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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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Hello, I would like to remind the developers that Veneto (northern Italy) is more similar to central southern languages than to northern ones. This is because Venetian is part of the Italo-Dalmatian language group, thank you and I hope you will fix this mistake
 
Will there be any for to represent Eastern Catholic countries having a different liturgical language than Latin? Like say if the Emperor of an Oriental Orthodox Ethiopia converted to Catholicism (as Emperor Susenyos the Catholic did as his nickname may imply), could he retain Ge'ez as the liturgical language of Ethiopia to represent Ethiopia still being Eastern Christian, just that they take orders from the Pope now?
 
Hello.

I cant see quite so clearly from the screenshot but it looks like Malta is part of the Arabic dialect if so i am humbly requesting the addition of Maltese, it can also be in the Arabic dialect

Thanks
 
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Alright I have to ask but, why is Bulgarian a separate language from the rest of the South Slavs, especially in light of seeing West Slavs and East Slavs merged into mega languages? This should maybe be looked over again, because if a more granular approach is taken:

- then Sorbian (with its upper and lower variety dialects), Czecho-Slovak (with its Czech, Moravian, Western and Eastern Slovak dialects) and Lechitic (with its Polabian, Pomeranian, Polish, Silesian etc. dialects) should be three separate languages representing the West Slavs - meanwhile Slovene should probably be separated out from Serbo-Croatian, as it's more distinct from eastern Shtokavian varieties than any of the Bulgarian dialects are, even if it is a relatively small language in that case. Dialectically, South Slavic can be separated into Chakavian in Dalmatia, Shtokavian in Southern Bosnia and Western Serbia, and Kajkavian in Slavonia, Northern Serbia and Northern Bosnia, as well as Torlakian in Eastern Serbia, though this would naturally require an earlier proposal I put forth to add Slavonian as a distinct culture, along with Torlakian (I give my reasoning in the Balkan thread before).

alternatively:

- if more summarized groups are preferred, then Bulgarian should be subsumed into South Slavic. Western Bulgarian and Macedonian dialects transition fluently into Torlak dialects, which in turn smoothly transition into Eastern Shtokavian, so much so that it's genuinely difficult to see a hard border being drawn, especially for 1337; as it is right now, you guys split the Torlak lands in half. Instead, Bulgarian would be another South Slavic dialect just like Slovene, though I maintain that the historical medieval division should be taken, instead of applying projecting the modern-day language and national borders. Geography mattered a lot more than religion in pre-ottoman times, and Coastal Dalmatians, Agrarian Slavonians and Highland Bosnians and Serbs were all distinct from each other and spoke differing dialects that only in modern times ended up being pushed back into obscurity due to the advent of Serbo-Croatian as a standard variety born in the 19th century.

A map to illustrate below of how Kajkavian and Chakavian got pushed back in favor neo-shtokavian dialects (Chakavians were also commonly known as Dalmatians, and the old Croatian standard language was based on that dialect); Kajkavian is generally associated with Slavonians, though even in medieval times many Slavonians already spoke a Shtokavian viariety, principally in the east; Western Slavonian dialects meanwhile transition fluently into Slovene even today.

weryp30nb2pa1.png


A map showing modern South Slavic Dialects:

South_Slavic_dialect_continuum.svg.png


And for fun, another map showing the modern Shtokavian dialects and how even within that language, major differences such as the absence of whole cases exists:

tumblr_ce6619d1aefc218831a670fbd9f0f695_f2e3f86c_1280.png
 
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So uhh as a Georgian I am sort of obligated to write a few words about this country



Language Groups

I believe that culture and language are inextricably tied for the Kartvelian people. Therefore, I suggest Project Caesar adopts a more realistic depiction of the Georgian world of the 14th century.

2560px-Kartvelian_languages.svg.png


(very anachronistic map)

language_groups.png


Locations corresponding to Georgian culture should be Georgian in terms of language. Same with Mingrelian in Mingrelia, Svan in Svanetia, and Laz in Lazeti.
Regarding Abkhazia, I believe Mingrelian culture should be present as a majority until the location of Bedia or Tskhumi, after which it becomes a significant minority among the non-Kartvelian peoples.


2560px-Antike_und_mittelalterliche_L%C3%A4nder_in_nordwestlichen_Georgien.svg.png


Provinces 5, 6, 7, and potentially 2 would've been majority Kartvelian speaking.

All of the above stated pops should see themselves as kindred, and belong to the same culture group, as they have historically descended from the same autocthonous population of the Kartvelian people, have shared statehood, religion, and geographical location.
I would be remiss if I also didn't mention Kivruli, the language of the Georgian Jewry - a mixed Georgian-based language with some Hebrew loanwords.


