor(centerTile / w.size); -for (let dy = -radius; dy <= radius; dy++) { -for (let dx = -radius; dx <= radius; dx++) { -const distance = Math.abs(dx) + Math.abs(dy); -if (distance > radius) continue; -const x = cx + dx; -const y = cy + dy; -if (x < 0 || y < 0 || x >= w.size || y >= w.size) continue; -const tile = w.idx(x, y); -if (w.terrain[tile] !== Terrain.WATER) tiles.push(tile); -} -} -return tiles; -} getCityById(id) { const cached = this.cityById?.get(id); if (cached) return cached; @@ -2385,14 +2325,6 @@ dominantCityEthnicity(city) { if (!city || !city.ethnicityComposition || !city.ethnicityComposition.size) return null; return dominantComposition(city.ethnicityComposition) || null; } -dominantTileEthnicity(tile) { -const mix = this.tileEthnicMix?.get(tile); -if (mix?.size) { -const dominant = dominantComposition(mix); -if (dominant != null) return dominant; -} -return this.world.dominantEthnicity?.[tile] ?? -1; -} sameDominantEthnicity(cityA, cityB) { const a = this.dominantCityEthnicity(cityA); const b = this.dominantCityEthnicity(cityB); @@ -2478,8 +2410,6 @@ const polity = { id, centerCityId: centerCity.id, cityIds: new Set([centerCity.id]), -maxCityCount: 1, -everHadMultipleCities: false, treasury: Math.max(0, centerCity.storedResources * 0.12), color: hslToRgb((id * 0.38196601125) % 1, 0.58, 0.62), founded: this.year, @@ -2801,8 +2731,6 @@ city.polityId = polity.id; city.loyalty = clamp(initialLoyalty, 0, 1); city.receivedAid = false; polity.cityIds.add(city.id); -polity.maxCityCount = Math.max(polity.maxCityCount || 0, polity.cityIds.size); -if ((polity.maxCityCount || 0) > 1) polity.everHadMultipleCities = true; } removeCityFromPolity(city) { if (!city || city.polityId === null) return; @@ -3169,7 +3097,7 @@ return this.sampleTileCampaignTargets(polity, (tile, connection) => { const w = this.world; if (w.polity[tile] >= 0 || w.city[tile] >= 0 || w.terrain[tile] === Terrain.WATER) return null; const population = w.population?.[tile] || w.pressure[tile] || 0; -const ethnicity = this.dominantTileEthnicity(tile); +const ethnicity = w.dominantEthnicity[tile]; if (population < 2 && ethnicity < 0) return null; const diversity = w.cultureDiversity[tile] || 0; const sourceEthnicity = this.dominantCityEthnicity(connection.source); @@ -3209,21 +3137,20 @@ const targets = []; for (const other of this.polities) { if (other.id === polity.id || !this.canBeWarTarget(other.id)) continue; const distance = this.polityDistance(polity, other); -if (!Number.isFinite(distance) || distance > (cfg.maxTargetDistance ?? 48) * 1.25) continue; +if (!Number.isFinite(distance) || distance > (cfg.maxTargetDistance ?? 48)) continue; const border = this.nearestBorderCampaignTile(polity, other); const city = this.borderWarTargetCity(polity, other); const defenderPower = Math.max(1, this.polityPower(other)); -const targetCityValue = city ? Math.sqrt(city.population || 1) * 0.32 + (city.tradeValue || 0) * 0.85 + (city.id === other.centerCityId ? 2.2 : 0) : 0.25; +const targetCityValue = city ? Math.sqrt(city.population || 1) * 0.18 + (city.tradeValue || 0) * 0.5 : 0.25; const contested = border.tile != null && this.world.contested[border.tile] ? 0.75 : 0; const borderValue = this.borderFriction(polity, other, distance) + contested + targetCityValue; -const defenderWeakness = clamp(1 - (other.cohesion ?? 0.6), 0, 0.8) + clamp((other.crisis || 0) * 0.25, 0, 0.5); const riskAppetite = this.rng.next() < 0.10 ? this.rng.range(0.4, 1.1) : 0; -const score = borderValue + defenderWeakness - defenderPower / 110 - distance * 0.014 + this.polityPower(polity) / 120 + riskAppetite; +const score = borderValue - defenderPower / 90 - distance * 0.018 + this.polityPower(polity) / 120 + riskAppetite; targets.push({ targetTile: city ? this.world.idx(city.x, city.y) : border.tile, targetCityId: city?.id ?? null, defenderPolityId: other.id, -weight: this.noisyTargetWeight(score) * (city ? 