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Tinto Talks #2 - March 6th, 2024

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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It does count. I believe Johan at one point mentioned that he regretted doing this start date, which further points towards a 15th century start date.
I meant, it doesn't count for people arguing for a 14th century start date being in a prior version of Europa Universalis.

I mean, the 1399 start date was literally an October start in the final year of the 14th century so it barely even counts as a 14th century start date, so there's that.
 
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If we assume that we're getting a pop system, 1356 would be great as it is just after the end of the black death, and countries populations are low and experiencing a boom, which would certainly be more satisfying for the player
 
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They're not going to make a game that even the lead developer himself struggles to finish longer. The start date might be different (every Europa Universalis game has a different start date, but they're pretty much all in the 15th century (the EUIII 1399 start date was introduced in an expansion and thus doesn't count).

The only guess I'm going to make is that it will likely be before the fall of Constantinople. Gotta please the Byzantophiles in the community after all...
I think there was once a talk about start date and I think it was @Johan who said that there will be no start dates from previous EU titles. For example EU4 starts in 1444 so that date is out.

Hey I'm Byzantophile (or how I like to call it Romanophile), I like to challenge fate and try out to restore Roman greatness. I like to restore Roman borders of Justinian the Great. Some of us like it.

There was one talk about 1356 start date which in my opinion is more than great.
 
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If we assume that we're getting a pop system, 1356 would be great as it is just after the end of the black death, and countries populations are low and experiencing a boom, which would certainly be more satisfying for the player
Yes, but they're not going to do that.

Edit: I am sorry, Lambert.
 
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Yes, but they're not going to do that, Lamb Chop.
Look, it was funny the first time, but we're not friends and I'm not comfortable with you giving me a nickname with which to belittle me with. Cut it out.
 
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I meant, it doesn't count for people arguing for a 14th century start date being in a prior version of Europa Universalis.

I mean, the 1399 start date was literally an October start in the final year of the 14th century so it barely even counts as a 14th century start date, so there's that.
That's not the final year. The final year of the 14th century is 1400.

Otherwise you couldn't say that "Helmuth von Moltke is the only person born in the 18th century whose recorded voice survived until today". (He was born in Oct 1800)
 
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my inner monk does not like the look of the big seazones but that is more my OCD ^^

More on topic... please no forced map modes where my political map mode vanishes when I zoom in or, for that matter, no map mode change on zoom level other than the one I decide to be shown.

I hate modern software that does "know" better what I want than me. (yes windows.. I REALLY want to open the file I just clicked to open)
 
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Look, it was funny the first time, but we're not friends and I'm not comfortable with you giving me a nickname with which to belittle me with. Cut it out.
Alright, alright, chill, we'll move on...
 
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If we assume that we're getting a pop system, 1356 would be great as it is just after the end of the black death, and countries populations are low and experiencing a boom, which would certainly be more satisfying for the player
I would say that a 1356 start date is as bold as a post-1453 start date, which is why I think neither of these will be the start date. my money is somewhere between 1409 and 1431
 
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Looking forward to this. A global map only makes sense for EU5 or HoI5 - I hope it is the former.
 
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I would say that a 1356 start date is as bold as a post-1453 start date, which is why I think neither of these will be the start date. my money is somewhere between 1409 and 1431
Bold... sure. But it has precedent in the MEIOU & Taxes mod, and was a fantastic start date for it.
 
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Bold... sure. But it has precedent in the MEIOU & Taxes mod, and was a fantastic start date for it.
Oh yeah, absolutely, but I don't believe they will do this start date - or any 14th century start date... unless there is a March of the Eagles 2 on the horizon, which would change this not-EU5 game's end date to something earlier in the 18th century.
 
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How so? you mean mechanic-wise? we don't know enough about this game yet to make an informed opinion tbh
In the sense that you can play through the early discoveries yourself and getting the feeling you're pushing the boundaries of the known world. Exploration is (I would say) a fairly big part of the gameplay of EU games, but unless you're Portugal or Spain other people do the lifting for you. If you're Portugal and Spain, then you hire an explorer, send him out and forget about it till it's time to send out colonists.
 
If you're Portugal and Spain, then you hire an explorer, send him out and forget about it till it's time to send out colonists.
Well then I hope they make exploration more engaging and exciting rather than sending out the explorer and forgetting about him until he comes back with news.
 
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If you want a controversial start date for a hypothetical EUV... 1477, year of the 'Burgundian inheritence'.
 
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So.

There is trans-oceanic travel in this game (must be from the Age of Discovery and onward), but ocean currents and winds still play a huge factor in traveling (so it's before steamships and such in the 19th century).

It's EUV. There's not much else that fits.
 
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Project Caesar will have a warfare system that involving moving units in locations on the map.
it depends..

4-8 i'd say
If there are 4-8 times more locations a unit can exist on the map, and locations are generally complexly connected, then how will you make defensive play and warfare generally not require loads of tedious coordination between lots of small stacks?

(This is a genuine question btw, not just a wrapped criticism - I'm generally supportive of both things. I quite like how tedious V2 combat can be, though that is more appropriate to the era of trench warfare than pike-and-shot!)
 
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So this is the new map for the new game (which I hope is called Mundus Universalis and no longer Europa Universalis since Eurocentrism is on the decline), and these large pieces of wasteland that are on the map, especially if we look at South America , wouldn't it be possible to have "land claims" and reduce these wastelands? since some parts were in fact not colonized during much of the 17th century and colonization began mainly in the South and Southeast regions of Brazil in the 18th to 19th centuries. However, the land was exploited with the deforestation of the Atlantic Forest and with the actions of the bandeirantes in search of gold and indigenous people, they subsequently created settlements in some regions that are within this wasteland. Otherwise, I thought the Map was wonderful, but this part of South America left me a little worried.
 
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So.

There is trans-oceanic travel in this game (must be from the Age of Discovery and onward), but ocean currents and winds still play a huge factor in traveling (so it's before steamships and such in the 19th century).

It's EUV. There's not much else that fits.
EUIV:2 - Electric Boogaloo