Jonas Reith 91f1b90a93 Civ Step 4: culture, beliefs & governments
Give the world peoples and faiths on top of Step 3's realms. All derived
deterministically from the (saved) settlement set + geography (pure hashes,
no RNG, recomputed each sim year -> no save-version bump, step-back free).

- PlanetCulture.{hpp,cpp}: computeCultures() groups living settlements into one
  culture per inhabited continent, each with a generated people name, a dominant
  ethos picked from its cells' environment (Seafaring/Highland/Nomadic/Agrarian,
  else a hashed Mercantile/Warlike), and a religion (a Faith focus biased by the
  dominant biome + a generated faith name). Runs after computeTerritory().
- Governments: each realm (Nation) gets a GovType from its tier + a deterministic
  pick, folded into its name ("Republic of X", "Duchy of X", "X Theocracy", "X
  Confederation", "X Dominion", ...) -- culture-driven renaming.
- Culture-driven grouping: realm vassalage is now restricted to the same
  continent, so every kingdom/empire is mono-cultural.
- Render: a Culture colour mode (cultureColor, cultural blocs) + pale
  buildCultureBorders lines + a Cultures tab + a cell-info culture/faith line +
  government-aware realm labels, all under key X. Cultures recompute with
  territory in rebuildTerritory().
- test_culture.cpp: one culture per continent, valid ethos/faith, governments per
  tier reflected in names, mono-cultural realms, determinism, RNG isolation,
  save->load->recompute parity. All 12 suites green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:58:58 +02:00
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