2.35 : 0.75) +weight: this.noisyTargetWeight(score) }); } return targets; @@ -3284,42 +3211,14 @@ if (connection.distance < best.distance) best = { tile: i, distance: connection. return best; } borderWarTargetCity(attacker, defender) { -const maxDistance = (SimConfig.campaign?.maxTargetDistance ?? 48) * 1.25; +const maxDistance = SimConfig.campaign?.maxTargetDistance ?? 48; let best = null; -let bestScore = -Infinity; +let bestDistance = Infinity; for (const city of this.getPolityCities(defender)) { const connection = this.polityConnectionToCity(attacker, city); -const direct = connection.source ? connection.distance : this.nearestPolityTileConnection(attacker, this.world.idx(city.x, city.y)).distance; -const routeFactor = connection.source && this.hasDirectTradeConnection(connection.source, city) ? 0.62 : 1; -const effectiveDistance = direct * routeFactor; -if (!Number.isFinite(effectiveDistance) || effectiveDistance > maxDistance) continue; -const contested = this.world.contested[this.world.idx(city.x, city.y)] ? 0.8 : 0; -const value = Math.sqrt(city.population || 1) * 0.28 + (city.tradeValue || 0) * 0.9 + (city.id === defender.centerCityId ? 2.4 : 0) + contested - effectiveDistance * 0.045; -if (value > bestScore) { +if (connection.connected && connection.distance < bestDistance && connection.distance <= maxDistance) { best = city; -bestScore = value; -} -} -return best; -} -nearestEnemyCityNearTile(attacker, defender, tile, radius) { -const w = this.world; -const x = tile % w.size; -const y = Math.floor(tile / w.size); -let best = null; -let bestScore = -Infinity; -for (const city of this.getPolityCities(defender)) { -const distance = Math.abs(city.x - x) + Math.abs(city.y - y); -if (distance > radius) continue; -const connection = this.polityConnectionToCity(attacker, city); -const routeFactor = connection.connected && connection.source && this.hasDirectTradeConnection(connection.source, city) ? 0.70 : 1; -const effectiveDistance = Math.min(distance, connection.distance * routeFactor); -const cityTile = w.idx(city.x, city.y); -const value = Math.sqrt(city.population || 1) * 0.30 + (city.tradeValue || 0) * 0.75 + (city.id === defender.centerCityId ? 2.0 : 0) + (w.contested[cityTile] ? 0.85 : 0); -const score = value - effectiveDistance * 0.055; -if (score > bestScore) { -best = city; -bestScore = score; +bestDistance = connection.distance; } } return best; @@ -3342,17 +3241,8 @@ expires: this.year + duration, progress: 0, strength: 0, resistance: 0, -status: "active", -affectedTiles: [], -frontLineTiles: [] +status: "active" }; -const visualRadius = campaign.type === "border_war" -? Math.max(5, Math.floor((cfg.claimRadius ?? 8) * 1.25)) -: Math.max(3, Math.floor((cfg.claimRadius ?? 8) * 0.75)); -campaign.affectedTiles = this.campaignAffectedTiles(campaign.targetTile, visualRadius); -campaign.frontLineTiles = campaign.type === "border_war" -? campaign.affectedTiles.filter(tile => this.isBorderTile(tile) || this.world.contested[tile]) -: []; this.campaigns.push(campaign); polity.lastCampaignYear = this.year; polity.nextCampaignAllowedYear = this.year + years(this.rng.range(cfg.minCooldownYears ?? 12, cfg.maxCooldownYears ?? 45)); @@ -3417,13 +3307,13 @@ const defender = campaign.defenderPolityId != null ? this.getPolityById(campaign const connection = this.nearestPolityTileConnection(attacker, tile); const terrain = w.move[tile] * (w.terrain[tile] === Terrain.MOUNTAIN ? 1.45 : 1); const population = targetCity?.population || w.population[tile] || w.pressure[tile] || 0; -const defenderPower = defender ? this.polityPower(defender) * (campaign.type === "border_war" && targetCity ? 