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Tinto Talks #36 - 6th of November

Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.

I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.





Culture​

Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.

As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.

So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.


culture_maratha.png

A fairly typical example of a Culture, consisting of a Language and a Culture Group.


Culture Opinion​

For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.

This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.

Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.


culture_list_aragon.png

A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.

Culture Capacity​

Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.

accepted_cultures_of_aragon.png


Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.


cultural_cost_andalusi.png
cultural_cost.png





Non-Accepted Cultures​

By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.

Tolerated Cultures​

If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.

Accepted Cultures​

You can elevate a culture further into being Accepted, at which point they gain special rights.

Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.

However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.

Primary Culture​

At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.

Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.

You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.






Language​

Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.

Language Families​

The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.

language_groups.png

Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.


Languages​

Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.

Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.

tooltip_language.png

Un ejemplo.


languages.png

The dominant language in each location is shown.



Dialects​

To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.

Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.
dialects.png

A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.


germanic_language_group.png

Here is a sketch showing the structure of the Germanic language group and its languages and dialects.




Countries have several different ways of interacting with Languages.

Common Language​

The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.


Liturgical Language​

Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.

In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.


liturgical_language.png




Market Language​

Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.

Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.

market_language.png




Court Language​

Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.

Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.

Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.

court_language.png




Culture Group​

A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.

A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.

cultrure_group_british.png

An important culture group.


In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.

One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.

culture_norse_gael.png

Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.




That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.
 
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Currently no. Interested to hear opinions of how that could work though.

EU4 would have rare events where some provinces in the 13 colonies would randomly become American culture. I think with this new system you could have something similar tied to events where a culture gradually emerges.

I think for the purposes of colonies you could tie the emergence of a culture to liberty desire or independence. The British in NA start to feel less and less British the more and more their colony is disatisfied with the motherland, leading to something like a conversion modifier slowly converting pops to the new culture. This could have interesting gameplay interactions too. The more distinct the culture gets from the motherland, naturally the more likely it is to be rebellious, leading to more conversions leading to more rebellion etc (over a long time period). Similarly, an overlord might want to delay this as much as possible by not taxing the colony much etc, or maintaining direct control over some territories instead of turning it into a colony where you risk them getting ideas of greater independence.

Sense of culture or national identity was such an integral part of many uprisings and revolutions (just look at the American one), it would be a shame if some system of cultural emergence for colonies didn't exist and naturally feed into that system.
 
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regarding a way to make new culture appear, I'd feel like if you have a country with a court language / linked main culture different from the common language for too long (thinking centuries), some form of new culture should arise, representing that the "elites" culture and their administered people culture have effectively created a hybrid (which would be what happened in England or in many colonies). That or creating new culture when one part of the culture is "too far" (in proximity cost) from the rest of the culture
 
If cultural merging is simulated by assimilation mechanics, will the game support renaming cultures based of events/tag formations? Or will "Lower Franconian" and such remain until 1820? Could whoever forms Russia have their primary culture renamed to "Russian" and then assimilate the rest?
 
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Should the liturgical language of Korea and Vietnam be Chinese instead?

Chinese had always been the written language used in “rituals and scriptures, and by extension what scholars use in their academic works” in Korea and Vietnam until the 20th century.
It is a misconception to say that “Chinese language” was used as a liturgical language in Korea and Japan. While it is true that “Hanwen” (漢文, Hànwén) was utilized in Korea, Japan, and on the Chinese mainland, this “Hanwen” is the literary language that continued from ancient China and became completely distinct from the vernacular “Chinese language” spoken in the Song dynasty and later, through the Yuan dynasty. Therefore, it would be more appropriate to designate “Hanwen” as the liturgical language, while understanding that the “Chinese language” is a separate language altogether.
 
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In general we have aimed for more natural names of languages instead of academic jargon.
I feel like that can be a bit problematic, like someone was already confused by Norman being just french, and Dutch are just German. But i dont really know of a better alternative.
 
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"Accepted Cultures also count towards whether you can core a province,"

So I can't core location/province with unaccepted culture?
I believe this is what it refers to:

A location becomes a core automatically if it's integrated OR colonial, and at least 50% of the pops are of the primary or accepted cultures of that country.

(from Tinto Talks 30).
 
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"Accepted Cultures also count towards whether you can core a province,"

So I can't core location/province with unaccepted culture?
Correct, accepted culture and primary culture only. In Caesar, Cores are powerful and expensive and we don't give them away willy nilly.
 