Dominant languages

languages.png


Historically, only Georgian was the standardised written language among its Kartvelian counterparts, so its depiction as the dominant language even in Mingrelian or Svan regions, for example, is somewhat accurate. Non-Georgian speaking areas in western Georgia had their own local Kartvelian vernaculars, uninteligible with Georgian. What isn't accurate, however, is, once again - Abkhazia. Like I said already, Abkhaz languages were never spoken that far into Mingrelian land.
One more thing to note is that lands farther east, into Hereti, up until the location of "Qakh" or "Shaki" would've been Georgian speaking, as would have been the location of Speri in the province of "Çıldır", or "Tao-Klarjeti", as I believe it should be called.


Liturgical languages

I believe the depiction of Georgian as the liturgical language for all of "core" Georgia is accurate. Some lands that were Kartvelian and under Georgian control still retained Hellenic liturgy, as was the case in Lazeti - a province that only recently became a part of Samtskhe. I won't repeat myself with regards to the location of Speri and the province of Hereti.

Georgian Bishoprics According to Prince Vakhushti.png


What's interesting is that north Caucasian Christians should practice the Georgian rites, as I proved in my post on the Iran and Caucasus feedback dev diary. You can check it out here.
To the south, like I said in the aforementioned dev diary, Armenia should be broken up into multiple vassals, and they should likely practice Chalcedonian Orthodox Christianity:


mega%20autism.png


(credit to @SuperLexxe)

liturgical_language.png


In summary, I believe this map needs some work.


Dialects

This is where it gets tricky.
As with all isolated mountainous countries, Georgia (or Georgian, rather) naturally has a buttload of dialects, all of which are mutually intelligible, and would have been so in the 14th century as well.
According to the highly influential monk and historian Giorgi Merchule:


"ქართლად ფრიადი ქუეყანაჲ აღირაცხების, რომელსაცა შინა ქართულითა ენითა ჟამი შეიწირვის და ლოცვაჲ ყოველი აღესრულების".

We can consider as Greater Georgia wherever mass and prayers are said in Georgian [language].

As with most things in Georgia, there's a big west-east dichotomy.
The most emblematic example I can give you westoids is this map:

gruzia.png


Now imagine this before industrialism.

The most comprehensive sources I can direct you to are all in Georgian, so a simple wikipedia link and some pictures are unfortunately all I can help you with.

2560px-Georgian_dialects.svg.png
16th century ethnographic regions.png

Location%202.png

(credit to @Georgian Noble)

That modern-imposed map may be of some use to you when modeling core Georgian dialects based on regions.

Market languages

Despite how much we may not like it to ackwnoledge it, Georgia historically used to be a country on the periphery on the middle east.
Historically, (non-domestic) trade was very much dominated by non-Georgian peoples, like Greeks, Persians, Armenians, Arabs, Turks, and Jews.
At the time of the game's setting, the grand majority of Georgian traders would've used Arabic, Persian, or even Hebrew as the language of commerce.
In Georgia, there was a special class designation for merchants - didvachari, as a compound of did- (big) and vachari (merhant), itself an Indo-European word. This proto-burgher class had at that point many privileges, like being of equal status with minor nobles, according to Vakhtang VI's law code "The Law of Prince Vakhtang".
So, back to languages - even at the height of Georgia's power under Tamar, Georgian coins were minted with Arabic inscriptions, which I believe shows just how integrated Georgia was with the wider near-eastern trade:


Tamar_of_Georgia_Fals._Tiflis_mint.jpg

market_language.png


Hence, I think this depiction is incorrect.

This also goes back to my belief that Tbilisi should have its own market, seperate from Trebizond, as the city was quite prosperous and politically significant at the time.


Court language

Georgia, despite being undergoing heavy "Byzantinizing" (actual historiographical term) up to the 14th century, as in its state organisation and general culture, was still partly Persianate in its exotic influences, be it literary or artistic. Nevertheless, the court language is correctly depicted as Georgian.

court_language.png


 
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Since some content is locked to specific cultures, would you automatically lose that culture-specific content if you switch your primary culture to one that doesn't have that content? For example, if your English and enact a policy that only the English culture has access to, then switch your primary culture to Highland, will you immediately lose that specific policy simply because you switched primary cultures, or will you be able to keep that policy until you switch it to something else, at which point you then lose access to it?
 
For culture assimilation, will the process start by Non-Accepted Cultures followed by Tolerated Cultures? And will Accepted Cultures be not assimilating similar to Imperator: Rome or they will also assimilate but after Tolerated Culture?
 
i think it would be neat if u got a small opinion bonus for being in the same dialect as another country just a nice little thing. unless the performance or work overhead for that is significant.
 
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> 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.

but

> 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.

and

> 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.

So peasants can want the court language to be the language they don't speak themselves. This kinda doesn't make sense?
 
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Just want to chime in and want to express that I am very pleased and thankful that you (Tinto) created such a deep and well-thought out system for cultures and languages. It is so much more sophisticated than in all previous games, while simultaniously easy to understand and realistic. Looks amazing! You did extremely well on this.

Obligatory wow.
 
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