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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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That's just how the game is using these terms. "Languages" in game tend to be macro-categories - either aggressively lumping languages with any degree of mutual intelligebility, or being cultural macrolanguages like Chinese - and "dialects" are the fairly-mutually-intelligible subdivisions that are still generally considered languages. See the situation in Scandinavia for example.

"Macrofamily" typically refers to hypothetical high-level families and can carry a negative connotation. "Diasystem" is way too technical.

I think "Language family" is perfect for tier 1, "Language" is fine for tier 2, but tier 3 should maybe be "Language variety." This is an actual term used by linguists to be neutral on the language vs dialect debate, and IMO isn't overly technical and is clear enough for newcomers. "Lect" or "isolect" would also be good neutral alternatives but might be considered overly technical and less clear to newcomers.
Dyasistem is way to technical just as is used by linguist to avoid the political connotations -and unnecesary debates- of the "language" word (wich are the kind of talks that doesn't happen in modern nation-state countries traying to enforce languages over other speaking populations). So I really think in that way is the best candidate to group languages -even if we still calling them languages- (so, as a reference). The problem comes -at least for me- when a dyasistem/language as Astur-Leones is mistreated as a dialect (or language variety) of other dyasistem or language (the case of leonese). Or when language varieties are built over 21st century state frontiers. Otherwise I totally agree with u.
 
Currently no. Interested to hear opinions of how that could work though.
The new world was very much a cultural Melting pot, what about a system where if a colonial nation gets enough population in a region then the pops will slowly assimilate to a culture that is based on the language family that is the majority. So for example if a germanic country colonizes the American east coast, then they slowly assimilate to American culture, but if it was colonized by romance pops, then the culture would have a different name to reflect that (Maybe canadian?)
 
Dyasistem is way to technical just as is used by linguist to avoid the political connotations -and unnecesary debates- of the "language" word (wich are the kind of talks that doesn't happen in modern nation-state countries traying to enforce languages over other speaking populations). So I really think in that way is the best candidate to group languages -even if we still calling them languages- (so, as a reference). The problem comes -at least for me- when a dyasistem/language as Astur-Leones is mistreated as a dialect (or language variety) of other dyasistem or language (the case of leonese). Or when language varieties are built over 21st century state frontiers. Otherwise I totally agree with u.
In my experience "language variety," "variety," and "lect" are far more common terms when using neutral descriptors than "diasystem." And I think at least the first two of those appear far less technical and more understandable to a general audience. Even "lect" might appear less technical than "diasystem."

Speaking in terms of the screenshots above, it's not a good experience for newcomers to load up the game and see the following screenshot but it says "Uses the Marathi Diasystem." It appears as nonsensical technical jargon that they can't understand; they may not even realize that it relates to language at all.

culture_maratha.png


That's why I think the names for all three tiers need to be, if not a phrase everyone will recognize, at least a phrase that will not appear as incomprehensible jargon to most players, and which can be easily and clearly defined in the tooltip.

Reworking the language map is of course fair game, but I think that should be done in the context of how the terms are used in-game at the moment and to the standards of how granular the divisions are in other regions, not based on whether something is considered a dialect or language in the real world.
 
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Currently no. Interested to hear opinions of how that could work though.
I expect American colonial cultures to be as dynamic as a mod I once played in Europa Universalis IV. For example, if I decide to exploit the local resources and bring in slaves, there should be a risk of revolts similar to Haiti's, leading to new societies resembling Caribbean islands or northeastern Brazil. Alternatively, I could choose to evangelize the native population, allowing for cultural mix and to form societies similar to Paraguay, rural Brazil, Bolivia, Mexico and etc. Or, like Argentina, I might focus on settling the land with my own culture, creating a continuity with limited cultural mixing just creating a new dialect or something like.
Additionally, I’d love a system somewhat like the Siberian Frontier to represent groups like the Tropeiros and Gauchos, who expanded the colony independently.
 
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In my experience "language variety," "variety," and "lect" are far more common terms when using neutral descriptors than "diasystem." And I think at least the first two of those appear far less technical and more understandable to a general audience. Even "lect" might appear less technical than "diasystem."

Speaking in terms of the screenshots above, it's not a good experience for newcomers to load up the game and see the following screenshot but it says "Uses the Marathi Diasystem." It appears as nonsensical technical jargon that they can't understand; they may not even realize that it relates to language at all.

culture_maratha.png


That's why I think the names for all three tiers need to be, if not a phrase everyone will recognize, at least a phrase that will not appear as incomprehensible jargon to most players, and which can be easily and clearly defined in the tooltip.