0.42 : 0.55) : 0; +const defenderPower = defender ? this.polityPower(defender) * 0.55 : 0; const attackerEthnicity = this.dominantCityEthnicity(connection.source); -const localEthnicity = targetCity ? this.dominantCityEthnicity(targetCity) : this.dominantTileEthnicity(tile); +const localEthnicity = targetCity ? this.dominantCityEthnicity(targetCity) : w.dominantEthnicity[tile]; const mismatch = attackerEthnicity !== null && localEthnicity !== null && localEthnicity >= 0 && attackerEthnicity !== localEthnicity ? 1.22 : 0.92; const foreignControl = w.polity[tile] >= 0 && w.polity[tile] !== attacker.id ? 1.35 : 1; return Math.max(0.2, -(Math.sqrt(Math.max(1, population)) * (campaign.type === "border_war" && targetCity ? 2.75 : 3.2) + terrain * 8 + connection.distance * 0.32 + defenderPower) * +(Math.sqrt(Math.max(1, population)) * 3.2 + terrain * 8 + connection.distance * 0.32 + defenderPower) * mismatch * foreignControl * (1 + (w.cultureDiversity[tile] || 0) * 0.35) @@ -3444,35 +3334,15 @@ this.addPolityEvent(attacker.id, "annexation", this.year, this.campaignEventData } else if (campaign.type === "border_war") { const defender = this.getPolityById(campaign.defenderPolityId); const city = this.getCityById(campaign.targetCityId); -let capturedCity = false; if (city && defender && city.polityId === defender.id) { -capturedCity = true; this.removeCityFromPolity(city); -this.addCityToPolity(city, attacker, 0.24); -const capturedTile = this.world.idx(city.x, city.y); -this.applyCampaignTerritory(attacker, capturedTile, Math.max(8, (SimConfig.campaign?.claimRadius ?? 8) + 4), 0.68); -for (const nearby of this.getCitiesNear(city.x, city.y, 14)) { -if (nearby.polityId === defender.id) nearby.loyalty = clamp((nearby.loyalty ?? 0.5) - 0.09, 0, 1); -} -defender.legitimacy = clamp((defender.legitimacy ?? 0.7) - 0.045, 0, 1); -this.addPolityEvent(attacker.id, "annexation", this.year, this.campaignEventData(campaign, "capturedCity"), 3); +this.addCityToPolity(city, attacker, 0.22); } else { -this.applyCampaignTerritory(attacker, campaign.targetTile, Math.max(6, SimConfig.campaign?.claimRadius ?? 8), 0.58); -if (defender) { -const followUp = this.nearestEnemyCityNearTile(attacker, defender, campaign.targetTile, SimConfig.campaign?.maxTargetDistance ?? 48); -if (followUp && campaign.progress > 0.85 && this.rng.next() < 0.55) { -this.startCampaign(attacker, { -type: "border_war", -defenderPolityId: defender.id, -targetCityId: followUp.id, -targetTile: this.world.idx(followUp.x, followUp.y) -}); -} -} +this.applyCampaignTerritory(attacker, campaign.targetTile, SimConfig.campaign?.claimRadius ?? 8, 0.48); } if (defender) { -defender.cohesion = clamp((defender.cohesion ?? 0.6) - (capturedCity ? 0.075 : 0.045), 0, 1); -defender.treasury = Math.max(0, (defender.treasury || 0) - campaign.strength * (capturedCity ? 0.065 : 0.045)); +defender.cohesion = clamp((defender.cohesion ?? 0.6) - 0.04, 0, 1); +defender.treasury = Math.max(0, (defender.treasury || 0) - campaign.strength * 0.04); } this.addPolityEvent(attacker.id, "borderWar", this.year, this.campaignEventData(campaign, "succeeded"), 2); } else if (campaign.type === "nonstate_subjugation") { @@ -3514,7 +3384,7 @@ campaignEthnicSimilarity(polity, campaign) { const source = this.nearestPolityTileConnection(polity, campaign.targetTile).source; const targetCity = this.getCityById(campaign.targetCityId); const a = this.dominantCityEthnicity(source); -const b = targetCity ? this.dominantCityEthnicity(targetCity) : this.dominantTileEthnicity(campaign.targetTile); +const b = targetCity ? this.dominantCityEthnicity(targetCity) : this.world.dominantEthnicity[campaign.targetTile]; if (a === null || b === null || b < 0) return 0.45; return a === b ? 1 : 0.25; } @@ -3546,7 +3416,7 @@ contested: false } } applySubjugationEffects(polity, campaign) { -const localEthnicity = campaign.targetEthnicity ?? this.dominantTileEthnicity(campaign.targetTile); +const localEthnicity = campaign.targetEthnicity ?? this.world.dominantEthnicity[campaign.targetTile]; if (localEthnicity == null || localEthnicity < 0) return; const sourceEthnicity = this.dominantCityEthnicity(this.nearestPolityTileConnection(polity, campaign.targetTile).source); if (sourceEthnicity === localEthnicity) return; @@ -3558,7 +3428,7 @@ if (city.polityId === polity.id) city.loyalty = clamp((city.loyalty ?? 