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Tinto Flavour #10 - 14th of March 2025 - Scotland

Hello, and welcome one more week to Tinto Flavour, the happy Fridays in which we take a look at the flavour content of the super secret Project Caesar!

Today we will be showing the content for the Kingdom of Scotland. Let’s start without further ado:

Scotland is once again in peril.

A mere generation ago, our national hero King Robert de Bruce freed us from English rule alongside the famous martyr, William Wallace.

Now his successor — the bairn King David II de Bruce — lies exiled in France as our loyal nobility continues their struggle against Balliol, the English king's lackey who falsely claims the Scottish crown.

Though the people of our realm are currently united in our cause, this is not guaranteed to last. Embedded in our kingdom are deep cultural and societal divisions, especially between the wealthy English-speaking Scots burghs of the Lowlands and the Highland people who dwell in the inland hills.

The fate of Scotland is at risk.

A mere generation ago, the illegitimate King Robert de Bruce expelled the English from the country and crowned himself king.

As the legitimate heir of the previous King John de Balliol, his son King Edward de Balliol has laid a claim to the Scottish throne. Along with his English-backed supporters, he plans to fight against the usurper and return Scotland to its legitimate ruler.

Country Selection.png


Balliol.png

… The only problem for Scotland is that it starts in a civil war between the followers of King David II de Bruce, who is exiled to France, and those of King Edward de Balliol, nominally backed by England. This makes for a very different and interesting setup, therefore. Also, as always, please remember that any UI, 2D and 3D art is WIP, as usual.

This is the starting situation of the Scottish Civil War:
Scotland.png


The starting diplomatic situation of King David II de Bruce:
Diplomacy Scotland.png

France is Guaranteeing, while England is an Enemy (has selected Scotland as a Rival).

And that of King Edward de Balliol:
Diplomacy Balliol.png

England is Guaranteeing, and the Lordship of the Isles is a vassal.

Let’s start with the content related to the Civil War. Both sides have events available for them, but let’s focus on a couple that you get while starting as Scotland - the supporters of the de Bruce dynasty.

This event will trigger early on:

Maybe you can figure out which aspect gets favoured depending on the tutor you pick for the king…?

And also this one:
The King's Education.png

Halidon Hill.png

You may notice that King David’s name has changed. In the previous event, I selected the second option, the Highlander chieftain, so the culture of the king has changed, and now his name is reflecting that since it has a different variant available.

We’ve made it so the outcome of the Civil War is not an instant end game; if while playing as Scotland you lose it to Balliol, an event will pop up, so you can decide to continue playing with them (or not! That’s up to the player!). This would be the result, thus:
Edward de Balliol.png

King Edward de Balliol ruling over a once-again unified Scotland.

Let’s now move towards the structural content that you might find while playing with Scotland. This is a unique starting government reform:
Shires of Scotland.png

Scotland also has some unique privileges for the Lairds (Nobility):
Scottish Clans.png

Commissioners (Burghers):
Royal Burgh Commissioners.png

And Clans (Tribesmen) - this is the way we’re representing the Highlanders from a pop-type perspective, which also allows us to have them operating as a different estate:
Clans.png

United Scottish Heritage.png

Manrent.png

Fosterage.png

Creach.png

There’s also this law, with three different policies:
Distribution of Scots Clans.png

Direct Inheritance.png

Distributed by the Crown.png

Dynastic Holdings.png

Scotland also has two unique buildings available:
Clan Seat.png

Peel Tower.png

Also something new, Scotland has available some unique parliament issues in later ages, such as:
Presbyterian Education Act.png

College of Justice.png

And a bunch of advances; today we will show mostly late-game ones since it had been requested by you previously to show more of this type of content, and also as a good example of some plausible alt-historical content - you may notice that the advances that Scotland has available for the Age of Revolutions, when they already had ceased to exist as an independent polity (since the Acts of Union of 1707), have a historical background:

This is a specific advance for a Balliol-ruled Scotland:
Longbowmen.png

Warbows.png

Warbows2.png


Highlander Regiments.png

Scottish Highlander.png

Scottish Highlander2.png


Scotch Whisky.png

Scotch Whisky Distilleries.png


Scottish Enlightenment.png

Related to the latest, there’s a late-game event that may lead you to get this important work of art:
Wealth of Nations.png

… And much more, but that’s all for today! My fellow colleagues @SaintDaveUK and @Roger Corominas will be replying instead of me today. And for next week, we will travel south, to take a look at the Kingdom of Ethiopia! Cheers!
 
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It's not a misspell to use "de" instead of "the" for French names or "Roma" instead of "Rome", it's the same as having the Dutch name New York "New Amsterdam". It's culture based dynamic localization.

