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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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Hi,
I found the map changes quite intrigueing, and would love to see it in action. However, I do have a few suggestions regarding the map and its gameplay.

While most parts of the map seem quite detailed, and no doubt significant work has been done in producing it, I can't help but feel that the East Asian parts could do with a bit of more detail. On the map, I could see outlines of the Taihang Mountains, the Qinling Mountains, and the Daba Mountains, with a few other mountain ranges scattered on the map. However, historically, there were a number of other impassable terrain that significantly affected the course of history.
1709811147232.png

As seen above, the red line represents a number of mountains that I feel would be significant in the gameplay.

TERRAIN SUGGESTIONS
Starting with the Yan Mountains in the north, it is a mountain range that stretch from the Taihang Mountains to the sea, with only a few mountain passages and a coastal corridor available for travelling across the mountains. It was significant in the Ming-Mongolian and later the Ming-Manchurian wars, keeping the nomadic calvary from wrecking havoc in the wealthy plains southern of the mountain. The Yan mountains was a significant factor in the safety of Beijing, the Ming capital, and was one of the most important parts of the Ming border.

Further south is the Tai Mountains in Shandong. It is a massive mountain range in Shandong that prevented armies from going through it, making is a potential barrier for enemies from the north, west and south.

To the southwest we have the Dalou Mountains and the Daliang Mountains, which form the souther boundary of the Sichuan Basin. Historically, the Sichuan Basin gained temporary independence many times, due to a ring of mountains encompassing it's perimeter. It would be quite beneficial to gameplay if the Sichuan Basin is surrounded on four sides and not three.

Not far inland from the shores of the Eastern China Sea lies Wuyi Mountains, a large mountain range that made most of the Fujian province unsuitable for agriculture. Pretty much the only farmlands in Fujian are on the coastlines, and the abundance of mountains in Fujian province has often deterred enemies due to its low worth..

The Nanling Mountains is situated to its west, a mountain range that protects Guangdong and Guangxi from outside enemies. While the mountains are passable, it is of my opinion that some inpassable points should be added, since the Nanling was significant in the late stages of the Ming-Manchurian War. The Nanling Line could have potentially worked, if not for the internal strife between the Ming princes.

There exists a set of mountains on the Chinese-Vietnamese border, and it could be added in to simulate the difficulties in the conquest of Vietnam by Ming.

GAMEPLAY SUGGESTIONS
I have two suggestions regarding gameplay, the first one regarding forts, and the second one regarding river crossing.

Due to the new complex terrain, a significant number of forts would be required to guard borders, in particular very uneven terrain. The fort costs would be quite untenable for nations, especially considering that countries at the time used forts, and particularly on mountainous terrain. Hence, I suggest that fort maintence be much lower, but the garrison must come from the standing army. Zone-of-control should only be available for forts with a certain number of garrison. For example, a mountainous border fort with 100 garrison could prevent armies from walking through the fort without sieging it down, 200 garrison could make the siege last longer, and 3000 garrison could provide a zone-of-control. Garrisoned regiments should cost less than standing regiments, which should cost less than moving regiments. This should better simulate forts and garrisons during the EU4 period.

The other suggestion is regarding river crossingThere are three ways for armies to cross a river: crossing at a ford, crossing through small boats (gathered at the point of crossing and cannot be used to travel long distances), or building a brown water navy, which can deposit armies at any point on the river. Hence I suggest the addition of three things: fords, brown water navies, and river defences.

Fords are points on the river that an army can cross. It words similar to a strait, except that the army can cross regardless of the other side, although it must suffer crossing penalties when sieging enemy forts or fighting enemy armies. Armies do not have to cross at fords if the enemy does not have a brown water navy, river defenses, or scorched earth (burnt civilian boats).

Brown water navies are navies that can be used to prevent armies from crossing, raid the opposite coast, protect trade on riverine trade nodes, and functions similar to blue water navies, except that they operate best in rivers, suffers penalties in coastal seas, and cannot go to outer seas. In contrast, blue water navies suffer penalties when in the river, and cannot traverse certain segments of the river.

