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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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As nice as it is to have ocean "lanes" they really should reflect the main streams of navigations between those regions, otherwise they just feel arbitrarily restrictive.

Unfortunately, outside of a small number of areas with extreme weather and the poles, there's no way that blocking off bits of the ocean without it being (not just feeling) arbitrarily restrictive - it's just not the way ocean navigation works. Fixed sea lanes forces to do to ocean navigation what fixed trade nodes and directions between them did for trade in EU4 - making it "forced to fit" historic patterns, and unable to adapt/adjust to different countries becoming powerful than they did historically.

Some of those direct routes you showed, for example, were there because they were the best routes to get to particular markets - but what if in someone's playthrough the markets of choice were somewhere else? It will mean to get there instead of taking a direct route (as the only direct routes are those taken historically), they'll be zigging and zagging across the oceans in a very historically implausible (and I imagine gameplay-frustrating) fashion.

Edit: I do like the idea of trade winds/currents being reflected in the game - they should be very important for ocean navigation in the age of sail - but to use them as an excuse to arbitrarily block off most of the open ocean feels a bit odd, and risks forcing the game into historic patterns of movement even if national/economic developments are different in-game to historically.
 
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make it so that lakes and some bodies of water freeze over in winter to give more preparation skill sealing in warfare, for instance; the tiny island between finland and sweden could have the 'partially frozen' modifier which removes naval supremacy requirement for the crossing, keeping the window very short to not be a meme. maybe you could even have a system similar to hoi4 with equipping ships with 'rams' to counter this
 
make it so that lakes and some bodies of water freeze over in winter to give more preparation skill sealing in warfare, for instance; the tiny island between finland and sweden could have the 'partially frozen' modifier which removes naval supremacy requirement for the crossing, keeping the window very short to not be a meme. maybe you could even have a system similar to hoi4 with equipping ships with 'rams' to counter this
https://en.wikipedia.org/wiki/Iceboat#/media/File:Vinckboons_Landscape_with_skaters.jpg Note the ice yachts.

Still a hobby in scandinavia. And if you thought 10 knot boats in water were a fast way to communicate over long distances you havent seen anything yet. These boats move to day as light glass fibers at least 12 times as fast. But even with the materiels of the day.. ill be damned if the multiplier isnt atleast 6.
Last but not least, plenty of indications most trade was ONLY done in winter due to the ability to move so much faster and further with cargo.

Also crosscountry skiing. Another local secret. Not too hard to haul a hundred kilos of cargo at good 6km/h speeds thru oversnowed forests. Just saying even little kids can slide 50km a day without any special training. Walking? Screams and falling asleep should start in a few hoours. Its way lighter than walking say indoors. Just got to learn out of the habit to lift your feet to move.. instead pushing with sticks. while sliding feet.
 
I really like how Americas are not pushed more north, finally that design choice is abandoned. It was very much annoying in my opinion, it was just pushed too much and was too noticable.

Similar map modification I didn't like was with Venice as province, it was just a bit too large.

I hope though Baffin Island get at least some location on its southern coast just so it is not just a big empty island. Even so that just trade posts can be set up. Maybe Greenland vikings could do that and claim it as "Helluland".

Perhaps northwest passage is also there? All in all I really like the map. Best map ever!
 
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Also if this is 1337 does that mean the Western settlement on Greenland is still alive? Although soon will be abandoned. I think that in this game Greenland colony will be like Byzantium in EU4, very difficult to survive.
 
Also if this is 1337 does that mean the Western settlement on Greenland is still alive? Although soon will be abandoned. I think that in this game Greenland colony will be like Byzantium in EU4, very difficult to survive.
Johan confirmed a Greenland colony will exist at the start. I'm also hoping for Cahokia and a Mississippi culture tag, IRC Cahokia was abandoned around the 1350s.
 
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Johan confirmed a Greenland colony will exist at the start. I'm also hoping for Cahokia and a Mississippi culture tag, IRC Cahokia was abandoned around the 1350s.

Yes I see, I was just wondering about its northen-most settlement, known as "western settlement", as it was first abandoned one. And I also hope they add those too. It would be very interesting to see it.
 
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Why is it impossible with a round (sphere) map? It would be fun (and accurate)
While yeah it would be fun and cool but ultimately there will always be terra incognita so full world exploring will be impossible, although that may not be a huge problem to some players. It should definitely be a mod at least. I think it also comes to practicality like typical map is more user friendly than sphere one. I think some may find rotating the sphere constantly a bit annoying
 
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Is your picture in first post with the true Earth map not fake and EU5 really will have true map? Are you really going to make true map of the Earth, and this time you will not move Florida thouthand kilometers up to the latitude of Spain as in EU4? "facepalm"
God created this Earth, wherever you move America from its rightful place it will be sacrilege, leave America this time in its true place please, where did God put it.

Let God save America from Paradox.jpg
 
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Is your picture in first post with the true Earth map not fake and EU5 really will have true map? Are you really going to make true map of the Earth, and this time you will not move Florida thouthand kilometers up to the latitude of Spain as in EU4? "facepalm"
God created this Earth, wherever you move America from its rightful place, it will be sacrilege, leave America this time in its true place please, where did God put it.

Locusts averted:
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@Johan I wonder if it would be possible to set up a mechanic that allows changing the border of the provinces. For example, during the time of Maria Theresa of Habsburg, administrative districts within Austria were being reformed, and the districts were decreasing in number. So, for example, in the case of a province, when you reduce their number, you would have less administrative costs, of course, if you made the number of locations or population too large, you would have other penalties, such as poorer development of locations outside the capital of the province. Or when the capital location of the empire became too large in population to be part of its mother province, it would be elevated to a province.