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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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Is there some information to be gained out of the province names shown ? I don't know anything about swedish history, but I looked up some of the names on maps and they all seem to be towns that still exist in the modern day at least. Interestingly, the province north east of stockholm seems to be Norrtalje, a town that was only founded in 1622 according to wikipedia. I might be looking into things a bit too much but we could be looking at a controversial start date indeed...
 
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If you take a closer look, you'll notice how continents on the map resemble those from the EU4 game.
I am somewhat confident this might actually be a historical grand strategy game, and not Stellaris 2.
 
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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?

I could have sworn the Hundred Years War ended in 1457 after the Fall of Constantinople in 1453, but I just checked again and they ended on the same year.
 
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If you take a closer look, you'll notice how continents on the map resemble those from the EU4 game.
I am somewhat confident this might actually be a historical grand strategy game, and not Stellaris 2.
idk... the flat map looks very stellaris-like..
 
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Looking at where we are right now I really doubt next week is going to be about any start date changes which would essentially confirm whatever game this is about outright (not that we dont know).

1. Dont think pushing the startdate past 1453+ is likely to begin with but I dont think itd be that controversial.
2. They are obviously not going to take away your ability to maneuver armies (though with the granularity of the map i hope Imperators automation options make a glorious return)

My guess its gonna be something to do with mana or the lack thereof.

Also I was joking earlier but I really love seeing wastelands and passages!
 
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I'm curious to see if the warfare has the same features as CK3. Something I'd consider interesting is if- say- armies and economics have different levels of granularity. Or perhaps even different armies have different levels of granularity. This exists in a form in Vicky 3, but removes a lot of the tactics in favour of strategy; I could see a single 'unit' traversing and using provinces (e.g with the defender picking the location to use), rather than a CK3 system where units traverse small terrain-dependent baronies and thus have to be quite zoomed in.

Though something else of interest could be- say- armies of different types or scales working on different scales. Minor-heavy locations like Japan, West Africa or SEA could be quite interesting if- say- they could navigate on the locational level to avoid the EU4 problem of minor nation warfare being 'kill one army then perform one siege', or pull guerilla shenanigans on larger nations like walking into a specific barony to get their preferred terrain in battle. (If Vicky 3 had used a unit-based model instead, that's probably what I would have gone with.)

The sea map tiles are also quite interesting; it does make me wonder if navies will be designed to work differently, since many current EU4 mechanics (like trade protection and blockades) seem like they'd be a poor fit to the new map. I'd love blockades to work more like Autonomous Rebel Suppression, for example- being a single unit affecting an area and occasionally moving to respond to a problem before returning to a home location, basically.
 
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IMG_9036.png

I wonder what the dotted line between the locations are, since they don’t seem to go to all the locations but seem to stop, maybe it’s something like the atlas map mode in imperator showing something like roads?
 
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Is there some information to be gained out of the province names shown ? I don't know anything about swedish history, but I looked up some of the names on maps and they all seem to be towns that still exist in the modern day at least. Interestingly, the province north east of stockholm seems to be Norrtalje, a town that was only founded in 1622 according to wikipedia. I might be looking into things a bit too much but we could be looking at a controversial start date indeed...

It has happened before where you have placeholder names for locations that haven't been settled yet because the alternative would be to have blank or made up names.
 
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Project Caesar will have a warfare system that involving moving units in locations on the map.
This is great, but we desperately need more automation, especially to tackle late-game complexity and number of units. Imperator: Rome made good progress in that direction, and it would be good to see some evolution of that system.
 
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Byz boys would have a meltdown in the forums
Byzaboos are probably not that numerous, but they're vocal & are willing to pay up front for Byz content, always all the time. Hence King of Kings' advertising leading with a tag that will die within 5 years of game start.
 
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View attachment 1089698
I wonder what the dotted line between the locations are, since they don’t seem to go to all the locations but seem to stop, maybe it’s something like the atlas map mode in imperator showing something like roads?
looks like it could be roads yes. well spotted
 
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Is there some information to be gained out of the province names shown ? I don't know anything about swedish history, but I looked up some of the names on maps and they all seem to be towns that still exist in the modern day at least. Interestingly, the province north east of stockholm seems to be Norrtalje, a town that was only founded in 1622 according to wikipedia. I might be looking into things a bit too much but we could be looking at a controversial start date indeed...

Norrtälje was named "in Telgium" in the early 13th century, but there were many places named "Tälje"around, so in early 15th century it was refered to as "Norra Tælgha" and got its city-rights in the 17th century. The old market places in the bay had at least 3 "castles" around it back in the Viking Age.
 
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I like what I see.
I hope that the new subcategory of 'location' allows for stuff like putting up trade posts in other nations provinces. Like what Portugal did historically. In EU4 you always give up complete control of the province, which doesn't make much sense in many circumstances. Especially anything colonization related.
 
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I'm personally a 1492 extremist, so I've accepted that my preferred choice will never ever be what they go with.
I am a 1492 oppositionist. It is too late to represent the earlier discoveries, which are so exciting for the time. But 1492 should definitely be a bookmark.
 
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View attachment 1089698
I wonder what the dotted line between the locations are, since they don’t seem to go to all the locations but seem to stop, maybe it’s something like the atlas map mode in imperator showing something like roads?



If you look at the names in a real life map, the dotted lines intersect exactly where you'd find the cities. It can either be roads, or trade interconnectivity among settlements (implying that new territories or sparsely populated territories won't have much mercantile activity with your existing towns and cities until you develop them or integrate them fully into your existing economy).
 
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