• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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…
 
  • 267Love
  • 183Like
  • 16
  • 9
  • 2Haha
Reactions:
I know it won't be that but i would love to see a new take on Imperator or something in the timeframe. I know there was the problem that Johann and the Players wanted something diffrent (a map painter oppossed to a CK2 light the players wanted), but the era is highly popular and lacks decent games.
 
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.
I hope the start date is something like 1415 and end around 1700.
 
  • 5
  • 4
  • 2Like
Reactions:
  • 1Like
  • 1
Reactions:
Based on what we know so far, I am ready to preorder. :D
 
  • 7Haha
  • 1Like
Reactions:
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.
So you're talking about 15th and 17th century... just admit it Johan. We all know what it is. :) ...and thank you for EU1-4. You have wasted 10000s of hours of my life with such an amazing game. And thanks to all the teams as well, even those who have moved on.
 
  • 1Like
Reactions:
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'm really interested to know this also. The thing that usually ends an EU4 campaign for me is a large war requiring lots of micro management. I'm guessing they'll have to do some sort of AI control to stop the micro.
 
  • 3
  • 3
Reactions:
Mate I call the 1500 to 1700 the black hole of pop culture.

What games cover this period? Europa Universalis? Age of Empires 3?
not even Total War. They skip from Medieval, which is set between 1080 and 1530, to Empire which starts in 1700.
 
  • 4
Reactions:
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.
Picture me cackeling mad while at the same time suffering from Voltaires Nightmare nightmares when picturing the HRE!
 
  • 4Haha
  • 1Love
  • 1
Reactions:
Unless if the province micro-granularity is going to lend itself to a dynamic province/region system where borders or administrative divisions can be sensibly redrawn or partitioned, I don't see it ending better than how it was received in Victoria 3. I'm at least glad that Tinto is reexamining some of the fundamentals of EU instead of just trying to finally make EU4's 2.0 patch.
 
  • 2
  • 2
Reactions:
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.
This gives me hope that trade has received a major overhaul and is no longer based on nodes and static connections between them, but rather something more organic between nations, where convoys and caravans have to traverse terrain.
 
  • 4Like
Reactions:
I wish each location had its own name. vic3 is great, but the fact that a state can only have a fixed number of cities from start to finish really ruins the immersion for me. I just want to build a new city of my own in the middle of nowhere and make it a megapolis.
 
I hope by the doctrine of spiritual evolution that paradox doenst do this
I was saying as a player optional not as something made to be that every player has to and doesn't have a option in whether or not to play that way. Especially since Europa Universalis franchise titles is a Alternative history scenarios game. So with especially with all of the long lost mythical legendary continents and land masses and historically long lost continents and landmasses there seems like could be a chance that there could be versions of Planet Earth that technically could be considered as Super Earths that could even additionally have also Super Continents/Super Landmasses.
 
  • 1
Reactions:
I was saying as a player optional not as something made to be that every player has to and doesn't have a option in whether or not to play that way. Especially since Europa Universalis franchise titles is a Alternative history scenarios game. So with especially with all of the long lost mythical legendary continents and land masses and historically long lost continents and landmasses there seems like could be a chance that there could be versions of Planet Earth that technically could be considered as Super Earths that could even additionally have also Super Continents/Super Landmasses.
The fact almost no one uses the Random New World feature from Eu4 and the pain it would be to maintain this as the game updates are really good reasons to leave this up to modders.

This gives me hope that trade has received a major overhaul and is no longer based on nodes and static connections between them, but rather something more organic between nations, where convoys and caravans have to traverse terrain.
An actual trade system would probably be the most well received measure for any EU sequel
 
  • 9
  • 3Like
Reactions:
This looks great. I have a couple of questions though.

With regards to the smaller locations and large rivers, will large rivers have crossings for every location that touches it or only certain points? My thought process for it is if you have only certain points where you can cross a river than those are of strategic interest for anyone who needs to move armies or goods across it. This affects trade as it would bottleneck through those areas making the holder of those provinces wealthy but also making them a target of conquest as it would in the past. If rivers do only have crossings at certain points would I then be able to build a crossing at a later time (from technological advances) and change the dynamics of trade or military access?

I love the multiple terrain types but will this also affect what you can do with said location? Coastal mountains for instance, I shouldn't be able to naval invade coastal mountains or build ports because the geography doesn't allow me too. If I am trying to do a naval invasion, I should have to invade beaches or coastal grasslands. I think this would add a level of depth to planning for offensive or defensive strategies.

The mention of passages that no one really controls but trade is able to flow through. If I am in control of one side or the other, am I able to stop trade from flowing through the passage? Say I am Portugal and have taken over North Africa and can block trade coming up from the Sahel region so that Spain doesn't benefit from it. This would lead to Spain either try to take the land or route their trade another way. I think similar to the Alps where if you control one of the passage ways you can control the movement of goods/troops from Italy to Southern Germany or vice versa.

This is kind of an odd questions but will weather/time of year affect the use of a sea tile? I am thinking of hurricanes in the Atlantic but more so Artic ports that freeze over during the winter. This would lead to needing a warm water port which would be awesome in my mind.

Lastly straits have always been important for trade or military operations and I noticed that some of the land tiles are only separated by one sea tile. Can coastal defenses block ships from passing if there is only one sea tile between them (if I control both sides)? Could you restrict trade or ships from those areas? I am thinking along the lines of HOI4 and not being allowed to enter or leave the Mediterranean Sea if you are at war with England and they control Gibraltar or the Suez Canal.
 
  • 4Like
Reactions: