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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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Another controversial topic would be the handling of slavery but that’s too specific of a topic to mention on the 3rd DD. So it’s either that or something that has been debated before: mana points, family trees, pops/population or even the start date not including Byzantium which is a big one for many people. There is also the question of mission trees and how gameplay narrative is pushed which could be the topic for the 3rd DD easily.
I hope they don't shy away from it. This is pretty much a history simulator. Slavery is very important to be represented, both transatlantic and otherwise. I don't like how it is in EU4 at all. Here's hoping!
 
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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.
Will some of these be able to be modified through the course of the game by event or actions? Perhaps forests which are "developed" may turn to farmlands, developed further into an "urban" feature.
 
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Also, how come Scandinavia was placed in the Western Europe subcontinent instead of a Northern Europe subcontinent? Or do the subcontinent divisions not really matter in the grand scheme of things?
 
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With this map I'm pretty sure Tinto Talk is EU5 (or with another title but essentially the same thing). As I don't think any game set in pre-renaissance era would have a map cover American continents.
Also Ceylon/Sri Lanka is not connected to India and the Adam's Bridge does not exist, which suggests the game is set at least during the 15th century, although i'm not 100% sure when exactly the Adam's Bridge disappeared into the few remaining stone shoals we have today (but records suggest it was ~1480).
 
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Also, how come Scandinavia was placed in the Western Europe subcontinent instead of a Northern Europe subcontinent? Or do the subcontinent divisions not really matter in the grand scheme of things?
pretty sure it will be like in EU4, where Europe is divided in East and West. Shouldn't be that big of a deal i think.
 
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Awww, where's the "Sad" reaction when you need it...
Somewhere where it belongs, which is not in response to great news like Johan has just shared.
 
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Another controversial topic would be the handling of slavery but that’s too specific of a topic to mention on the 3rd DD. So it’s either that or something that has been debated before: mana points, family trees, pops/population or even the start date not including Byzantium which is a big one for many people. There is also the question of mission trees and how gameplay narrative is pushed which could be the topic for the 3rd DD easily.
Singleplayer-only/heavy multiplayer-focus, subscription-based DLC model/"full game release with no further development", character-focus (or not), fictional/pseudo-historic aspects, randomization and/or railroading ...

Plenty of potential controversies this project could pick from xD

But yeah, not-DD#3, I'd expect something broad and conceptual too. Time-frame seems like a good shoutout to me too, but that's basically saying "it's EU", so dunno ^^
 
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Singleplayer-only/heavy multiplayer-focus, subscription-based DLC model/"full game release with no further development", character-focus (or not), fictional/pseudo-historic aspects, randomization and/or railroading ...

Plenty of potential controversies this project could pick from xD

But yeah, not-DD#3, I'd expect something broad and conceptual too. Time-frame seems like a good shoutout to me too, but that's basically saying "it's EU", so dunno ^^
could be trade. i remember when EU4 was announced, the new trade system was one of the controversies then.
 
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I feel like if they make Project Caesar really great - maybe I can finally let go of the pain, disappointment and sadness and finally feel vindication and justice for what happened to Imperator Rome
 
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Another controversial topic would be the handling of slavery but that’s too specific of a topic to mention on the 3rd DD. So it’s either that or something that has been debated before: mana points, family trees, pops/population or even the start date not including Byzantium which is a big one for many people. There is also the question of mission trees and how gameplay narrative is pushed which could be the topic for the 3rd DD easily.
Hopefully: This
Probably: Victoria 3 style combat
Possibly: Pops or Mana (rework)

1444 has other problems as a start date, but Byzantium being this blackhole that sucks time that could go to more worthwhile content is probably the biggest one.
 
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Hopefully: This
Probably: Victoria 3 style combat
Possibly: Pops or Mana (rework)

1444 has other problems as a start date, but Byzantium being this blackhole that sucks time that could go to more worthwhile content is probably the biggest one.
oh I hope the start date is not the controversy! because if it is... prepare for post-1453 start date
 
Singleplayer-only/heavy multiplayer-focus, subscription-based DLC model/"full game release with no further development", character-focus (or not), fictional/pseudo-historic aspects, randomization and/or railroading ...

Plenty of potential controversies this project could pick from xD

But yeah, not-DD#3, I'd expect something broad and conceptual too. Time-frame seems like a good shoutout to me too, but that's basically saying "it's EU", so dunno ^^


If it's a 1453 or 1457 start date then no Byzantium and a stronger emphasis on entering the early modern period, centralizing your state, and the colonial race to the West/Asia.
 
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Hopefully: This
Probably: Victoria 3 style combat
Possibly: Pops or Mana (rework)

1444 has other problems as a start date, but Byzantium being this blackhole that sucks time that could go to more worthwhile content is probably the biggest one.

They say you can move units around so no Victoria 3 combat.
 
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If it's a 1453 or 1457 start date then no Byzantium and a stronger emphasis on entering the early modern period, centralizing your state, and the colonial race to the West/Asia.
I am ok with post-1453 start date... but after 1460 starts to be too late imo. btw, what happened in 1457 for you to mention that date?
 
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oh I hope the start date is not the controversy! because if it is... prepare for post-1453 start date
I'm personally a 1492 extremist, so I've accepted that my preferred choice will never ever be what they go with.

EDIT: No Vicky 3 combat is good
 
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