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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 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".

Think its called "Impassable" in the UI.
 
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I hope there will be no more clumsy Excel style history files like IR and V3, which is very unfriendly to MODDER. Even if you want to only create one bookmark, please consider it for MODDER.

And for water bodies, it should be similar to CKIII to distinguish between rivers and oceans. Small boats can adapt to rivers, while large ships cannot.
 
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Controversial: The armies can be moved around but maybe the navy will work like in HoI4 with regards to missions in tiles?
Eh, if Project Ceaser is EU5 I would heavily disagree, I want at least one of the Paradox games to let me play dolls with ships aswell as people.
 
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I would also like to know how invested you guys are in modding tools. I feel like recently there has been a lot more emphasis in providing these tools to the community and I would like to know if this is a priority for Project Caesar.
 
First at all, looking at mistakes from eu4 development, the performance of the game drastically dropped after 1.31 when a lot of provinces and tags were added. I know the engine was upgraded, but with more devided land AND future development for years (with maybe more locations/provinces added), i think it would be good to make sure the drop in performance doesn't happen.

Second. i honest hoped after Imperator that round map of the world would be possible. For a game having the entire globe (EU, Vic, HoI) of would be amazing. But i guess it is still not possible.

Thirdly, i assume this is Eu5 or Hoi5 (even March of the Eagles 2). So if this game involves colonisation, i would hope that it would be handled more like Vic games:
- initial colonisation enable only for coasts/establishing small posts
- with tech the colonisation of inland and harder terrains becomes possible, but still not all
- the colonisation system world naturally produces similar colonies shape at the end of the game end date, as historically there were for that year (in opposition to eu4 where most of Africa is colonised a lot of times).
 
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Quick question on sea lanes:

Is there capacity in this game for new sea lanes to appear throughout its time setting?
ie: As technology improves more lanes appear due to improvements in navigation or certain canals (Suez or Panama) are built creating new sea lanes.
 
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So locations will be the smallest unit of land. Will borders follow them or just use provinces, like in eu4 or hoi4? If borders can go along any locations, that would be great, but would there be things in place to stop bordergore?
 
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Quick question on sea lanes:

Is there capacity in this game for new sea lanes to appear throughout its time setting?
ie: As technology improves more lanes appear due to improvements in navigation or certain canals (Suez or Panama) are built creating new sea lanes.
You mean, new sea tiles spawning mid game? This will definitely not be possible. The provinces.bmp file is static
 
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Thirdly, i assume this is Eu5 or Hoi5 (even March of the Eagles 2). So if this game involves colonisation, i would hope that it would be handled more like Vic games:
- initial colonisation enable only for coasts/establishing small posts
- with tech the colonisation of inland and harder terrains becomes possible, but still not all
- the colonisation system world naturally produces similar colonies shape at the end of the game end date, as historically there were for that year (in opposition to eu4 where most of Africa is colonised a lot of times).
I hope that could interact with a more robust system for native populations, even in Vic 3 they feel a bit too passive to my liking.
 
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So locations will be the smallest unit of land. Will borders follow them or just use provinces, like in eu4 or hoi4? If borders can go along any locations, that would be great, but would there be things in place to stop bordergore?
I think each location will be able to be sieged, but when it comes to conquering them in a peace deal I think the whole province will need to be taken. remains to be seen
 
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Thirdly, i assume this is Eu5 or Hoi5 (even March of the Eagles 2). So if this game involves colonisation, i would hope that it would be handled more like Vic games:
- initial colonisation enable only for coasts/establishing small posts
- with tech the colonisation of inland and harder terrains becomes possible, but still not all
- the colonisation system world naturally produces similar colonies shape at the end of the game end date, as historically there were for that year (in opposition to eu4 where most of Africa is colonised a lot of times).
I highly doubt it's HoI5. The limited sea routes seen on the map make more sense for the Age of Sail
 
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The lines that join in the second image between what are the provinces are the trade routes or represent roads, because they are joined between one and the other, do you not think that they will be the trade routes or something different that can give some type of modifier in certain provinces?
 
Not necessarily spawning mid game, but tiles could be locked until set requirements are fulfilled allowing the passage of ships.
not sure. however i would really like for ocean currents to be accurately represented and they are seasonal. so for example, from march until september it would flow one way and from september until march the other way. would be really cool if this is possible. but it's unlikely, we shall see
 
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So locations will be the smallest unit of land. Will borders follow them or just use provinces, like in eu4 or hoi4? If borders can go along any locations, that would be great, but would there be things in place to stop bordergore?

Borders will follow locations. How we solve bordergore is something you'll learn about in late q2 if I my schedule does not change.
 
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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...
If it is EU5, it is set in the 15th century. I would expect that the vast majority of cities are still around (well beyond name changes; cities from Rome timeframe are mostly still around, too...).
 
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