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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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Just a simple question - which gameplay influence was put into this Project? Imperator 2.0 or EU4?

And of cource, you can be sneaky about it and say like "40/60" without mentioning which side is which.

P.S. Would be funny if it would be 20/20/60 instead with some other game taken into the account :D
 
Same! As in, I am opposed to 1492 being the start date :p
I would like 1356 start date so I can revert certain things but also a little bit more challenge for Ottomans in their conquest of Europe, making that first foothold etc. Also if I'm not mistaken Yuan dynasty existed in 1356 so I would definitely like to try out and survive as Yuan in China.
 
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No one thought about this before :D

Won't be revealed yet, he said so already
Hahahah, I know that all of you guys figured it out and, let's say 99%, are sure this is EU5. Just I would be at ease if they confirmed it "Hey it's EU5". As for date to bad I guess. I would really like 1356.
 
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How will endgame unit automation look like? One thing that I really don't like in EU4 (also CK2) is the managing of the countless huge stacks. Imperator has a good way to automate units, especially since you can select multiple stacks at once and give them at once the same order.
 
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I was wondering for the longest time why March of the Eagles 2 would need the whole world map. I believe I have finally cracked the code! They will combine the Seven Years' war with the Napoleonic wars to make a truly unforgettable gaming experience spanning all the way from 1751 to 1836.
 
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I would like 1356 start date so I can revert certain things but also a little bit more challenge for Ottomans in their conquest of Europe, making that first foothold etc. Also if I'm not mistaken Yuan dynasty existed in 1356 so I would definitely like to try out and survive as Yuan in China.

They're not going to make a game that even the lead developer himself struggles to finish longer. The start date might be different (every Europa Universalis game has a different start date, but they're pretty much all in the 15th century (the EUIII 1399 start date was introduced in an expansion and thus doesn't count).

The only guess I'm going to make is that it will likely be before the fall of Constantinople. Gotta please the Byzantophiles in the community after all...
 
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The game is obviously EU5 given the map (inaccessible areas, importance of currents for maritime movements). Hyped to no end, and loving the map changes too. I do echo some sentiment that with much more granularity for the map, moving units around will be a bit tricky to balance. I presume zones of control and the like will help keep things orderly.
 
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(the EUIII 1399 start date was introduced in an expansion and thus doesn't count).
It does count. I believe Johan at one point mentioned that he regretted doing this start date, which further points towards a 15th century start date.
The only guess I'm going to make is that it will likely be before the fall of Constantinople. Gotta please the Byzantophiles in the community after all...
100%. It would be a very bold move to make it later than 1453. I would commend them tbh, even though for me the best start date is around 1415.
 
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I was wondering for the longest time why March of the Eagles 2 would need the whole world map. I believe I have finally cracked the code! They will combine the Seven Years' war with the Napoleonic wars to make a truly unforgettable gaming experience spanning all the way from 1751 to 1836.
Why not EU:rome2?Carthage Must Be survives! Go to the Americas!
 
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The game is obviously EU5 given the map (inaccessible areas, importance of currents for maritime movements). Hyped to no end, and loving the map changes too. I do echo some sentiment that with much more granularity for the map, moving units around will be a bit tricky to balance. I presume zones of control and the like will help keep things orderly.
to be fair, we are hyping ourselves up on our own :D
 
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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.
Earlier is better for the discoveries, but worse for representing the end of the medieval period. If 1492 was modelled as a proper bookmark in the way that 1066 v 867 are in CK3 is then everybody wins. But even HOI4 doesn't fully do that, with 1939 bookmark being lower priority to 1936 and getting polish when the devs have the time to look over it.

If it's a later DD anyway then the discussion can be kicked down the road.
 
OMG YES SEA TILES ARE FIXED!

Ok I will calm down now. But seriously, this is such a good change that we can streamline naval combat much better instead of having whole Ocean just be there to play chase.

Only two controversial things I can think about for the next diary are monarch points and colonization. Obviously it can't be colonization since it would confirm the game is EU5 so it has to be monarch points. I'm looking forward to seeing how this problem is tackled. There are things I liked about monarch points in EU4 and there are things I didn't like.
 
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Only two controversial things I can think about for the next diary are monarch points and colonization. Obviously it can't be colonization since it would confirm the game is EU5 so it has to be monarch points. I'm looking forward to seeing how this problem is tackled. There are things I liked about monarch points in EU4 and there are things I didn't like.
If the controversial point is indeed the monarch points, I wouldn't say the controversy is their abolition, but rather whichever new implementation they decided on.
 
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