0.5) - 0. } seedFrontierPopulation(polity, tile) { const source = this.nearestPolityTileConnection(polity, tile).source; -const ethnicity = this.dominantCityEthnicity(source) ?? this.dominantTileEthnicity(tile); +const ethnicity = this.dominantCityEthnicity(source) || this.world.dominantEthnicity[tile]; if (!source || ethnicity == null || ethnicity < 0) return; const migrants = Math.max(1, Math.floor(Math.min(source.population * 0.018, 14))); source.population = Math.max(1, source.population - migrants); @@ -3625,7 +3495,7 @@ if (share > 0) composition.set(id, Math.max(1, Math.round(basePopulation * share } } if (!composition.size) { -const regionalEthnicity = this.dominantTileEthnicity(targetTile); +const regionalEthnicity = this.world.dominantEthnicity[targetTile]; const sourceEthnicity = this.dominantCityEthnicity(source) || (regionalEthnicity >= 0 ? regionalEthnicity : 1); composition.set(sourceEthnicity, isFrontier ? 12 : 18); } @@ -3662,7 +3532,6 @@ this.cityBuckets.get(bucketKey).push(city); this.addCityToPolity(city, polity, city.loyalty); w.city[targetTile] = city.id; this.removeEthnicPopulationProportionally(targetTile, Math.min(seedPopulation, (w.population[targetTile] || 0) * 0.65)); -this.assignNewCityToTerritoryOwner(city, targetTile); this.projectCityPopulationToTiles(city); this.syncTilePopulationCulture(); return city; @@ -4131,8 +4000,6 @@ cleanupPolities() { const survivors = []; for (const polity of this.polities) { const cities = this.getPolityCities(polity); -polity.maxCityCount = Math.max(polity.maxCityCount || 0, cities.length); -if ((polity.maxCityCount || 0) > 1) polity.everHadMultipleCities = true; if (!cities.length) { this.markPolityEnded(polity, "collapsed"); continue; @@ -4164,17 +4031,24 @@ const connectedCities = this.enforcePolityContinuity(polity); if (connectedCities.length !== cities.length) { cities.length = 0; cities.push(...connectedCities); -polity.maxCityCount = Math.max(polity.maxCityCount || 0, cities.length); } if (cities.length === 1) { -const singleCityFate = this.singleCityPolityCollapseReason(polity, cities[0]); -if (singleCityFate) { -this.markPolityEnded(polity, singleCityFate); -cities[0].polityId = null; -cities[0].loyalty = 0.45; -cities[0].receivedAid = false; -continue; -} + const city = cities[0]; + const ageYears = (this.year - (polity.founded ?? this.year)) / WEEKS_PER_YEAR; + const weakSingleCityState = + ageYears > 80 && + city.population < 45 && + (polity.legitimacy ?? 0.7) < 0.25 && + (polity.cohesion ?? 0.6) < 0.25 && + (polity.crisis || 0) > 0.9; + + if (weakSingleCityState) { + this.markPolityEnded(polity, "collapsed"); + city.polityId = null; + city.loyalty = 0.45; + city.receivedAid = false; + continue; + } } survivors.push(polity); } @@ -4189,20 +4063,6 @@ city.receivedAid = false; } } } -singleCityPolityCollapseReason(polity, city) { -if (!polity || !city) return "collapsed"; -const age = this.polityAge(polity); -if (age < 80) return null; -const lowPopulation = (city.population || 0) < 18; -const lowResources = (city.storedResources || 0) < Math.max(1, (city.population || 1) * 0.025); -const lowInstitutions = (polity.legitimacy ?? 0.7) < 0.18 && (polity.cohesion ?? 0.6) < 0.18; -const highCrisis = (polity.crisis || 0) > 1.05; -const cityFailing = city.strength <= 0.12 || city.loyalty < 0.08; -if ((lowPopulation && (lowResources || cityFailing)) || (lowInstitutions && highCrisis && lowResources)) { -return polity.everHadMultipleCities ? "fragmented" : "collapsed"; -} -return null; -} updatePolities() { if (this.year % years(1) !== 0) return; this.cleanupPolities();