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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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That's their problem. We are here to say what we, the players, would want. I am not going to suggest them to do a lite-slavery mechanism because some random internet person's feelings will be hurt. It is up to them to make the best possible mechanism while remaining respectful to the history behind it.

Let them worry about implementation, they know it better than any of us, and we worry about giving tons of ideas, and at the end we will have a kickass game.
This is fair.
 
Map looks amazing! I hope wastelands will be colored such that it will look good :D
Because Amazonas , Rub al khali and Inner Australia looks kinda worrying for aesthetic borders
 
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I beg you to add a lot of wasteland areas to Siberia. AI tends to suicide there constantly in both HoIIV, EUIV and CKIII. If fixing AI behaviour is unreliable then at least limit way to suicide.
EUIV is extremely infamous with siberian death marches. You place one fort in Siberia and AI lured there like moths, wasting astronomical amount of men there.
 
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Everyone who mentions the word woke is just looking to engage in the culture war. If you actually believe in what you're doing you have no need to fear the 'woke mob' cause you can actually defend what you made. In the case of making a historical video-game, I'm sure Paradox can easily point to the fact they're not endorsing colonialism and slavery, they are portraying what happened, as well as the historical factors that went into it. Which has been their rationale for including such things in the past. People who fear the 'woke mob' are really just looking for an excuse to play the victim.

I for one don't see why all of a sudden it'd become a problem now, when 4x games have always portrayed the exploitative aspects of nation-building. It's like fear-mongering that the woke-mob is gonna go after Call of Duty for being a game about shooting guns. I'm sure Call of Duty is going to be just fine regardless of what the woke mob does, cause it turns out they don't actually have any real-world power.
You under estimate the insidiousness of the movement. You ignore the power of conformity.

People are not rational and what they accepted 10 years ago is not relevant to what the mob wants today.
 
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I like the granularity of the map. Being able to shape your borders however you like is something I would enjoy as a map painter. Hearing that we will be physically moving units makes me happy too.
 
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Map looks great! Should't there be more impassable terrain in Bohemia and central Germany though (as for example in IR and CK3)?

I also hope rivers will be more important than in previous games.
 
These territories feel larger than those of Imperator, but still more granular than EU4, which raises the question: are cities going to be separately represented as in Imperator with its urban and rural territories, or are provinces just going to include everything as in EU4?

With more territories, the other question is will some interactions be moved up to the province/state level and others be more local?
 
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I do hope Tenochtitlan is a location in lake texcoco instead of being part of a mexico city location near lake texcoco. Playing as Aztecs would be a ton of fun
 
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I beg you to add a lot of wasteland areas to Siberia. AI tends to suicide there constantly in both HoIIV, EUIV and CKIII. If fixing AI behaviour is unreliable then at least limit way to suicide.
EUIV is extremely infamous with siberian death marches. You place one fort in Siberia and AI lured there like moths, wasting astronomical amount of men there.
Think this would be better solved by making the AI actually attempt to defend their lands and people over "split pushing" wherever their x-ray senses tell them your armies aren't currently present.
 
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Looks nice. Couple of things though, since you're asking for ideas :

- not doing a globe map seems to be something you'll regret in a few years, like you're doing now for the province count. And no better moment than the current to make that change

- Rivers seem important as a fifth "location type". As highways for trade, as obstacles for armies, and as routes to move boats between seas. And other stuff others mentioned.

- size of locations should not only depend on neighbouring pixel count but also globally consistent with the "population sustainability" : Chinese or Indian localities should be about the same size as European ones. Also, gall stereographical isn't area conserving, so pixel count probably isn't the best...

- Everything should be named, and the maps should be made public to be criticized before finalising (probably region by region as "storyboarding" continues). There's way to many mistakes in local representation in Vicky 3, something similar should really be avoided.
 
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- not doing a globe map seems to be something you'll regret in a few years, like you're doing now for the province count. And no better moment than the current to make that change
Why? This is just aesthetics and doesn't influence the gameplay at all - arguably it would make it worse. What's the obsession with globes? I really don't get it...
 
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Why? This is just aesthetics and doesn't influence the gameplay at all - arguably it would make it worse. What's the obsession with globes? I really don't get it...
When 90% of the gameplay consists at looking at maps, players want the most accurate and detailed maps possible.
 
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When 90% of the gameplay consists at looking at maps, players want the most accurate and detailed maps possible.
While most of them (including myself to some degree) have no actual idea what that accuracy entails. Most players know the broader area they are from and have a general idea about the exact geography of their home country or region, but the further you get from that, the less they know. That of course increases the need for an accurate portrayal (many claim they learn a lot about world geography from these types of games after all), but my point is that a significant portion of us wouldn't be able to tell the difference when it comes down to the little geographical details of the map, especially of areas half a world from us. And that is why, in my opinion, a globe, or any other hyper-realistic depiction is overkill, even for a game like this.
 
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Hello!
The map looks very nice, but the details are a bit lacking in the displayed image. Because if it's a map, the topography and rivers and lakes are not visible on the map. If I'm guessing correctly, this is not the terrain map from the game, it's just the area map.
Since there were anomalies with the map in the previous Paradox games, I would be interested in the topography map as well. For example, when Hoi4 was published, the Tisza river or lake Balaton were completely missing and were only added to the map later.
That's why there could be a kind of topographical map, if possible?
In the same way, it belongs to the map, but the strengths of previous Paradox games did not include the accurate display of raw materials, the display of nationalities, the size of the population, and the display of industry. The EU4 and Hoi4 games have a lot of bugs with them, despite being advertised as historical games. In this area, they all present things that are quite far removed from reality. Would it be possible to know more about this, perhaps even in the form of a later dev blog?
Thx!
 
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While most of them (including myself to some degree) have no actual idea what that accuracy entails. Most players know the broader area they are from and have a general idea about the exact geography of their home country or region, but the further you get from that, the less they know. That of course increases the need for an accurate portrayal (many claim they learn a lot about world geography from these types of games after all), but my point is that a significant portion of us wouldn't be able to tell the difference when it comes down to the little geographical details of the map, especially of areas half a world from us. And that is why, in my opinion, a globe, or any other hyper-realistic depiction is overkill, even for a game like this.

The fact that, if this game is successful, a lot of people will learn geography from it, seems for me a reason to do it as good as possible...
Especially if a similar life cycle as EU4 is envisioned and the game should be maintainable till the early 2040s, so probably stuff like VR/3D modes will be required at some point in the future. This is a choice that is unlikely to be adaptable after (or even a good time before) release.
 
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Since the concept of 'woke' doesn't appear in any Paradox game, it is therefore IRL political commentary and has been treated accordingly.
 
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