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Johan

Studio Manager Paradox Tinto
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Welcome to the third week of Tinto Talks, where we talk about our upcoming game, which has the codename “Project Caesar.” Today we are going to delve into something that some may view as controversial. If we go back to one of the pillars we mentioned in the first development diary, “Believable World,” it has 4 sub pillars, where two of them are important to bring forward to today.

Population
The simulation of the population will be what everything is based upon, economy, politics, and warfare.

Simulation, not Board Game.
Mechanics should feel like they fit together, so that you feel you play in a world, and not abstracted away to give the impression of being a board game.

So what does that mean for Project Caesar?
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Every location that can be settled on the maps can have “pops,” or as we often refer to them in Project Caesar; People. Most of the locations have people already from the start of the game. Today we talk about how people are represented in our game, and hint at a few things they will impact in the game.

A single unit of people in a single location can be any size from one to a billion as long as they share the same three attributes, culture, religion, and social class. This unit of people we tend to refer to as a pop.
  • Culture, ie, if they are Catalan, Andalusi, Swedish, or something else.
  • Religion, ie, Catholic, Lutheran, Sunni etc. Nothing new.
  • Social Class. In Project Caesar we have 5 different social classes.
    • Nobles - These are the people at the top of the pyramid.
    • Clergy - These represent priests, monks, etc.
    • Burghers - These come from the towns and cities of a country.
    • Peasants - This is the bulk of the people.
    • Slaves - Only present in countries where it is legal.

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There are a few other statistics related to a Pop, where we first have their literacy, which impacts the technological advancement of the country they belong to, and it also impacts the Pop’s understanding of their position in life.

Another one is their current satisfaction, which if it becomes too low, will cause problems for someone. Satisfaction is currently affected by the country’s religious tolerance of their religion, their cultural view of the primary culture, the status of their culture, general instability in the country, <several things we can’t talk about just yet>, and of course specially scripted circumstances.

There are also indirect values and impacts from a Pop on the military, economical and political part of the game as well, which we will go into detail in future development diaries.

Populations can grow or decline over time, assimilate to other cultures, convert to religions, or even migrate.

Most importantly here though, while population is the foundation of the game, it is a system that is in the background, and you will only have indirect control over.

What about performance then?

One of the most important aspects of this has been to design this system and code it in a way that it scales nicely over time in the game, and also has no performance impact. Of course now that we talked about how detailed our map is with currently 27,518 unique locations on the map, and with many of them having pops, you may get worried.

14 years ago, we released a game called Victoria 2, that had 1/10th of the amount of locations, but we also had far more social classes (or pop-types) as we called them there. That game also had a deep political system where each pop cared about multiple issues, and much more that we don’t do here. All in a game that for all practical purposes was basically not multi-threaded in the gamelogic, and was still running fast enough at release.

Now we are building a game based on decades of experience, and so far the performance impact of having pops is not even noticeable.


Next week, we will talk about how governments work a bit, but here is a screenshot that some may like:

1710317019801.png
 
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At what territorial level will pops be handled? Because I could imagine it would make sense to do most of the calculations at the province or area level (kind of like how it works in Victoria 3).

Locations.
 
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I'm curious about the banner image, with all the numbers shown. It has different borders than the indian culture map shown, so I assume that's like people per country or something (especially since hainan shows 88 million lmao) ?

this just looks amazing though I gotta say.

Its per country, and shown once "per contiguous landmass"
 
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How much of a role will literacy play if by the time of the Industrial Revolution, not that many people were literate? Will it be hard to get 70%+ literacy?

For peasants by the end of the game, even 70% will be hard.
 
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Are there separate locations for towns and countryside, or does each location include town and surrounding countryside? That is, does each location have both urban and rural pops, or are there urban locations with burghers, clergy and noble, and rural locations with mostly peasants?

not all locations are urban
 
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Now we only need population pyramids, so losing 90% of your male 20-30 yr olds completely devastates your country <3

yeah, probably something for our games in 10+ years or so..
 
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27518 provinces, using eu4 definition of that word, sounds both insane and super fun. Now please tell me that terrain wont be visible when zooming in political map mode and im preordering, because pretty political map is one of the key aspects in grand strategy games for me.

not in political mapmode
 
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I am also curious how colonial pops will be handled. Will they remain their original culture? Or will they assimilate into a new colonial culture? And if so who assimilates to what culture and how is divided regionally if at all?

We will talk more about how these things work in the future
 
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It is missing the Genoese (or North Italian) population unless it was too small to include. Also there wasn’t more than 150,000 people or so in the city by the time it fell.

Only the 5 biggest cultures are shown.
 
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Hard agree. Assuming a population of 350 million people in 1400 (via Wikipedia). 0.003 yearly growth over 500 years gets you 1 billion(the approximate population in 1800). 0.002 gets you 750 million, and 0.004 gets you 1.7 billion (which is the upper bound of 19th century population).

Any small variation from the norm will have massive impacts late game because population works like compounding interest. A slightly less bloody 30 years war could mean a Europe with hundreds of millions of people. No Mingsplosion could do the same for China.

Famine, War & Disease helps a lot there.
 
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To complete my endeavour, I went to do a bit of archeology, and Development has been announced exactly on March 27th 2015 as part of patch 1.12, which was released with Common sense on June 9th 2015. It's thus a bit less than 9 years old as of today.

Development was originally designed to be reworked into the IR style POP system in autumn of 2017, but it was deemed as "too much work to change now, lets use it for Imperator instead".
 
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So theres something i dont understand about this.

The OP mentions that pops in vic 2 didnt cause much performance impact (although i think it did in vic 3 at release, not sure if that was fixed). And Stellaris is notorious for being extremely laggy partly due to pops. So what is so different about the pops in Stellaris that it causes lag but it wont cause lag in this game, where you have dozens of different cultures and religions (leading to 100+ different combinations), in hundreds of provinces, with constant cultural and religious assimilation? Because that sounds like a lot more things the game has to keep track of compared to Stellaris, where an empire usually has less than half a dozen species on maybe two dozen planets max, but is notorious for causing lag.

I got no clue about the code in either v3 or stellaris, nor about their performance costs of pops.

I coded the pop systems in v1, v2, eu:rome and imperator before this, and I know how those work.
 
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I assume that literacy might be easier to achieve for small playing tall nations as an attempt to help balance them out for larger nations? Also- can one cheat the literacy score by having certain pops (such as slaves) not count?

slaves dont count, sorry.
 
There are few things I need in life, but please, please, I'm begging you, please tell you can have multiple cultures be in the same culture group and be of different colours that can be manually set for each one, like in CK2 for example.
pretty sure yes.
 
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