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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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Wouldn't it be super funny, if these maps are just there to present the "system" of the map, but in the end are unrelated to the game? :D like, how surprising would it be, if all these systems we will be talking about were presented with the sliiight implication that it ist most definitely EU5, but then, boom, fantasy game. The biggest troll ever.
:D
 
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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).

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.
You seem to disagree with me, but then agree with me so slightly confusing! :p

The map suggests the primary focus on the map is one of trade routes, not of exploration. If it was exploration then it would have a equal sized sea tiles everywhere that players are competing to find effectively. They'd probably also be some kind of randomisation (rather than pre-set). Exploration needs to be new to the player if its to be a core gameplay focus. I would be surprised if exploration was NOT part of the game. But from the map it does not seem to be a core gameplay focus.

Also Portugal discovered a sea route to India in 1498. I think that or 1492 could well be start date contenders just for clear historical start points for the early modern era.
 
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What are the dotted lines in the image showing stockholm? I presume the thin ones are location borders and the thick ones are province borders, but these dotted ones are a mystery. Are they trade routes??
 
Question: Will New Zealand appear on the map by event? Or are we going to treat it as a mythical location known only in Tolkien's works?
 
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Question: Will New Zealand appear on the map by event? Or are we going to treat it as a mythical location known only in Tolkien's works?
It's cropped out. The more fitting question would be if it'll be it's own continent, as recent research has suggested, or it will remain lumped in with Australia.
 
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It's cropped out. The more fitting question would be if it'll be it's own continent, as recent research has suggested, or it will remain lumped in with Australia.
Next week's controversial reveal: North and South America have been deleted and replaced by a gigantic New Zealand.

Peace and balance restored to the universe.
 
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Wouldn't it be super funny, if these maps are just there to present the "system" of the map, but in the end are unrelated to the game? :D like, how surprising would it be, if all these systems we will be talking about were presented with the sliiight implication that it ist most definitely EU5, but then, boom, fantasy game. The biggest troll ever.
:D
They're not sea currents. They're placeholders for starlanes of Stellaris 2.
 
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Is this EU5? Most likely. I almost feel like I would prefer something out of left field though, like an alt history focused game or something. But the focus on currents for sea passages implies the age of sail.
 
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You seem to disagree with me, but then agree with me so slightly confusing! :p
I dont see how I am agreeing xD
The map suggests the primary focus on the map is one of trade routes, not of exploration.
The two go hand in hand since the most effective way of sailing to new places to discover is through sea currents, which are also used by trade convoys.
If it was exploration then it would have a equal sized sea tiles everywhere that players are competing to find effectively.
I don't see why. In my own EU4 mod focused on exploration I actually worked on sea tiles to be pretty much what is being shown here - preset sea routes between continents. This is a very welcome addition for exploration.
They'd probably also be some kind of randomisation (rather than pre-set). Exploration needs to be new to the player if its to be a core gameplay focus.
Why? They tried that with random new world and no one plays with it. Just because you know what you will find does not mean that exploration is not fun or engaging. Also exploration itself will never be as important as trade because only certain nations explore, while all nations trade. This is not even in question. But exploration should definitely be a part of core gameplay of the first half of the game.
I would be surprised if exploration was NOT part of the game. But from the map it does not seem to be a core gameplay focus.
Again, disagree. I guess it's not really something we will agree on. For you an exploration map should have equal sized sea tiles, for me it should not and what we got here is very good for exploration. Also depends on game mechanics, which we won't know for quite some time.
Also Portugal discovered a sea route to India in 1498. I think that or 1492 could well be start date contenders just for clear historical start points for the early modern era.
Why should this be start date and remove most of the fun part of the exploration? If this is the start date then I agree with you 100% that the sea lanes are for trade. Obviously. Because they are already discovered so they serve no exploration purpose. I will oppose a post-1460 start date. This is when Portugal REALLY started to go at it and explore around Africa. This should not already exist in a game that starts in the discovery age.
 
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Cool that you're (seemingly) bringing back named locations! that was easily one of the most memorable features for me in HoI3. Coming from a small rural village and seeing not just that, but also a bunch of even smaller, more rural villages (if you can even call them that) mentioned by name is unfathomable.

On the other hand it was perhaps also one of the least qualitative features of that game too. So many errors... But Paradox has grown a lot on that front since HoI3, no?
 
I'm very curious about how modder-friendly the game will be. While PDX games usually stand their ground fairly well by themselves (those that don't are usually the older titles, though nevertheless they too have their loyal fanbases), mods are something that give them massive amounts of replayability, QoL changes and customizations. It would be interesting to hear how many things mods will be able to change, and how much will it take to do things like change or build on the game's systems or add one's own. To give some examples to compare to, EU4 has well-known mods like (for example) Imperium Universalis, Anbennar, some of the more mechanic-heavy EU Expanded members, or (Elephant in the room) M&T. While it's very exciting to see a new game taking shape, as is with DLCs, to me even more exciting is always the thought "what will modders be able to make with this?"

EDIT: What I'm getting at is 'what is the planned extent of tomfoolery allowed in terms of tinkering with the game' - game systems' modularity (and making them in a way that connecting them with custom ones will be possible), maybe some dev tools or other things that you can think of.
 
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Instead of having huge regions of permanently impassable water in the deep ocean, have you considered the idea of making water tiles which are impassable as the start of the game, but are gradually unlocked to nations with sufficiently advanced naval technology?
 
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This is just speculation and might be completely wrong.

Judging from the map it looks like it won't feature satellite topography and instead uses a map made by Tinto themselves.
This implies that economy is likely to be coded in individual text files as was done in previous titles. Probably they will not use discrete natural resources distribution for locations available from satellite data and instead opt to manually distribute them. (Resources such as amount of fertile land, discrete population numbers like in Vic2, forest cover % etc.)

However, going by what Johan has said so far, I think POPs will be included and might be similar to what was in Imperator. This system is not bad in itself and can be used to create dynamic gameplay.
My worry about systems like this is that it will be used as direct "balancing" instead of using other mechanics to model differences between regions. For example, in EUIV we can consider development as broadly equivalent to economic power. China and India are very nerfed and have barely a similar total development to a few major European countries despite historically having several times the GDP of the entirety of Europe. This was done because otherwise they would be way too powerful due to the lack of internal interactions and other mechanics to account for the historical differences between them and Europe.
Another problem is that places with lots of small provinces tend to be overrepresented in POPs/Development.

Of course, this might not be true, and I do not want to complain about something which is not known. I wanted to point out features I disliked about EUIV so hopefully they will be considered early in the development of EUV.
 
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The fascination with a later start date from the byz-haters is still more annoying than i ever saw any byzaboy or what you call them. also, even if it would be a later start date, i do not see any problem to still have Byz in game. 1453 or even 1499 would be early enough to play as released vassal or to liberate. And if not directly, a way for any released greek or trebizond state to reform might be there too. Also, also the 1356 and 1444 and maybe even 1248 Mods will come out in a short time after release, as will the voltaires world super nightmare and what not.
 
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