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Johan

Studio Manager Paradox Tinto
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Welcome to the second week of Tinto Talks, where I talk about the design we have for our new top secret game, which we refer to as “Project Caesar.” Today we’ll delve into everyone's favorite topic, MAPS!

Let's begin with the projection we chose for this game. In the past we have used the Mercator or Miller projection which has some severe drawbacks, as you are all aware of. As we are restricted to a cylindrical map, we had to pick the least bad of them, which is why we went with the Gall Stereographic projection.

Why is that one good? Well, it keeps areas we care most about, those in the middle latitudes, bigger without making the poles ridiculously oversized or the equator too undersized. It also has a reasonable conformal shape, meaning that the shape of the continents stays the closest to their real areas and angles without sacrificing a recognizable shape of them.


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In most of our games set in the past, we have used the word of province for the smallest piece of clay on the map. However, with the map design we are doing for this game, it does not really thematically fit, as the map is more granular, and what people associate with a real-world province would not fit. So we went to a terminology we had used in the code since the first game we made in the old Europa Engine, which was “Location.”

So now our smallest subdivision is referred to as a Location, while a group of locations is a Province, and a group of provinces is an Area, and a group of areas is called a Region, and a group of regions is called a Subcontinent, and a group of subcontinents is called a Continent.

If we take the home of Paradox Interactive, it’s located in our location ‘Stockholm,’ which is in the province of ‘Uppland,’ which is in the “Svealand” area, which is in the “Scandinavia” region, which is part of the “Western Europe” sub continent, which is in the “Europe” continent.

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Now you may wonder, why did we go with such granularity on a map like this? Well, this is entirely gameplay driven, from making a deep engaging gameplay peacetime possible, to better controlling the pacing of the game, and also to allow for more fun military campaigns.

We have tried to make provinces as historical as possible when it comes to borders, while trying to keep the size of the locations consistent, with a more or less regular progression from the smallest to the biggest, with our rule of thumb is that a location shouldn't have more than 3 times the number of pixels compared to a neighboring one.

So is the entire globe then divided into lots of tiny locations? No, as there are 4 types of locations, and for these we have taken heavy inspiration from the maps of Imperator and Victoria 3.

The first type of location is of the more uniform size. For a land location this would be the normal location that can be settled, and for a sea location, this would be a coastal sea location, or any location adjacent to a coastal sea location.

The second type is the “sea current” locations, which connect coastal areas with each other, allowing travel faster in 1 direction.

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The third is what we call an “impassable wasteland,” which can be used to describe parts of Sahara, Greenland, or other places where hardly any people live even today. We also use these types for the majority of the water covering the oceans.

Finally, we have what we currently call “passages.” These are land locations that can not be settled by anyone, but can still be traversed by an army, with some insanely heavy attrition, or allow trade to pass through. Think of passages across the Saharan desert.

Speaking of desert... In a lot of our games we define each province as having a single terrain value, like Forest, Tundra, or Desert. This is rather limiting because eventually you end up with a huge list of complex things like “Arctic Forested Hill” or “Desert Mountain.” What we have done in Project Caesar is to take a deep look at how we did this in Victoria 2, where we had split terrain into topography and vegetation, and take it further. Now we have 3 different values in each location:

  • Climate - Includes things like Arid, Arctic, Continental, etc.
  • Topography - Flatland, Hills, Mountains etc.
  • Vegetation - Forest, Woods, Farmlands, Desert, etc.

What the actual gameplay impact of these is, we’ll talk about much later… Sorry.

Next week we’ll be back talking about something that could be rather controversial…
 
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I like all the detail here, could you explain why you’re restricted to cylindrical?

because we decided to not make a globe map engine, partially because it does not serve any purpose, as its so hard to get good overviews at a glance on those.
 
With larger maps you can face the issue of movement time for armies. Either armies will move too fast, too slow, or the time will be changed to reflect morning, day, and night. Adding time of day cycle however would make the game stretch longer (considering ~400 years of gameplay vs Victoria's 100 years) unless it is optimized to go at a turbo speed at speed 5. This opens the question to the controversial issue that was mentioned in the original post, that EU5 or Project Caesar may have warfare similar to that of Victoria 3, especially if it will integrate population/POPS into the way it manages society/economics.

Project Caesar will have a warfare system that involving moving units in locations on the map.
 
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Is there some information to be gained out of the province names shown ? I don't know anything about swedish history, but I looked up some of the names on maps and they all seem to be towns that still exist in the modern day at least. Interestingly, the province north east of stockholm seems to be Norrtalje, a town that was only founded in 1622 according to wikipedia. I might be looking into things a bit too much but we could be looking at a controversial start date indeed...

Norrtälje was named "in Telgium" in the early 13th century, but there were many places named "Tälje"around, so in early 15th century it was refered to as "Norra Tælgha" and got its city-rights in the 17th century. The old market places in the bay had at least 3 "castles" around it back in the Viking Age.
 
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Why South Africa, Patagonia and Polynesia aren't shown on the map? Is that intentional or it's just a cropped image?

Never heard of those.....

seriously, it was just a cropped image.. can't show any UI yet.
 
The controversial take next week could be something about the start date? Byzantium fans would not be happy with a later start date.

no, it will not be anything like that next week.
 
I don't care much for the term wasteland. It invokes a kind of ecological disaster in my mind, though these places are often beautiful mountains or pristine rain forests in the game. Inhospitable to human settlement, sure, but not universally "wastes".

Think its called "Impassable" in the UI.
 
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So locations will be the smallest unit of land. Will borders follow them or just use provinces, like in eu4 or hoi4? If borders can go along any locations, that would be great, but would there be things in place to stop bordergore?

Borders will follow locations. How we solve bordergore is something you'll learn about in late q2 if I my schedule does not change.
 
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Can you confirm whether the game will be Turn Based or Real Time?

i think i’ve said many times that i dont like turnbased games, as they are too abstract for me. Ofc its realtime
 
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