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Tinto Talks #17 - 19th of June 2024

Welcome everyone to the 17th Tinto Talks, in this Happy Wednesday, we will give you further information about the most secret game you could ever think of, the one with the codename Project Caesar.

Today we will delve into the depths and mechanics of how the population system of the game actually works.

As a recap, we have 6 different social classes, with Nobles, Clergy & Burghers viewed as upper class, while Peasants, Tribesmen & Slaves make up the other three. Every location has a population, and each combination of social class, culture and religion creates a unique “pop” in the game. That Pop may contain 1 person, or 250 Million, but it is still referred to as a “pop”.


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Design copied from an old game I made a decade or two ago… UI is a bit placeholdery, but i like the browsing capabilities..


Population Capacity
Each location has a population capacity which depends on quite a lot of factors. The core of it is vegetation, topography and climate, while the amount of buildings and development increases it as well. If your population is higher than its current capacity, then there is a very large impact on its migration attraction and population growth.

While there are no restrictions on how many peasants, slaves or tribesmen there can be in a single location, the amount of upper class pops there can be is limited, and depends on what infrastructure there exists for that type of pop. Of course, if their estates have money, they tend to want to construct buildings that increase how many they are to further increase their power in the country.

There are reasons why you want upper class pops, and not just always creating an egalitarian “all are peasants” society, and that is when the capital economy developing during this era depends heavily on burghers, so you want to have a fair amount of those. You also want clergy of your national religion as they will help with stability, and having nobles of proper culture will help with your diplomacy and warfare.


burgher_capacity.png

Having levies raised from a specific class, reduces the maximum population there can be for that certain class.


Promotion & Demotion
If there can be more pops of a certain social class, pops will promote to become that class over time. While there is a base value, promoting to some classes like nobles will just be a fraction of that each month. If you wish to speed this up in your country, you can use a cabinet member to increase it. There are many factors that impact how quickly pops can be promoted, some are affecting your entire country, some others are more local, like during Devastation or a Lack of Control. Demotion happens when you have pops over your capacity, and will happen much, much quicker than promotion.

promotion.png

16 peasants will be promoted every month to become what is needed in Kalmar...


Population Growth
Only peasants and tribesmen grow organically on their own, but all types of pops can die off from negative growth.

Overpopulation, Lack of food, War exhaustion and Devastation have a significant negative impact on population growth, while having access to free land & lots of food increases the growth.

Not to forget, the population can die directly from diseases and warfare as well.

pop_growth.png

Peaceful and nice, the population should grow nicely here…


Assimilation
Assimilation is a very slow process, and pops will assimilate to the primary culture in core locations if they belong to a culture that your country does not appreciate. Societal Values and Lack of Control have a significant impact on this, but there are buildings and other things that can impact it. In most majorly populated areas the natural growth of pops will outpace the assimilation. However, there is a cabinet action where you can increase assimilation in a specific province.

monthly_assimilation.png

Sadly this is a slow process in this location, 3 pops will assimilate next month..

Conversion
Converting pops works similarly to assimilation, but there are two major differences. First of all, there are mechanics and systems that sometimes change the religion of pops from what your country may desire. Secondly, there is normally no conversion, but you have to actively enforce religious conversion in a province by using a cabinet. The amount of the population that convert each month depends on what type of buildings you may have, your societal values, laws you can enact, or the privileges given to the clergy. If your clergy is very powerful as well, conversion is quicker.

monthly_conversion.png

103,26% of 0 base conversion is still going to be 0 pops.

Migration
There are several ways for pops to migrate, multiple ones regarding the colonization aspect of the game will be talked about in a later Tinto Talks. There is also content that does migration, where events, disasters or other scripted content will set up specific migration from one place to another.

However, there is also a natural migration mechanic, where the population will move between locations. Pops will move away from locations that have a negative migration attraction, and will go to one with higher migration attraction in the same market. Upper class pops are usually allowed to migrate, while not many countries allow their peasants to move freely.

As for other things, you can use your cabinet to control this, where you can have one member of the cabinet leading an effort to expel people from one province, severely reducing their migration attraction, while another one could attract people to another province. You can also construct buildings in lowly populated locations to attract pops to move there.

migration_attraction.png

The price of stone in Kalmar is not inviting, but it's calm and plenty of land is available..


Literacy
Each pop keeps track of its own literacy as well, and there are buildings, advances, laws and other things that impact how quickly it can grow and how high it can be. The average literacy of a country has an impact on the research speed of that country, and the literacy of a pop has some impact on its satisfaction. However, there is also an immediate impact on the location of the average literacy of all of the same social class. Amongst other things, the average literacy of the nobles in a location has an impact on how quickly control can increase there, and the average literacy of slaves in a location increases the unrest of the location.

literacy.png

Literate Burghers will definitely make you richer over the long term..


