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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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In regards on how to make colonial cultures appear, perhaps your could have a culture for each "language" in each "subcontinent" of the Americas. That way you could have different new world cultures for portuguese, spanish, french, etc. Without having to worry about the different regional cultures.

Personally I would make the new cultures spawn in a location something like 150 years after said loc (in the Americas) was colonized by an old world nation. After, say, mexican, spawns in a location I would give said location a modifier that makes all other spanish speaking pops in that location quite likely to convert to mexican. The modifier shouldn't last forever to represent later tensions between criollos and peninsulares, so it could be a 50 year or so thing.
 
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No, we represent that as the country's primary culture assimilating the minorities.
Perhaps after the Enlightenment there could be a boost to assimilation of cultures that shares laguage and a culture group into the primary culture?
 
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Currently no. Interested to hear opinions of how that could work though.
I obviously don't know what you have planned for colonial gameplay, but maybe they could start forming as colonies grow in power and be connected to liberty desire? As the colony becomes less reliant on its overlord and the colonists start mixing with different cultures they start forming their own identity and increasingly consider themselves as "different" from their mother country? I'm not a historian or gameplay designer though so maybe it's anachronistic and/or would cause all kinds of problems with feedback loops and such.
 
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From Language Families:
This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.
Market attraction influence should be highly increased! and even be extended to Languages or Cultural groups. Austria is under the Slavic Language for example.
 
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SaintDaveUK welcome back from your paternity leave. We have been eagerly awaiting your return, as it hopefully signifies that we will soon be blessed with the review of the British Isles Tinto Map. Any update on when you expect this to be published would be greatly appriciated. :)

A few questions/comments/suggestions on todays Tinto Talks:

1) In a previous post Johan said that Accepted culture pops will not be gradually assimilated into the primary culture, is this also the case with pops of a tolerated culture?
2) Can enemy cultures change over time and if so, what are the conditions for a culture to become enemy/non-enemy?
3) If the power of the liturgical language influences research speed does that not cause an issue with the reformation? It would seem strange if European countries see an ongoing drop in research speed as a result of the reformation and protestant countries using their own languages rather than latin. After all, technological development did not exactly slow down in the centuries following the break with Rome. Do you have mechanisms in place to deal with this?
 
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I think the Uralic language family should be broken up. I understand why it's there from a gameplay perspective for the small, isolated languages, but it doesn't make sense for 2 reasons.
  • Uralic as a categorisation is way too broad, it's at least as broad as Indo-European would be. Finnic and Ugric are as different from each other as Germanic is from Slavic, not like the differences inside the Germanic group between British and Scandinavian. The language differences are too large for the relation to matter.
  • The Finno-Ugric family was first proposed in the late 17th century and wasn't accepted until later. Hungarians especially were resistant to the idea and even viewed it as insulting for going against the classical romantic idea of shared ancestry with the Huns and other great Turkic empires. It wasn't widely recognised there until the second half of the 19th century.
Even if it's a small bonus, it's unrealistic to get for a language relation that is indecipherable for regular speakers and actively rejected by one side.
 
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Showed the map to one of my south-indian friends and she was very happy to see Kannada on the map. The first thing she observed though was the color and she said: "Kannada is red and yellow in color though" . If you accept feedback on colors of languages already, please keep this one in mind.
 
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"Italian" is a modern construct, there are many different linguistic variations in Italy, and we divided it into the Northern Italian (Cisalpine) and Southern Italian following the linguistic classification
Regarding the linguistic classification you shared: Dalmatian should not be part of Italian, the way it currently is on the maps. It should be either part of the Cisalpine language or its own.
Similarly, Sardinian should also probably be its own language.
 
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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.
I can see why this has been done, but tying the liturgical language to the research language is going to break the Protestant Reformation unless there are Protestant-specific mechanics to prevent it.

At the Protestant Reformation, the usual liturgical language was changed to the vernacular, but the research language remained Latin. Calvin published his magnum opus, the Institutes of the Christian Religion, in both French and Latin. All the major Protestant confessions that I can think of were officially published in both the vernacular and Latin (often, as in the case of the Helvetic Confessions, having been first composed in Latin). The 1604 Canons of the Church of England required that every candidate for ordination must be able to "yield an Account of his Faith in Latin", and its Book of Common Prayer was translated into Latin for services at Oxford and Cambridge, which still continue today. All exams at those two Anglican universities were in Latin until at least the 1750s, and in many subjects long into the 19th century, and even after the specialist exams switched to English, all Oxford students were required to pass a new exam in basic Latin from 1808 until 1960. The Protestants' theological objection was to using Latin for worship services where it could not be understood; they had no objection to researchers using Latin if they could understand it.

If Project Caesar has a Protestant Reformation that impedes Protestant countries' ability to research because they have switched their liturgical language, then it will be a serious departure from history.

And that's before we consider the argument that the Protestant Reformation was actually a great stimulus to science and learning. It's not a universal opinion, but it was a widely held one in the 19th and 20th century (especially in Protestant countries!). But even if you don't agree with that view, it would be wrong to suggest that Protestant scholars couldn't communicate with their Roman Catholic peers in Latin, because there's mountains of evidence that they could and did.
 
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I saw "huh they made languages a thing", then "Oh there's dialects! Liturgical languages? Court languages? Market languages?". You really went above and beyond with this, I'm impressed.

I have a few comments:
- Since dialects are a game mechanic. Will some of the more fragmented cultures like German and French be unified in favor of little regional differences being represented by dialect differences instead?
- Shouldn't Persian probably be the court language of the Turkish beyliks?
- Shouldn't Andalusi culture be grouped with the Maghrebis?
- I assume it's WIP. But Coptic is way too widespread. Cilicia and Ethiopia's liturgical language should be Armenian and Classical Ethiopic respectively.
- I feel like there could be a separation between Classical Arabic and Classical Chinese, the latter was a liturgical language among Japanese Buddhists for instance, and is very much not really intelligible with the spoken Chinese of now or the time.
 
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Currently no. Interested to hear opinions of how that could work though.
Would it be possible to implement a system where once you form a Colonial nation, it will have an event with a mean time to happen of perhaps 50 years (?) where it will then form it's own culture with it's parent state's official language and maybe a "Settler" or "[Subcontinent] settler" culture group. And it should then have a much higher rate of assimilation than a conventional tag for non-enslaved pops who do not have a "local" culture group.
 
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very cool

still think that same dialect speaking countries should get small diplo bonuses, but that's about it

honestly, very cool dev diary. Finally you can belong to multiple culture groups, which was something I very much was expecting

what I am curious about is though, how will new cultures and languages form and develop? (such as the Dutch culture or the Sabir language). Also can we have procedural version of those? This honestly shapes up to be very cool
 
As it has already said two times, I think adding Arpitan to the dialects of French would be sensible given that Norman is represented as a dialect here and Arpitan is clearly the more distinguishable dialects of the Gallo-Romance languages (Which French is a part of)
 
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