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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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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.


An actual trade system would probably be the most well received measure for any EU sequel
I used it but couldn't tell if the continents actually shifted around or not. Or was it simply the nations of the world shifted around. And I myself screwed up the steam mods up by trying to transition move one drive cloud files to my larger additional interior ssd card. And so the there is a Paradox Interactive database error in the games not necessarily being able to find the files for the steam mods. That is why I asked about official content.
 
Pentiment!
Lmao ye its a game. (after a quick google check) But does it cover Iberia on its golden age?
And that's my point. The Iberian Black Hole of pop culture 16th and 17th century.
A bit of rant, just to say I appreciate EU a lot, and super excited for this new project.
 
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Back to analysing the content of the post!

- World Map

So we see it in all its glory, and immediately, it eliminates all remaining doubts about the scope and the period. Not a regionally based game but global, but also situated around the Renaissance era. Closed polders cannot make it earler, present Aral sea, later. The color scheme is also thematic to paper maps of that time, and the small drawings of trees and hills are definitively handmade style. Naval routes are following wind and currents pattern so it corresponds to the age of sail

- Details

There are some early potentially gameplay related elements that already can be guessed from what is seen. The first one, on the zoomed in Scandinavian one, is roads, shown going around Locations. They seem to know about the location of cities inside the Location, meaning that their position might be hardcoded, as per old trade route, or able to determine their paths according to preplaced centers. No moving cities inside a Location, then, and this can lead to one of my few complains about EU4: one sided ports when several outside sea provinces could be fitting for its location. It is not said yet that you cannot control this, and really, this only impact a handful of areas in very meaningful ways (think around Panama, the Indochinese peninsula, possibly one location islands not surrounded by a circle like one can see in Mediterranean...)

Second one, perhaps more surprising, is the lack of 3D! The map appears flat, which might seem a downgrade to some, but both fits the aesthetic of a map more and make clicking potentially easier in some areas. I dunno if this also improve performance, but any gain there is good to have?

Sea trade winds routes. They all share a very peculiar trait of being made of two or more files, and not linear. It does not make sense in a very specific way to have that design, but I'll be going for my reason later. Suffice to say, what makes it so you cannot park a naval unit in the middle lane to intercept other ships...

No major rivers appears to be navigable, but that might be just missing details. Still, no viking pillaging Paris or the like for now

- Climate / Temperature / Vegetation

I am happy to see that, it validates an old attempt at a map generator I made for myself long time ago! Ahem... but one can see a specific oddity lost in the list: Farmlands. The fact it is a type of vegetation means either of two things: One terrain can be modified (likely only within certain parameters) or the time frame is shorter. It could also be a slight mistake and instead wanting to talk about intrinsic good farmland areas, but I doubt it. Besides, deforestation is a major theme of the EU 4 time period

Combined with passages and the fact that we know there is attrition and moving armies on the map, we can thus expect climate to be very important. One of the two possibilities for large currents passage is that, depending on season, ships will want to go either low or high, hinting at a potential seasonal effect. However... here's the second theory

- Potential controverty

Some ideas have already been swayed away: 1453 start date (Byzantium rejoice! ... And potential confirmation that the post being at 14:53 last week could just have been a coincidence), Mana (at least in its current form), Pops (with Locations, I feel it could become a logistical nightmare for the players), refocus on the Europa part (due to regional mechanics announcement mostly) or Vic 3 style armies. But perhaps one should first consider that some basis should be given before delving more in details with any of those mechanics, especially when you try to hide which game it really is. So here is my theory:

You are not omnipotent and omniscient.

Ships might choose their lanes and not be able to deviate mid travel, because they could not receive orders to do so in any logical ways. You might not have a full control of every locations. You could direct armies, but to cut off the micro, you can be limited to how to direct them (Location tier close to home, then province level or even region level as you lose your control of an area and your ability to communicate!), making Centralisation a way to further increase how much of your own destiny you can finely tune! And so, describing a completely different gameplay loop than EU 4 is both early enough, dismissive enough of it being EU 5 without disproving it, and rather controversial!
 
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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.
Paradox won’t make official converters anymore. Just too much of a hassle because of constantly needing maintenance for something that the modding community will do for free.
 
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From the Stockholm picture, Interesting how the coastline graphics were done making it look more rough and natural, this improves the map visually but the full beauty of the islands and lakes there is missing :/

I'm trying to grasp the size of the provincemap used, eyeballing it from Stockholm, it looks like Mälaren is 46-47 pixels wide, so I suspect the width of the province map is between 54*256 - 64*256 (13824-16384), likely the latter as programmers seem to like their 64s.

Hopefully a map of some continent at around 18k x 13k pixels will boot ;)
 
Paradox won’t make official converters anymore. Just too much of a hassle because of constantly needing maintenance for something that the modding community will do for free.
i personally don't care for converters, so I would be happy if they make a game with a start and end date not taking any other game into account
 
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If it is an EU game, seems like a LOT of close coastal locations. I mean look at that Nova scotia sea zone.
 
This is a very interesting project! I like the decisions to divide terrain in 3 as well and combat being different from Vic 3 (arguably the weakest part of that game). But there is something that worries me: South America huge wasteland, it looks very arbitrary, I really hope this map os an early draft. The region is always looked down as boring, and it is nice seeing some of the other titles giving it a bit of love and attention, I hope Project Tinto doesn't go back to ignoring the region.
 
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This is a very interesting project! I like the decisions to divide terrain in 3 as well and combat being different from Vic 3 (arguably the weakest part of that game). But there is something that worries me: South America huge wasteland, it looks very arbitrary, I really hope this map os an early draft. The region is always looked down as boring, and it is nice seeing some of the other titles giving it a bit of love and attention, I hope Project Tinto doesn't go back to ignoring the region.
Yeah, I think besides the Serra do Mar and some stretch of Atlantic rainforest, there should not be a whole lot of wastelands between the Southeast and South of Brazil... I hope there will be proper grasslands and farmlands on the Pampas for example. In EU4 they are all Savannah and have "Tropical" debuff, while other, more popular regions get their fair share of good terrain despite not being any more or less inhospitable than the Brazilian interior.
 
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Schrodinger's cat in Paradox terms seems to be South America: a landmass which doesn't have enough wastelands or has too much at the same time. The quantum implications of this for Tinto must be mind boggling.
 
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South America should have some more direct sea lanes to Europe too. Looks like a pretty windy route from Seville to Buenos Aries
 
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Absolutely beautiful map! I really like the tiny locations, though I hope my computer can run it...

Will states (assuming that there are states) be pre-set (like in EU4) or customizable (like Stellaris)?
 
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