Reworking the language map is of course fair game, but I think that should be done in the context of how the terms are used in-game at the moment and to the standards of how granular the divisions are in other regions, not based on whether something is considered a dialect or language in the real world.

Totally, the term dyasistem would be alien for most of the players, I agree. Still using it as a reference (as they clearly did with Occitan-Catalan and Galicianportuguese) would be wise, and calling them languages would be wiser, but they should try -in my opinion at least- to apply as similar rules as possible to everyone in order to avoid really evident biases (at it happens with some languages of the map). So basically as u say, language map modifications.
 
Well, at that period Galician-Portuguese and Castillian were very, extremely almost, different. Still is sad seing some languages as Leonese misregarded as a Castillian dialect.
I agree, they should probably be called something else rather than "dialects"
 
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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 Langu....

Wow, this is really nice ! I dreamt about a separate culture/language variable for years in a grand-strategy game !

As a linguistic major this is something I really look forward how this would actually manifest in game.


Now, as someone specialised in Gallo-Romance linguistics, more specifically, I'd want to bring to attention that as other people have mentioned, that Francoprovençal/Arpitan should be considered a separate language to French. There are evidence that people travelling from Dijon to Lyon or Geneva had more difficulty to understand people there than they had with people in Paris or even Normandy. At the very least it should be a distinctive dialect.

A very cool thing i'd wish to see is "paths" with Savoy and other minors in this region where you either affirm yourself as a French nation, Italian nation or decide to forge your own unique path and promote Francoprovençal/Arpitan. This didn't happen IRL but it could have, the ingredient where there : people were conscious that a weird thing was going on with their dialect, not quite like Occitan or French. A litterary language had started to develop and there is at least one instance where Fribourg in the first half of the 14th century started to use the language in its administration. So if Francoprovençal as a concept really emerged in the 19th century, a form of abhorted linguistic identity did start to develop, so as a player in an Alt History game you could follow the path that could have brought Francoprovençal/Arpitan to an equal status to languages like French or Italian or at least that of Occitan or Catalan.

A thing I'd wish to see would be that pops could learn languages or even abandon languages under some kind of culture prestige pressure.

For the dialects in the general Gaul region, as I guess It's one of the area still wip, doing one dialect per each of the cultures you've shown precedently would be fine. But if some merger are necessary I'd see it like that :

For "French/Langue d'Oïl"
Gallo+Angevin ->Western D'Oïl
Poitevin+Saintongeais -> Poitevin-Saintongeais
Francien+Champenois -> Central D'Oïl
Bourguignon+Franc-Comtois -> Bourguignon-Comtois
Berrichon and Lorrain should probably remain as separate

Francoprovençal should probably become a separate language

Occitan :
Gascon is the most important dialect to get separated.

For the rest you could do this division :
Limousin+Auvergnat+Alpin -> Northern Occitan
Langedocien+Provençal -> Southern Occitan

But getting them as one sole Occitan dialect could also be fine.

EDIT : Just one minor thing I've noticed : Fribourg (Switzerland) is shown as having a High German court language. While it did eventually become the administative language of the city-state, I believed it remained French until the 15th century. High German became the court language when the city state aligned with the Swiss Cantons. The process if I recall correctly started ca. 1400-1420 and was fully realised only in 1481. I don't have the sources rn but I may provide them later.
 
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shouldnt Aragonese be Aragon primary culture and not Catalan?
No really, the house of Barcelona-Aragón used Catalonian as its court and administrative language (that's well documented in its chancellery), as well Catalonian was the most widespread language of their realms, making it functionally the prefeered "lingua franca" to almost all comunications (outside Aragon proper -Kingdom not Crown-).
 
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Just a thought. I think the term "topolect" would be a good alternative to dialect. Especially if you don't break Chinese up into regional languages, since it originated as a translation of Chinese 方言 (fangyan). While it's mostly a technical term, it's meaning is obvious to anyone familiar with the Greek roots (as used in English) and it (hopefully) lacks the potentially negative connotations of dialect.

Otherwise, lots of great stuff, though obviously lots of potential pitfalls in line-drawing. For example, Sardinian should certainly be its own language, and German should probably be split into High and Low languages.
 
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Will all Culture Groups be "set" at the starting date of the game or will there be events, MT, decisions and etc. that could impact them (either by adding/removing cultures from a group or adding whole new groups)?
 
