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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.


_9PYO04WeWxinmQ908H0ppIYzOEd8G2dr52m_sYlaiZCJTC9v8lfhYlwitil4ywR_ubig2b1QpP4bQA4ky64uRQ7K4kbdJ_04sVET3P9zxdJ6iSnlxfUVXloVVO2HyERtafi-H-gZJ3or_Mph8rpu-8




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.

Gre-y6NV8yptHswc5j9-UnVNHPeOEsitmYiVuF2SikujmPsgHVlYhIcfxqYxnFtOuZHuL6oOVwTkiLfLuZ4Mmvfr5q5rFx_pqKjXNd8ESvThSSUMVipKqnMPkr0_R9qJ_MkIp5Z6hkokcvqDF6RXNxg


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.

hxSrFrvpHBRP7C1FzL7yF3v_e1OeEsWIdkc4p9rQwiCUkYKRLlHjcghVclap33tUUDok0b-Bd1AACqYHvsCeVG25A1sKKd-5ua3cLsJVNJwQi-z9bpHG-IuM66UJwVBzg8ofGPX1_JE22mMiHS0y4nU


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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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!)
I really hope we get some "slight" hands off for army engagement. I.E. set your army to attack or to avoid and when they are near each other there is a chance based on general maneuver and the chosen stances that they will meet each other or not.

Basically do a real-time version of Total War where the army has a chance to run away that is rolled and not decided by micro
 
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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".
Historically - as in, into the 20th century - 'wasteland' meant uncultivated land. It's connected to the legal concept of Terra Nullius, meaning unowned land, and if you enclosed or otherwise improved 'wasteland' you gained a claim on legal title to it. That is, of course, very much broader than the EU4-style wasteland.
 
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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.
Yep, and that would be great imo. My prefered runtime would be 1356 to 1756, then we get a new game that starts with the 7 years war and includes the American war for independence and the napoleonic wars and ends in 1836.
 
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I wonder what the dotted line between the locations are, since they don’t seem to go to all the locations but seem to stop, maybe it’s something like the atlas map mode in imperator showing something like roads?
The real road question is which half of the sea currents is the fast side. Left-handed sea lanes are just a slippery slope to localization in British English.
 
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I would kinda like a return to vague concepts of ownership introduced in Leviathan, but actually good. Using it for Hordes would also be a nice cool factor thingie
 
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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.
There is an excess of wastelands in South America, it is true.

However, it is probable that this map is an early draft and will change a lot before release. I hope that the number of wastelands in South America outside of Andes will be reduced during the development.
 
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I think it's going to be EU4 Remastered.
That's sort of what I want. If it ain't broke, don't fix it.

Of course there are some things I would love to see reworked. Trade and colonization come to mind.

But for the most part, I hope they are relatively conservative when making changes to EU4.
 
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Next week we’ll be back talking about something that could be rather controversial…
Nothing could be more controversial than the announcement of EU5.

The upcoming DLC for EU4 looks like a grand finale and it will be the last DLC for EU4.

If I guessed correctly, I'm asking for the EU5 key on Steam
 
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If the start date is 1453 and the end date is 1836, then the new generation games can be linked together with converters. The issue will now be to get a larger amount of the player base to play until the end of at least until the late game.
 
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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.


_9PYO04WeWxinmQ908H0ppIYzOEd8G2dr52m_sYlaiZCJTC9v8lfhYlwitil4ywR_ubig2b1QpP4bQA4ky64uRQ7K4kbdJ_04sVET3P9zxdJ6iSnlxfUVXloVVO2HyERtafi-H-gZJ3or_Mph8rpu-8




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.

Gre-y6NV8yptHswc5j9-UnVNHPeOEsitmYiVuF2SikujmPsgHVlYhIcfxqYxnFtOuZHuL6oOVwTkiLfLuZ4Mmvfr5q5rFx_pqKjXNd8ESvThSSUMVipKqnMPkr0_R9qJ_MkIp5Z6hkokcvqDF6RXNxg


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.

hxSrFrvpHBRP7C1FzL7yF3v_e1OeEsWIdkc4p9rQwiCUkYKRLlHjcghVclap33tUUDok0b-Bd1AACqYHvsCeVG25A1sKKd-5ua3cLsJVNJwQi-z9bpHG-IuM66UJwVBzg8ofGPX1_JE22mMiHS0y4nU


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…
I'm a firm proponent of Goode equal-area. If you have to display gaps to make relative areas correct, SO BE IT.
 
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Borders will follow locations. How we solve bordergore is something you'll learn about in late q2 if I my schedule does not change.
Great! That's something that always annoyed me, with Victoria system, where provinces look far too big. I always wanted the ability to make more granular borders.
 
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Regarding the sea current locations as shown on the world map - if we assume this is sometime during an age of sail (given that we have intercontinental routes), there are likely a few routes missing from the currents, such as Cape Verde-Brazil/La Plata, and ocean-going routes from the English Channel to South Africa. The route from Britain to the US East Coast should probably go south of Ireland/towards the English Channel (which would also catch routes from Brittany and the Netherlands to the East Coast).

Obviously catching every case including routes that would be used by alternate history polities is not possibly without reverting to "the whole ocean consists of provinces(locations)" but there are some 'obvious' routes that seem to be missing (depending on what the time frame actually is, of course, but considering the presence of global sea routes...)

Here's a quick visualization based on a dataset discussed here and visualized dynamically here.
 
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As we have more provinces (or now "location"), could we have more about city develop this time? I am already tired of just clicking the rise development bottom. And the era indeed have many to do about urban development.
 
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