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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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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.
I don't see how this makes it not exploration focused. In Portugal's exploration endeavours towards finding the sea route to India, they studied and discovered the sea currents and made great use of it. These currents will potentially give more colonial range (or whatever equivalent it is in this game).
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.
I don't think this will be set in late 1400s, much less early 1500s, and I seriously hope not. Like I mentioned, Portugal studied the sea currents during their exploration endeavours which started in the first half of the 15th century, so there is historical accuracy to have these sea routes present in a game that starts in 15th century.
 
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Johan, I like the idea of adding a lot of wastelands to the map for areas that were not very populated during the timeframe, but I think South America should get a little bit less wasteland and interior parts of Africa should get more wasteland.

Actually, I hope that the interior parts of Africa cannot be colonised, just the coasts.

Next week we’ll be back talking about something that could be rather controversial…
Controversial? I guess its either mana, POPs or military gameplay.
 
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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.
Well, a global map engine would serve the purpose of displaying the world as it is, without any distorsion of the real size and real shape of the land and oceans.

It's not such a big deal, but I hope we see it someday on Paradox games.

Thank you for using Gall Stereographic projection instead of Miller or Mercator by the way :)
 
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One thing that I feel is missing from PDX games is lack of dynamism, by which i mean provinces changing shape and terrain changing over time. Imperator and vic 3 at least have the possibility of provinces being split, but ultimately province borders themselves never change. And terrain never changing is weird when historically forested regions could be cut down into farmlands, or climate may change into colder or warmer ones. It is also limiting for modders who might want to do funny things like magical spells to raise or blow up mountains. Hopefully one day we will get a grand strategy games where both can be dynamic and change during the game.
 
Unless Paradox has come up with some fantasy RP strategy game set in the real world, I kind of hope that artstyle is a placeholder. I'm getting too much of a fantasy map vibe from the trees. Surely you don't expect performance to be so bad that you have abandoned 3D map effects completely?

As for something controversial next week, my bet would be on POPs or whatever development style mechanic they have come up with, or power systems. Announcing a 200 or so year timeline would probably also be controverial, but that would probably come alongside an announcement of approximate start/end date which seems to have been ruled out already.

Other controversial announcements could be no multiplayer on release or no steam workshop mods, only Paradox mods :)

It not being an Europa Universalis game would also be controversial at this point.
It does count. I believe Johan at one point mentioned that he regretted doing this start date, which further points towards a 15th century start date.

100%. It would be a very bold move to make it later than 1453. I would commend them tbh, even though for me the best start date is around 1415.
Considering how obsessed some people are with bringing up a post Byzantium start date, while making sure to point out how much it would upset the Byzantophiles, I would consider it at least as bold to make it 1444 or earlier.

Time to dig my pile of Portugal feedback notes, for when the time is right of course.
What are you waiting for? The longer you wait, the higher the chance it will be too late.
 
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Will the sea routes look like that permantely or are they subject to change? I feel they look a little bit to much like a chess board and looks very unatural, on the other hand there isnt much to base natural sea borders on.
 
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Well, I do not think this is the classical era title I was hoping it would be... but there is a lot to be optimistic about here, that map is beautiful!

I really hope the mention of sea current locations or even trade winds will be an integral mechanic for economic trade. If this unnamed title does happen to include the glorious age of sail, I'd love to see trade routes physically represented on the map as opposed to being abstracted. Let me intercept merchant ships with conscripted pirates or false flag ships please!
 
In all seriousness, EUV is looking very likely right now, with the focus on currents and some of the wasteland chosen. Something like Australia's inland being wasteland makes me think this is definitely a game set before the modern era.
I mean, it's 100% going to be EU5, it's just a question of the exact start date since it doesn't have to be 1444. Here is the reasoning:
- If the game is set before the Renaissance, the new world would not be pictured, or there would be no way to sail across the Atlantic.
- If the game is after the Victorian era, there would be no "colonizing".
- Since Victoria 3 just came out, it won't cover the Victorian era.

The eu3 start date was 1453 and eu2 was 1419. I wonder what they will choose for this one, I personally hope it starts earlier like eu2 did so that we can get that little bit more content before Varna, but the defeat of the Crusaders was a major point in history, so it is still an important date.
 
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I hope this means colonization is much more more granular. Europeans shouldn't be grabbing vast swathes of land in the EU time period. Even where they conquered pre-existing urbanized societies like the Aztecs and Incas their geographic control was often quite limited and tenuous at best.
 
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