I don't think anyone had an issue with dynamic localization in EU4. It used to be mostly just for province names, to reflect how different cultures would call them, and now it extends to other parts of the game but the reasoning is the same. It is a piece of flavor that enriches the game by showing us how different cultures would name things.

Either way, in EU4 you could turn it off in the settings and I'm sure in this game you'll be able to turn it off too.
My problem isn't with dynamic naming. I like it and play with it.

The previous poster thought that if a word could be understood that was sufficient, and I was pointing out that wasn't how the rest of the games systems worked.
 
Why have a province that changes name from Roma to Rome when conquered by a different power. If both can perfectly understand what is meant in both dialects? Why run a spell checker over the text at all as long as it can be understood by everyone?

Misspelt words slow a reader down and take their attention away from the text/message. It also teaches people incorrect spelling (my spelling isn't the greatest and seeing misspelt words certainly doesn't help).
They are not misspelled, they are spelled correctly in en-US which they are using. Why not also provide en-GB, sure which current language would you like them to remove to add it? Everything has a cost.

It is the same reason that they have pt-BR, fr-FR, and es-ES while not also having pt-PT, fr-CA, and es-MX.
 
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They might not be switched, it depends on your interpretation of them.

To me it seems like the current centralization icon implies power coming from the center outward - i.e. the central government exerting power over the provinces of the country - while the decentralization icon implies the opposite. So it makes sense to me.

I assume you interpreted it differently.

I can see that for centralized. The control being based at the center and moving out.
Do you really see the decentralization as the dispersed control moving to the center? Isn't it more pockets of local control?

It feels easier to see to see it as the control _source_ is being spread out (decentralization) or the control _source_ coming together (centralization). That seems to match the icons better when reversed.
 
This all looks amazing - one tiny detail I'd change
1742646702655.png

Lowland Scots in this period would have spoken Scots, not English (language of Rabbie Burns etc). While this was derived from English, it's worth noting that it certainly was a different language by about the 13th/14th century, so it would be nice to have that reflected in the flavour text!
 
Why have a province that changes name from Roma to Rome when conquered by a different power. If both can perfectly understand what is meant in both dialects? Why run a spell checker over the text at all as long as it can be understood by everyone?

Misspelt words slow a reader down and take their attention away from the text/message. It also teaches people incorrect spelling (my spelling isn't the greatest and seeing misspelt words certainly doesn't help).
i am being specific to english
 
extrapolate the rules for place names to the rules for words like colour.
But why?

One is the name of things in-game, which changes to reflect the state of things in-game and increase immersion. The other is the language used in the interface, which doesn’t change because it’s not meant to reflect the state of things in-game. And also the rules don’t extrapolate in the first place because spelling it color or colour has nothing to do with what’s happening in-game nor affects player immersion.

By that logic why don’t we change to Italian words when we’re playing an Italian-culture country?

You’re really just asking for separate en-GB and en-US localizations, which seems like a waste of effort, or for the English localization to switch to British English instead of American English, which seems entirely unimportant (considering that previous Paradox games mostly use American English, if it really mattered you’d think the complaint would have shown up long before now and in more force).
 
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But why?

One is the name of things in-game, which changes to reflect the state of things in-game and increase immersion. The other is the language used in the interface, which doesn’t change because it’s not meant to reflect the state of things in-game. And also the rules don’t extrapolate in the first place because spelling it color or colour has nothing to do with what’s happening in-game nor affects player immersion.

By that logic why don’t we change to Italian words when we’re playing an Italian-culture country?

You’re really just asking for separate en-GB and en-US localizations, which seems like a waste of effort, or for the English localization to switch to British English instead of American English, which seems entirely unimportant (considering that previous Paradox games mostly use American English, if it really mattered you’d think the complaint would have shown up long before now and in more force).
Seeing words misspelt certainly breaks immersion for me. The game has ways to change all sorts of localisations. Why is this category of misspelling uniquely unable to be done in the game?
 
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Seeing words misspelt certainly breaks immersion for me. The game has ways to change all sorts of localisations. Why is this category of misspelling uniquely unable to be done in the game?
They’re not misspelled they’re written in a different standard.

If you view other text written in other standards as “misspelled” rather than just different, and I mean in a serious manner and not a jocular “my variant is superior” manner, then the problem is not with Paradox for only localizing in one standard.

I understand that it is nice to have things localized in the standard you use in everyday life, but with how close British and American English are it is just a nicety. This is hardly a phenomenon unique to English; language variety is natural and normal and we live in a connected world.

I have no objection to a request that the game be localized in British English (actually I’d support everything being localized in every writing standard/language variety, but we don’t live in a world where that’s feasible), but I strongly object to your framing of the current localization as wrong (and less importantly I think your arguments connecting it to dynamic naming are nonsensical).
 
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