Population Needs
Each pop has its own needs for goods, and if they can’t get all of those goods, their satisfaction will be lower. The goods that a pop requires depend on their social class, their culture, their religion and where they live. They also may start caring about goods when they know about them, as the demand for tobacco will only appear in Europe when the pops actually know about it. Obviously people in colder climates want more lumber or coal, while a Jain pop is not wanting any fur at all.

pop_needs.png

I am not entirely sure why these burghers want mercury…

Satisfaction
The population needs impact their satisfaction in two ways. If they can't get the goods that they want, it's a penalty to their satisfaction. However, the prices of the goods also affect their satisfaction, as if the prices are high, then satisfaction drops, but if you can get the goods they require cheaper in the market they live in, their satisfaction will increase, but their literacy impacts how much they understand the price impact though.

Satisfaction also depends heavily on the status of their culture in the country, the religion they belong to, and how satisfied their estate currently is. There are other ways to make pops more satisfied like certain buildings, or the good old method of stationing armies.

Pops with low satisfaction will join and start supporting a rebel faction.


satisfaction.png

Of course, these poor pops lack one of the most important things in life.

Even though pops may not be upset enough to rebel, their satisfaction has other impacts, as the average satisfaction of all pops in a location has an impact on prosperity and control.


average_satisfaction.png

Here even the paradox maths check out!


Stick around, as next week we’ll be talking a bit about laws!
 

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I actually like how the assimilation works. It should not be easy and quick. And to top it off, i think doing a world conquest or blobbing like crazy will be really hard in Ceasar and I like that as well. It never should be easy to conquer the whole world.
 
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Really great post. I'm sceptical of the emphasis on literacy increasing prosperity. In the Mali Empire, writing wasn't really used even by Burghers, the constitution was never written down and was memorised by clerks/archivists, along w court proceedings, and some passed down via oral tradition, along with most of the state apparatus, and Mali was incredibly prosperous due to controlling the Bambuk and Bure goldfields and most of the key Saharan trading cities of Aoudaghost, Oualata, Gao, Timbuktu. This was the case for almost all sub-Saharan African kingdoms/empires.

I think it might be good to have another mechanic to partly replace literacy in oral civilisations (in non Muslim/Arabic, Ethiopia, Calabar completely replace as they didn't have a script) that represents the efficiency and efficacity of a society's recording of information via oral tradition, as this differed greatly, and depended on the procedures around the practice (such as the number of recordings within a generation and how rigorous/perfectionist collaboration was, the climate of the performance, and the frequency of recitation/performance). In Burundi, traditions were informal and short performances with no specified roles, whereas in Rwanda traditions were formal, professional performances to entertain a noble. In Dogon society in West Africa, some traditions were only recited in public once every 60 years. Vansina, 1971
Those societies pops should be illiterate at the game start, since they remained tribal and/or feudal societies until 20th century.
 
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why? we use that mostly inside europe.
I suppose a reason to avoid the word is that it isn't very precise. Tribe is not really used in social sciences much anymore, since academics couldn't come up with what the word actually means. You can read more about it here from the Open Encyclopedia of Anthropology. A more precise term would probably be something like "Forager"/"Hunter-Gatherer" which is often what people usually mean when call someone tribal. Forager would also be more consistently an economic social class as the other terms used are, whereas attempts at defining tribesmen tend to be more purely political. For instance, the Salish peoples are often called "tribal" in governance but their society had noble, commoner (forager), and slave economic classes (a book was recently published on this topic here if you'd be interested).

Tribe is also often used for "Nomadic Pastoralist", and there isn't really another term that covers both foragers and nomadic pastoralists, aside from something clunky like "nonagriculturalists". I suppose the lazy solution would be to have the flavor text for Tribesmen say something like "Tribesmen represent a diverse range of social classes commonly found in nonagricultral societies such as hunter-gatherers and nomadic pastoralists" if it's meant to be used for both Bedouins and the Salish. Otherwise, I'd try to rename tribesmen to what you mean specifically (e.g. just call them nomadic pastoralists if they're only meant to represent groups like the Bedouins).
 
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One question which I have to the devs: how have you estimated the precise amount of people to put in every parcel of the world in the 14th century, and their class, ethnic and cultural divisions? It sounds like an insane task for Europe and straight up impossible for many less documented parts of the world.
I assume a lot of it was heuristics "eh it seems to make sense" but I also see that you have a lot of sensible numbers.

If you have used any scholarly websites or literature, could you recommend some of it? I am very interested in historical demographics.
 
Ministeriales, as you yourself pointed out, are UNFREE. They are not nobles in the 'strict' sense.
They were considered nobles.
Free or unfree is a completely different characteristic. Peasants could be free, and they'd still be clearly below unfree nobles in rank.
 
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Design copied from an old game I made a decade or two ago… UI is a bit placeholdery, but i like the browsing capabilities..

And please, pretty please, keep it that way. Victoria 2's pop browser was amazing. No need to innovate in this department.
 
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maybe you can lock assimilation behind the pop being an accepted religion? Like, you cannot become French if you aren't an accepted religion in France.
Like in EU4, not possible to culture convert if not accepted religion.

How about the other way? Can a pop reasonably become Anglican if not English, or Shinto if not Japanese?
 
I suppose a reason to avoid the word is that it isn't very precise. Tribe is not really used in social sciences much anymore, since academics couldn't come up with what the word actually means.
Standards are always going to be way more strict if you're talking about academic environments.

Project Caesar is a video game aimed at a general audience, not an academic paper. Tribesmen is a much better word in this context than something like "nomadic pastoralist".

Sorry byt litteracy level of pesants on level 20+%? Guys this is crazy, probably 99% of pops cant ready and write in XV century.
You're wrong. Do you think the printing press would have been such a massive success if only 1% of the population had been able to read?
 
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Those societies pops should be illiterate at the game start, since they remained tribal and/or feudal societies until 20th century.
Of course they should be illiterate, I'm not proposing that? I'm saying their lack of a writing script was largely a cultural choice, especially when Arabic was available. Them being illiterate didn't hamper their prosperity enough to be represented like this in the game, without a mechanism for the efficacity of their oral tradition.

"Most precolonial African civilizations were "oral civilizations." Our own European or American contemporary societies are "literate civilizations." Inevitably, the attitudes of two such different societies towards words and speech differ radically"
This is summarised by "What's in a name? To these people, everything. All oral cultures distinguish between important words and banale speech"
"What's in a name?" is a proverb in english used to dismiss a word's sentiment.
"The attitude of members of an oral society toward speech is similar to the reverence members of a literate society attach to the written word" Vansina, 1971
 
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The problem I see with 'available land' and 'population capacity' is that historically, the availability of fertile land wasn't necessarily linked to how people migrated. That was mostly something for larger migrations, like to the New World, but when we're talking about small scale migration within a market, then opportunities for social mobility should be a lot more important than available land.

This system also makes me worry that locations will be set to 'farmland' just to give them a high population capacity, no matter if historically they actually had particularly good farmland or not. Northern Flanders is a good example for this, where people turned to manufacturing in cities exactly because the land wasn't that good, and food was imported from fertile areas to the south. If urbanized areas are given 'farmland' just so they can have higher population capacity, that feels like history/geography being twisted for the sake of game mechanics, and I think that, especially at this stage, game mechanics should be tweaked so this doesn't have to be done.
Every piece of land is an opportunity for social advancement. One advances from having no land to having land.
 
I really like the UI that is shown here, however i have one issue which is that the font or color that is used to describe estate, religion or location blends quite badly with the background. Or maybe it is just not really well visible on this photo.
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I suppose a reason to avoid the word is that it isn't very precise. Tribe is not really used in social sciences much anymore, since academics couldn't come up with what the word actually means. You can read more about it here from the Open Encyclopedia of Anthropology. A more precise term would probably be something like "Forager"/"Hunter-Gatherer" which is often what people usually mean when call someone tribal. Forager would also be more consistently an economic social class as the other terms used are, whereas attempts at defining tribesmen tend to be more purely political. For instance, the Salish peoples are often called "tribal" in governance but their society had noble, commoner (forager), and slave economic classes (a book was recently published on this topic here if you'd be interested).

Tribe is also often used for "Nomadic Pastoralist", and there isn't really another term that covers both foragers and nomadic pastoralists, aside from something clunky like "nonagriculturalists". I suppose the lazy solution would be to have the flavor text for Tribesmen say something like "Tribesmen represent a diverse range of social classes commonly found in nonagricultral societies such as hunter-gatherers and nomadic pastoralists" if it's meant to be used for both Bedouins and the Salish. Otherwise, I'd try to rename tribesmen to what you mean, like calling them foragers or pastoralists.
I'd wager highlanders are also going to be clasified as tribesmen.
 
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