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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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I wonder why no one has made a stone age grand strategy game. I think using Homo sapiens against a mammoth empire might be a very interesting idea.
 
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I like the concept of sea locations that allow faster movement only one way. Nice way to improve colonization and trade. The direction will be fixed? Or it will change seasonally?
 
Isn't there too much "impassable wasteland" in the Amazon? Will it be possible to settle here in the future if brand new technologies are developed? There's also the Australian outback and the Congo region.
I think the 2 could definitely have some more granular pathways like it has been done with Papua, but that draws into something I really want to see for this game which is a more respectful and interesting portrayal of native populations, if we are getting location based culture divisions we could get something more complex then Gê or the dreaded "Papuan"
 
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I like the concept of sea locations that allow faster movement only one way. Nice way to improve colonization and trade. The direction will be fixed? Or it will change seasonally?
this already exists in EU4. it's called Trade Winds. what i like about this is that there are sea wastelands, which is already possible in EU4 through modding, but does not exist in vanilla. very welcome change
 
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Map looks fantastic, excited about the prospects of exploring this world. Based on the image I assume rivers will be more like in Eu4 with no navigable portions unlike in ck3 and imperator where rivers acted like a navigable sea zone?
 
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I would prefer Project Caesar to have no portraits (like eu4 generals) or limited amount of 2D ones (like eu4 advisors) than 3D models. They look a bit silly which is not worth having portraits randomized in my opinion.
 
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Map looks fantastic, excited about the prospects of exploring this world.
super hyped about what they do with exploration
Based on the image I assume rivers will be more like in Eu4 with no navigable portions unlike in ck3 and imperator where rivers acted like a navigable sea zone?
this is my interpretation as well
 
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The controversial take next week could be something about the start date? Byzantium fans would not be happy with a later start date.

no, it will not be anything like that next week.
 
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.


_9PYO04WeWxinmQ908H0ppIYzOEd8G2dr52m_sYlaiZCJTC9v8lfhYlwitil4ywR_ubig2b1QpP4bQA4ky64uRQ7K4kbdJ_04sVET3P9zxdJ6iSnlxfUVXloVVO2HyERtafi-H-gZJ3or_Mph8rpu-8

Hey, North and South America aren't shifted north, very interesting to see! This granularity is really great too, I can tell I lot of effort went into making this. I could see this making army positions, fort positions really granular, more strategic, and an overall harder decision.

As for the projection, looks good. I honestly don't mind equirectangular, but that can also make northern areas look a little too squished. This looks fine to me, not as goofy as Mercator can get.

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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So these dotted paths are roads maybe? Pale lines look like "locations" and dark lines are provinces? The little drawings of trees are really nice, I hope something like that comes into the game. The coastal boundaries might need a little work.

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.

hxSrFrvpHBRP7C1FzL7yF3v_e1OeEsWIdkc4p9rQwiCUkYKRLlHjcghVclap33tUUDok0b-Bd1AACqYHvsCeVG25A1sKKd-5ua3cLsJVNJwQi-z9bpHG-IuM66UJwVBzg8ofGPX1_JE22mMiHS0y4nU


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.
The division of sea tiles makes sense to me. Islands having a distinct "inner" and "outer" coastal region looks like a good idea, potentially making for a better naval game. I'm a little wary of how that might be used for cycling ships into a battle, but maybe that's just part of how we want naval warfare to work. The sea currents make a good deal of sense to me too. Creates what look like major shipping lanes. I'm a little curious if "nautical resources" like fish and whales will be modeled in the game. Nations might go to war over the right to fish in certain areas. Passages are also a good idea. Could very well see there being no "political control" over these areas, while there's still strategic value in holding both sides of a passage, like a straight crossing in EU4 perhaps.

I don't care much for the term wasteland. It invokes a kind of ecological disaster in my mind, though these places are often beautiful mountains or pristine rain forests in the game. Inhospitable to human settlement, sure, but not universally "wastes".

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…

Makes sense. Speculation on the controversial topic? Bringing over indirect control of the military from Victoria?

Edit: Victoria style combat has been ruled out. As have start date speculation. Safe enough to assume this happens in EU5 time period, or some subset. Possibly the EU4 time period is covered by 2 different games instead. I suspect a cold-war era game wouldn't need to be so granular in terms of provinces, (excuse me, locations). So what's controversial? Bound to be some gameplay mechanic rather than just a look at the map. Colonization? Exploration? Doubt we'll be that granular. I think warfare is a good candidate for discussion. If not unit composition, then maybe battles and sieges. Are we bringing back the dice roll on a siege tick?
 
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Smaller subdivision is really neat. I really, really enjoyed how colonization (and warfare somewhat) looked in Victoria 3. Sure, the state is the smallest unit, but the actual chunks are much, much smaller. and it's a great pleasure to see them being affected step-by-step. It also implies greater visual diversity. IIRC one version of EU4 made it so that vegetation (trees) could only affect the province with forest/jungle types, so a previously detailed map turned into a blockly drawing to confine to the province borders.