Table of Contents

Namespace Core.Registries

Classes

BuildingData
CountryData

Core country data structure Will be expanded as we implement more features

CountryRegistry

Specialized registry for countries with 3-letter tags Handles country-specific requirements like owned provinces tracking Following data-linking-architecture.md specifications

GameRegistries

Central container for all game entity registries Provides access to all string-to-ID mapping systems Following data-linking-architecture.md specifications

GovernmentData
ProvinceData

Core province data structure with resolved references Contains both runtime simulation data and cold metadata

ProvinceRegistry

Specialized registry for provinces with dense ID mapping Converts sparse definition IDs (1, 2, 5, 100...) to dense runtime IDs (1, 2, 3, 4...) Following data-linking-architecture.md specifications

Registry<T>

Generic registry implementation for game entities Provides O(1) lookups for both string keys and numeric IDs Follows data-linking-architecture.md specifications

TechnologyData
TerrainData

ENGINE LAYER: Generic terrain data. Contains mechanism (color, movement cost, terrain classification). GAME layer extends with policy (defence, supply, attrition) via customData.

Interfaces

IRegistry<T>

Base interface for all game entity registries Provides type-safe string-to-ID mapping and efficient array lookups Following data-linking-architecture.md specifications