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As a Korean, I think the Liturgical Language of China, Korea, and Vietnam must be Chinese, or especially Classical Chinese (also called Literary Chinese) (漢文 or 文言), which was used for the official documents of these countries until the 20th century, which worked like Latin of East Asia.

For the language name, I recommend using "Classical Chinese" or "Literary Chinese", but If you want to use a word that doesn't sound too dependent on China in English for neutrality, I recommend "Han" Which is a pronunciation of 漢, in all Vietnamese, Korean and Chinese (Korean: 한(Han), Vietnamese: Hán, Chinese: hàn)
 
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Currently no. Interested to hear opinions of how that could work though.
From my understanding, the way new cultures developed in the colonies was because they tried to "convert" cultures from far away into the culture of the colony. I'd say new cultures appearing happened because the mother country was far and either the new country became independent or the colony had a native population that was always bigger than the colonists. Kind of why the people from madeira are not as different from Portugal than Brazilians.
So, one way could be that if the culture that the pops would be converted to is not a majority in the location, instead of converting directly from maya to Spanish you have a chance of converting instead into maya-spanish. And the maya-spanish then have an increased chance of converting into spanish (or into maya if the become independent and the new country is maya and not maya-spanish).
So, by the mid-end of the game, the nueva España colony would be full of maya-spanish, nahuatl-castillian, etc. With a minority of Spanish and natives not converted yet. If by that time nueva España becomes independent, having a majority of mixed culture pops could trigger the creation of a country with a new culture that would be inside of the previous culture groups too, with bonus for converting people of those groups for some time at least.
I understand that creating mixed cultures can bring lots of problems, as for example what to do if another culture tryes to convert mixed people (maya-english-french-etc is a mess). And probably many more, but I think most of them could be solved
 
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One change we have made from EU4
Hmmm
Currently no. Interested to hear opinions of how that could work though.
After 50(?) years, a colony with control under X amount (to represent distance and lack of connection to cultural standards) has an increasing chance to spawn a new culture in the same group as the colonists. New culture is named after the region. So:

English colonists move to New South Wales in 1620; in say, 1684, an "Australian" culture appears in the british culture group, and eligible pops in the colony convert to it rapidly.
 
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Dialects sole purpose is to provide their own name pools. How would Northumbrian names be distinct from the rest of England?
If name pools are purely name pool related stuff then I get it. Just that TT said that dialects are purely cosmetic and to mee this means (oh it's just there and it doesn't affect anything). But if it affects how characters are named, then I wouldn't count that as purely cosmetic thing. It's a bit misleading is what I say.
 
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A few minor suggestions:
Putting Azeri and Turkish as two languages while Czech and Polish as one is inaccurate, Azeri and Turkish are far closer than Czech and Polish
Sardinian is very different from other Italian languages and belongs to its own group, it at least deserves its own dialect
Also, if Norman is French dialect than so is Arpitan

Also, in my opinion, instead of accepting culture - the country should tolerate language, like the Chinese conquering Germany wouldn't think "I tolerate Ripuan Franconians but not Rhenish Franconians, I hate those"
 
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It is a misconception to say that “Chinese language” was used as a liturgical language in Korea and Japan. While it is true that “Hanwen” (漢文, Hànwén) was utilized in Korea, Japan, and on the Chinese mainland, this “Hanwen” is the literary language that continued from ancient China and became completely distinct from the vernacular “Chinese language” spoken in the Song dynasty and later, through the Yuan dynasty. Therefore, it would be more appropriate to designate “Hanwen” as the liturgical language, while understanding that the “Chinese language” is a separate language altogether.

Yep, I actually referred to the written language of Classical Chinese, which remained quite consistent over time.

Since “Old Church Slavic” was used for the Slavic Orthodox churches, maybe “Classical Chinese” can serve as the liturgical language for the Sinosphere.

This can also simulate the transition from Classical Chinese to Written Vernacular Chinese (白話文) in the 20th century.
 
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So my idea of Culture Pyramid for Victoria from like 10 years ago is being implemented, just for different game and it's missing one layer below non-accepted, which as you might guess is related to genocide, but it's ok as not really a thing for this period.
 
Surely if Indo-European is broken up into different language families (as it should be for this purpose), so too should Uralic? It seems weird that there is a "small opinion bonus" between Finnish and Hungarian in the 14th century. I'm not suggesting that Mari, Khanty, etc. get treated as isolates, but maybe instead a division between Finnic/Volgaic/Ugric, or something like that? I see that's basically what the languages are right now, but surely Sami should be a different language from Finnic, and Khanty separate from Mansi.
 
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