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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.


_9PYO04WeWxinmQ908H0ppIYzOEd8G2dr52m_sYlaiZCJTC9v8lfhYlwitil4ywR_ubig2b1QpP4bQA4ky64uRQ7K4kbdJ_04sVET3P9zxdJ6iSnlxfUVXloVVO2HyERtafi-H-gZJ3or_Mph8rpu-8




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.

Gre-y6NV8yptHswc5j9-UnVNHPeOEsitmYiVuF2SikujmPsgHVlYhIcfxqYxnFtOuZHuL6oOVwTkiLfLuZ4Mmvfr5q5rFx_pqKjXNd8ESvThSSUMVipKqnMPkr0_R9qJ_MkIp5Z6hkokcvqDF6RXNxg


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.

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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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

I agree, you could make naval gameplay more impactful if seasonal effects are represented it would certainly make naval combat and stationing more important as a whole.

I think this new sea lane system is a vast improvement to other games in the genre.
 
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Hello,I'm a Chinese player,I want to say that each province of China in eu4 is too big,which make China not rich and boring.
I really hope China have more provinces (just like India) and become a rich area in eu5.
Many Chinese player will be glad if you could let China have more provinces.
╭☞(  ̄ ▽ ̄)╭☞
 
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Maybe it is not the most important part of the game, but will the Arctic and Antarctica be available in the game? I would be really nice to conduct Arctic expeditions, along with exploring the New World.
 
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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...).
yeah i was mostly trying to get some information out of the names of the towns, but i don't think they reveal much that we didn't already now by this point
 
I really love the concept of this map. The more granular approach allows for more realistic and strategic geography when it comes to deserts, mountains, and passages. We don’t know yet how trade would work, but I’d hope there’s some way to attempt to assert influence over a passage and either benefit from the trade flowing through it, or possibly see a resulting movement of trade to or from other passages based on your trade policies. Trade was so influential throughout history, I mean the fall of Constantinople even contributed to Atlantic exploration due to trade changes.
 
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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




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.

Gre-y6NV8yptHswc5j9-UnVNHPeOEsitmYiVuF2SikujmPsgHVlYhIcfxqYxnFtOuZHuL6oOVwTkiLfLuZ4Mmvfr5q5rFx_pqKjXNd8ESvThSSUMVipKqnMPkr0_R9qJ_MkIp5Z6hkokcvqDF6RXNxg


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.

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…
I know you can't actually say anything and I'm not asking you to...

But, Johan, buddy, everything in this Dev Diary screams EU5...

I will say this though, the introduction of sea wastelands is... interesting. Dunno if it's a good inclusion, but I will reserve my judgement on the matter.
 
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I agree, you could make naval gameplay more impactful if seasonal effects are represented it would certainly make naval combat and stationing more important as a whole.

I think this new sea lane system is a vast improvement to other games in the genre.
not only that, but also exploration. Portugal and later Spain rigorously studied the sea currents to know the best route to take to reach India or the New World, and they would also know the best time to send an expedition so they could take advantage of the favourable winds. In Portugal's case, there are examples of some armadas to India that got delayed and as a result could not catch the right winds, so the spice shipments were delayed for over 6 months!
 
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Maybe it is not the most important part of the game, but will the Arctic and Antarctica be available in the game? I would be really nice to conduct Arctic expeditions, along with exploring the New World.
Wouldn't his be more of thing in Victoria than EU?
 
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Either we are talking about EU5 here and Johan knows that we know it or Johan is currently trolling us like a world champion
 
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Hello,I'm a Chinese player,I want to say that each province of China in eu4 is too big,which make China not rich and boring.
I really hope China have more provinces (just like India) and become a rich area in eu5.
Many Chinese player will be glad if you could let China have more provinces.
╭☞(  ̄ ▽ ̄)╭☞
I'm surprised you didn't mention anything about the Yellow river being in wrong place.
 
Hello,I'm a Chinese player,I want to say that each province of China in eu4 is too big,which make China not rich and boring.
I really hope China have more provinces (just like India) and become a rich area in eu5.
Many Chinese player will be glad if you could let China have more provinces.
╭☞(  ̄ ▽ ̄)╭☞
I agree. The economic size differences, and the ability of Chinese and Indian rulers to absorb inflation from silver, was a huge part of what made the global trade model sustainable.
 
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not only that, but also exploration. Portugal and later Spain rigorously studied the sea currents to know the best route to take to reach India or the New World, and they would also know the best time to send an expedition so they could take advantage of the favourable winds. In Portugal's case, there are examples of some armadas to India that got delayed and as a result could not catch the right winds, so the spice shipments were delayed for over 6 months!

It would also allow more fun privateering from a historical point of view. Raiding certain sea lanes in set seasons and targeting specific nations would be much more fun. It would make Sir Francis Drake proud.
 
I really love the concept of this map. The more granular approach allows for more realistic and strategic geography when it comes to deserts, mountains, and passages. We don’t know yet how trade would work, but I’d hope there’s some way to attempt to assert influence over a passage and either benefit from the trade flowing through it, or possibly see a resulting movement of trade to or from other passages based on your trade policies. Trade was so influential throughout history, I mean the fall of Constantinople even contributed to Atlantic exploration due to trade changes.
We'll really need to find out how conquest works so we can work out the viability of Mamluk survival. That'll be a huge part of trade here.
 
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