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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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Can you confirm whether the game will be Turn Based or Real Time?

i think i’ve said many times that i dont like turnbased games, as they are too abstract for me. Ofc its realtime
 
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:+: Spark's Note #1: Map Regions :+:

Designers & devs know the really prime ideas arrive in the quiet morning hours, the fugue of a hot shower or when floating in the orange gas of the spice melange.

With the fidelity of the new map shown here (Hallelujah), so many wished for gameplay systems fall into place. So, I'd like to call attention to just one that if properly elevated will unlock believable world + replayability.

The typical EU4 game follows this cycle: 1) Unite home region, 2) Expand into new regions, and 3) Pursue some grand objective.

#2 determines if the game is engaging- or not. For example, I love playing Morocco, but I lose interest when expanding into France. There is less war complexity at this stage of the game, and the AI will almost never threaten my core regions. The risk/reward goes from high drama to a matter of efficiencies.

This is also where I lose immersion. Is it 'believable' for the Catholic world to stand idle as France, Italy and Eastern Europe are gobbled up by crescent moon banners? Did they when the Swedes hoisted flags along the South Baltics? AE just doesn't quite capture it. (What can new CBs do here?)

Additionally, the great dramas of the classic era derived from kingdoms attempting to hold new regions, vis a vis the great Dutch revolts, the Neapolitan fiasco or the long wars in the Hungary. Coring relegates extra-territorial expansion to a mere extension of the home region, so the magic of these moments is lost. CK3 has a DLC content strategy built on these sort of conflicts, but I feel there is room for a system more general (and a role for troops following war.)

Finally, imperial 'stress' can be modeled through attention to regions. I have been a whiney whiner that the only real way to inflict pain on empires is economic damage, now that rebel popping is a dusty old memory. Yet, the perfect real world model for imperial stress is the 1867 splitting of the Austrian empire into the Kingdoms of Austria and Hungary following a lost war. Austria was a unified state compelled to a more complicated form by regional demands. One can easily imagine these sort of internal structures either courted or inflicted as regions are overly-exploited by necessity. Fun!

I look forward to a wealth of new geography to move troops around. Delightful! And if I have one salient point to add, take a look at regions.
 
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I'm a firm proponent of Goode equal-area. If you have to display gaps to make relative areas correct, SO BE IT.
What no Dymaxion projection? This will help with the distortions as one nears the poles

But they do. Check the screenshot Johan posted. Stockholm is a location, not a province.
I had to go back and look. It wasn't until I reread the statement. I was assuming that the grey lines were the 'province' borders and the black (or dark grey) were the 'area' borders
 
Wait: what is that white-ish overlay in the stockholm picture that hugs the coastlines and overlays the provinces, it doesnt look good at all - is that permanent?
 
What‘s with the big holes in South Brazil?
 
Not that I expect anything to be read much on page 16 (!), but I hope there's some sort of de jure drift for locations, meaning, it would be nice if having Roussillon and Nice as France didn't give me some sense of border gore by splitting states... err... provinces.
 
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Not that I expect anything to be read much on page 16 (!), but I hope there's some sort of de jure drift for locations, meaning, it would be nice if having Roussillon and Nice as France didn't give me some sense of border gore by splitting states... err... provinces.
That would be nice but only if there was some sorta location per province minimum and maximum ( Say 2-8 ) so that they are at least distinct
 
i think i’ve said many times that i dont like turnbased games, as they are too abstract for me. Ofc its realtime
Just make it possible to pause on everything, with autopause option on all popups, events, and such, and a proper pause key for other occasions. Then it's almost turn based for those who like that. Most PDX games are already almost there, the main thing missing is the proper pause key (there's also room for some tweaks on the popup settings). Those who want hardcore realtime can disable all autopausing and not pause manually. Everyone's happy.
 
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Johan, this is sooooo obvious that this is gonna be EU5, but I appriciate you effort put into not 'spoiling' that
 
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It looks like the Darien Gap is impassable, which makes sense. Still may make for interesting gameplay. Some of the impassable terrain in North America is surprising. Looks likes it's around Kansas/Colorado,. That's mostly flatlands, somewhat dry, but not that hard to move through. There's also Ozarks of Missouri/Arkansas which are also fairly habitable. Can't speak much for other continents, I'm surprised by the patches in India too
 
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