Are East Asia nations allowed to use Chinese as a liturgical language? For example, Korean and Japan both used Chinese alphabets with annotations during this time period (Gugyeol and Kanbun).
Also, why is Dutch not grouped with English? Both are Anglo-Saxon languages

EDIT: Just looked into it, wow I'm silly: I was confusing Dutch with Frisian https://en.wikipedia.org/wiki/Frisian_languages
 
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No, Dutch counts as the dialect of German spoken by Low Franconian culture.
This should develop during the game, as it should for many languages. These did not stand still for hundreds of years.

You have made leaps in representing language and culture and granulated it nicely. Yet, they are now presented as unchanging monoliths, which they were not and CK3 already showed that it could be possible to develop cultures within your games.

I would be glad to see cultural development implemented, especially as a consequence of conquest and colonization.

I.e.: Dutch developed into its own language, it shouldn’t remain a German dialect. Maybe you could implement that dialects can develop into languages when their culture becomes more distant from/powerful than its parent language? Or when enslaved or conquered peoples develop blends or creoles. (English arguably developed as a creole; it wouldn’t be right not to have English in the game either.)

You could then also have some set possible subcultures and dialects that diverge from a dialect when elevated to full language, such as Limbourgish and Brabantic from Dutch.

I hope you could consider adding this, as I am happy to see the game improving their diverse portrayal, and would hate to see it miss something this vital to cultural development.
 
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Wouldn’t the jasz and cumans in Hungary have adopted the Hungarian language by then? Sure they kept many of their customs, and there are some, even today that say they are different because they are “kun” or “jász”, but they lived in the heart of Hungary and assimilated quite fast, starting by adopting the language.

EDIT: nope, I was wrong, they kept their language for at least another century, possibly more.
 
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I understand this is WIP, but from what I think your Language (dialects) system for the the Romance languages looks like atm: Portuguese (Galician, Portuguese), Spanish (Castilian, Leonese, Aragonese, Ladino), Occitan (Occitan, Catalan), Cisalpine (Cisalpine), French (French, Norman), Italian (Italian), Romanian (Romanian)... this is what I think:

  1. The numbers. Probably the least important point, but I will mention it nonetheless. I hope more languages and dialects are to come because I miss some pretty distinct languages relevant for the time like Mozarabic, Arpitan or Dalmatian
  2. The names. The name for the "Languages" is really odd. Reading that "the Spanish Language is used by the Asturleonese Culture" or that "the Occitan Language is used by the Catalan Culture" feels wrong. It is wrong. Catalans didn't speak Occitan. Asturleonese people didn't speak Spanish. This might work in some other cases, but in these two examples it just doesn't.
  3. The grouping. The criteria for grouping seems inconsistent. If you group the Occitano-Romance (Catalan and Occitan) languages together, then you should do the same with the Ibero-Romance languages (Galician-Portuguese, Astur-Leonese and Spanish). Linguistically, Portuguese is as far/close from Spanish as Catalan is from Occitan. [Koryakov Y.B. Atlas of Romance languages. Moscow, 2001; or ethnologue; or glottolog]
  4. Language continuum vs fixed groups. Spanish is closer to Italian than it is to Romanian. I'm guessing there won't be a way to represent that in game. whic is a shame. This doesn't seem like much of a problem, but in places like Italy or Spain, it does get weird when languages very clearly on a spectrum are represented as a either part or not part of a group. For example, instead of having portuguese<->galician<->astur-leonese<->castilian<->aragonese<->catalan... we have Portuguese and Galician---Leonese, Castilian and Aragonese---then Catalan. Leonese has arguably more in common with Galician than it does with Aragonese. And there is a reason scholars can't agree on wether Aragonese belongs in the Ibero-Romance (Castilian) or Occitano-Romance (Catalan) language family.
 
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Mozarabic, which is what the muslims under kingdom of granada and in general the andalusian region, should not be in semitic group. It should be with spanish and portuguese, as mozarabic is very much a hispanic language with more arab influences, not the other way around.

The courts language of Granada, and the language in general, there should be mozarabic, which is not Arabic. Only the liturgical language should be Arabic.
 
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tier 3 should maybe be "Language variety." This is an actual term used by linguists to be neutral on the language vs dialect debate, and IMO isn't overly technical and is clear enough for newcomers. "Lect" or "isolect" would also be good neutral alternatives but might be considered overly technical and less clear to newcomers.
Another neutral alternative is "languoid" but sounds worse than lect or isolect
 
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