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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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Naval combat will be more involved if these sea lanes are done properly. I might actually be interested in splitting my navy into two doomstacks. no but all jokes aside i like the sea lane thing. I would hope that the rest of the ocean opens up as tech increases but it looks very fun for naval warfare.
 
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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.
If you look at the US, it appears they have wasteland in western Kansas and eastern Colorado for no good reason. My guess would be that they built a map by putting satellite imagery through some filters and haven't cleaned it all up yet. Hopefully that means more land in South America will open up.
 
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The sealanes are prob gonna be adjusted and i could see wasteland adjustments. I wonder how rivers will work? Like imperator with navies going through or CK? I think minimum there should be a building to represent river navies via modifier if boats cant go through them.
 
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The sealanes are prob gonna be adjusted and i could see wasteland adjustments. I wonder how rivers will work? Like imperator with navies going through or CK? I think minimum there should be a building to represent river navies via modifier if boats cant go through them.
Yeah, but still good to comment on them, that's what the "Tinto Talks" are for.

Were there any major river battles c.1500-1800? Seem like mostly a Viking thing.
 
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Hi Johan & Team,
The overall map looks amazing. Unique and beautiful really. This is really important for a map game so kudos.
The font for the locations isn't my style, but I'm sure that's easily mod-able so all good.
Sea lanes look interesting, and your wording about trade "passing through" seems to have been overlooked by commenters but is a huge deal and a welcome change.
Look forward to the next talk about this mysterious game.
 
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Very happy to hear about the province (or location) changes. They look good. Also very happy to hear this game is sticking to the traditional military system, Victoria was an absolute disaster for me on that front.

Still worried about the GUI and how much gameplay content, but I trust Johan will make the right choices!
 
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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.
But when we inevitably get angry, we can blow off steam by spinning the globe!
 
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Sea lanes look interesting, and your wording about trade "passing through" seems to have been overlooked by commenters but is a huge deal and a welcome change.
I was also surprised at the lack of comments about this. For me this is one of the biggest things about this Tinto Talk
 
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Aaand it's EU5, pretty much confirmed. Great. I'll come back to check on what internal state management mechanics you're considering including.

For the record, the problem with EU4 (and Stellaris) was never "mana" or anything of the sort. It's the fact that every time someone finally suggested that the real way to counter blobbing is having internal stability problems, that mechanic was immediately gutted, declawed, and had its teeth ripped out.

A state faces threats from without and within. When you destroy any real threat from within, threats from without are the only thing that's left. Blobbing is all that's left to do. That was EU4's failure, and what made it boring.
 
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I think the 2 could definitely have some more granular pathways like it has been done with Papua, but that draws into something I really want to see for this game which is a more respectful and interesting portrayal of native populations, if we are getting location based culture divisions we could get something more complex then Gê or the dreaded "Papuan"
I saw Johan mentioning somewhere a potential fix for the border gore introduced by locations, and my immediate thought was location based culture. It wouldn't be a full solution, but I'd certainly be much less keen to snake locations if culture diverged more the further you go.
 
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To me the ocean tiles point at the game being focused more on trade than on exploration. You would want more generic charting blobs on sea on an exploration focused game. You want clear cut ocean currents on a game defined by sail powered trade.
Therefore the map looks to be set for a ~1600 game. I would expect a game starting early 1500s (possibly late 1400s). With the 1600s effectively the core of the period and 1700s the grand finale with the first truly global wars. Mechanics wise the core would fit for Napoleonic but I think the historical content to cover makes that unlikely for 1.0.
 
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