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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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yeah i was mostly trying to get some information out of the names of the towns, but i don't think they reveal much that we didn't already now by this point
I mean we haven't explicitly been told when the game takes place, and thus the usage of Swedish as opposed to any of the languages which came before it implies the game takes place after CK3.

...but the sea routes are also a pretty clear indication of that, so if that's what you mean by didn't already know, then yeah.
 
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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.
Turns. however, if they cover a large portion of time, allow for asynchronous multi-player games.
 
Quite an inevitability to be fair to add in more and more granular details.

How would a future paradox title especially one that seems to focus on detail handle 400 years of changing climates and coastlines?

A personal detail that i always found missing was the dissappearance of settlements or locations as you'd now call them.

Take the landbridge between sri lanka and India, which was reported to be destroyed in the 15th century. This would make there be a land connection between the two if a new game were to take place before it's destruction in storms.

Meanwhile a game taking place in the 1st century AD would have to destroy a location such as Pompeii, this time destroyed by a volcano, turning into a wasteland at least for a few years.

The opposite can also be true. Take the dutch polders such as that of the province of Flevoland. Completely drained from the sea, just a few years after the end of the Hoi4 enddate.

Would a new pdx title find it worth it to represent such things?
 
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I really like the extra detail! Even remote places like Siberia got some love :) Maybe continue to add Pacific Islands? Can't really say I have much more critique than that. I like the idea of these sort of "sea lanes" that it looks like naval traffic is going to be funneled into. As well as the increased amount of impassable areas, should hopefully make military campaigns more interesting as invading armies get funneled into specific routes.
 
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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.
Well this is out of the time span but in the Opium wars didn't the British use the Chinese river systems? I'm pretty sure the fearsome but outdated naval defenses around the major Chinese rivers were smashed by the British who then sailed up the Chinese rivers destroying several Chinese river patrol craft fleets and eventually by using the rivers got close to Beijing. Actually they used the same tactic in Burma, sorta just avoided horrible supply routes by using small river craft. My source is [ Daniel Headrick The Tools of Empire. I guess the main issue with my example is that I believe it was the steamboat or ironclad kinda thing. But the point would be small river craft not really massive fleets. The fact that the Chinese were able to send out a fleet of river craft alludes to the fact they they were open to the idea and had a strategy to attempt to stop enemy river based attacks. The defenses at the mouths of the rivers, despite having failed against the British, also indicates that it was a very real security risk and preparations had already been made in advance for such a contingency.

I just find it hard to imagine that a powerful organization like a monarchy or nation state or even imperial state would willingly just let an invading force have some boats on their river operating with impunity. if they had the resources to do something about it. I don't mean putting heavy ships in them. More like, smaller river forces are probable to exist I think, at least to some degree. That's why I could see a building adding like "+1% river combat penalty for foreign armies". Isnt the canoe unit for natives kinda representative of this idea to a small degree? I just dont see people forgetting how to build a combat ship sized for rivers. No one thought of it? at all?

I think the Songhai used war canoes or something similar but it was more for transport. idk I wasnt too invested in the idea originally, just a little thing that was randomly in my head. Maybe let transports go in the larger rivers that way we can have the "transport combat ability +x%" be a funny thing. Imagine trying to stack transport combat ability to just bully the ai in rivers
 
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Can't disagree
Cape Verde - Brazil for example.
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Agreed, but this is the problem with having defined "sailing lanes" in a game.

When you dig deeper into this type of stuff, having fixed sailing lanes isn't very "realistic".




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Also if this is a EU5 map, there isn't a "Spice islands" lane. Thats how the dutch explorer got "blown off course" and ended up off the coast of Australia (see the story about Dirk Hartog).

As per my post on the first Tinto Talks, until we know the time frame of this game we can give direct input.

Now, assuming its an EU5 game, these map change would be quite the move towards the early/mid game re navy. Depending on the timeline of this game, how would these tiles account for later age of sail ships and early steam?
 
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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.

Doesn't serve a purpose as in after a cost benefit analyse the amount of money required to be invested to make one (global map engine) did not provide a tangible improvement/benefit to the end result?

Thats my assumption because in the alternate you could have a PDX global map engine and it could become more dynamic as the in game time progresses. Now assuming Eu5, early colonial routs would appear first and then as you tech up, more routs open with the possibility to change the way trade flows (in a dynamic way).
 
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Hopefully the map and its borders will be easier to edit without causing bugs. It was super lame that you stopped doing map updates for EU4; The dev diaries detailing them and why they were done, were the most interesting to look forward to.
 
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Hopefully the map and its borders will be easier to edit without causing bugs. It was super lame that you stopped doing map updates for EU4; The dev diaries detailing them and why they were done, were the most interesting to look forward to.
Actually I would like EU game where there will be no map alterations. No new provinces, no new countries but instead a definitive map.
 
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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.
Aww
I genuinely think the game would be dope with a full globe.
I would imagine it would be a much harder technical challenge, but imagine if you could switch from a cylinder to globe projection with a hotkey-
Best of both worlds!
I don't know how hard that would be, but, y'know :cool:
 
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It looks impressive! I have a couple of questions:
1. The image from the first Tinto Talks is very similar to the image of farmlands from your other notorious game. Could this be a redesign of farmlands for a hotter, Mediterranean climate, or is it perhaps an image of an olive resource? Anyway, I'm glad that olives will finally appear in this series of games!
2. There are no rivers visible on the map. Will there be navigable rivers in this game? Will I be able to lead a fleet to the Danube for the Ottomans and historically terrorize the Hungarians?
3. After playing Imperator: Rome, I admired its population system. I believe that many mechanics, especially the population system, were a kind of test, an experiment, and in the future they will be applied in a game whose events take place about 1700 years later than the Imperator. Accordingly, the question is: will a population system like I:R be present in the new game?
4. During the historical period of the new game, there were many cases when countries conquered huge territories in a short time, for example, the Mughal conquests of northern India or the conquest of Egypt by the Ottomans. In EU4, this is difficult to implement, since the same Mamluks or Jaunpur cannot be conquered by one war because of the warscore. Will there be an opportunity in the new game to wage wars with permanent coloring of the territory, such as civil wars or wars of the diadochi in the Imperator, or as an invasion of synthetics in eu4? Will the overexpansion system be redesigned?

P.S. I really like the way Johan develops new games, I hope that many of the Imperator's developments will be applied in the new game. I wish the development team creative success and fully follow this project.
 
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