River defenses are buildings built on riverine provinces that can prevent navies from passing through. While it can be rendered useless by sieging the province, it can also be destroyed through naval barraging (gives significant attrition to the ships, costs military power, and some ships may sink. River defenses essentially act as forts on the river. They function better on narrower parts of rivers (such as Anqing, Xiangyang and Yichang), and do worse on the broader parts of the river.


I hope that my suggestions are useful to Pdx devs. Apologies for any inaccuracies involved (if any).
 
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I feel like this terrain and region subdivision could finally made good work of some "provinces", as a history nerd it was heartbreaking for example to find the fort in Ferrara to be essentially useless because of the "flat terrain" modifier when in truth it was a real pain in the ass to deal with since the swampy land and the way the fort was built made it basically an unbreakable pass to breach through for the Venetians and the Papa troups alike.
 
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So what we know is that the map is going to be a world map. Yes, no need for a card on a ring for games that are before Europa Universalis. So no games on antiquity (goodbye to the revival of imperator). What remains is yet another Europa universalis, yet another Heat of iron and given that I don't believe for a second that they are going to give us a post-World War II period or a current period like a geopolitical simulator, the answer is it's Europa Universalis V Wow, what a surprise. Why not announce it now instead of creating false suspense.
 
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So what we know is that the map is going to be a world map. Yes, no need for a card on a ring for games that are before Europa Universalis. So no games on antiquity (goodbye to the revival of imperator). What remains is yet another Europa universalis, yet another Heat of iron and given that I don't believe for a second that they are going to give us a post-World War II period or a current period like a geopolitical simulator, the answer is it's Europa Universalis V Wow, what a surprise. Why not announce it now instead of creating false suspense.
This is indeed the only possible conclusion, excluding a breaking up of EU timeframe into smaller games. The art really does sound Renaissance, so I wouldn't imagine HoI or Victoria 4.

The reason they don't announce it right away is so they can leave the announcement of that open secret for a show, probably PDXCON. In the meantime, they get all the feedback they wish to have on EUV without formally busting the "reveal". For me, it's a win-win.
 
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Actually I would like EU game where there will be no map alterations. No new provinces, no new countries but instead a definitive map.
While that would be ideal, there are always oversights, improvements, and new historic insights that could add or retract from a map. Maps inherently “lie”, and therefore are never a true representation. Thus, they should be adaptable to new needs.

There were some clear reasons to change the EU4 map, but the code/engine prevented this from being done without issue as they said. So, whether they end up having to change much or not, I would hope they make this new map with the technical flexibility to make changes when needed without breaking the game.
 
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I hope we get a better representation of technology. This could be similar to innovativeness that allows for a higher chance for technology to be invented and all technology spreads similar to institutions and if one country really pulls ahead here we see a great divergence happen as them and their neighbors rapidly pull ahead technologically. However, if no country/region really pulls ahead, there would be no great divergence.

I also hope there is an optional something like "historical AI focus" from HOI4 that causes this to favour Europe much more (IE only the player can stop Europe's domination the vast majority of the time, as well as almost guarantee some highly influential events that happed historically but do to insane luck, like the conquest of the native majors(Inca, Mesoamericans, Musica) by some European power) so that way Europe does not have to be arbitrarily buffed to come out on top should the player choose it. Both versions are hopefully ironman compatible but there could be a few achievements specific to one version, such as and achievement for making Europe technologically dominate by the end of the game without the historical focus on or with the historical focus on keep China as the technological center of the world.
 
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Those sea routes feel so "we know what player wants" style that is present in last paradox games instead of letting player do what they want
I'm pretty sure that's just the ocean currents that very much determined how ships could and could not travel in the age of sail.
 
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How did the sliders work?
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In a nutshell, you can choose which way your country goes in all these options showed on the picture. They are limited by government (see red line) and provide different bonuses. I don't exactly recall since it's been over 10 years since I last played eu3
 
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