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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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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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So what is the logic about not including the Valencian culture and lumping it together Catalan. Valencians never saw themselves as “Catalans”.
 
I find it strange Italian and Cisalpine have been split, but Cantonese and Southern Chinese dialects which are mutually unintelligible from 'Chinese' have not been separated.
 
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This dialect feature fits well with Japanese culture, instead of separating Japanese culture into 4, I think separating it in dialect section would be wise, Korean, and Chinese Han culture too.
For example : in this "project caesar" the mainstream Mandarin culture are separated into Dongbei, Jilu, Jiaoliao, Zhongyuan, Jianghuai, Xinan, and Yi. This gaves strange look at Chinese landscape, too complicated appearance on the culture map, this separation along with Japanese looks strange, its like separating Swedish culture into Gotaland, South Swedish, Malmo, Svealand, Gottland, and Norrland on culture map. But instead we got unified and eye soothing look of one Swedish culture. I think this should be applied to the Sinosphere culture as well, excluding Yue, Hakka, Min, Gan, Xiang, and Wu which is a different language essentialy to Mandarin
 

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Will there be sinicization like in EU4?
 
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Sorry, I misspelled (I was trying to say two things at once). You are right, multiple dialects per language are possible. I'll fix my comment because that's not what I meant to say lol.

What I meant is, one dialect per culture. So for example, the Estonian *culture* can only have one dialect, it cannot have simultaneously the Estonian and the Southern Estonian dialects, unless you split up the culture itself into two.

What examples specifically? To me it looks like each culture has one dialect.

Edit: I think I misinterpreted what you meant. I read the last two sentences like one culture can be divided between multiple dialects.

Both of you.. read dev diary again. It says clearly that every culture correlates to 1 language. That's it. Nowhere does it say that there can't be multiple dialects per culture. It could be limited that way but there is no verification of that in dd itself.

As far as Southern Estonian goes then that should be made then into a separate culture because how drastically different overall culture (including language) is from Estonian and also Finnish. ( of course if the limit you guys mentioned actully excists)
 
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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.




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.



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.
Should peasants always like the Common Language? For Example, if Yuan has Mongolian as Primary Culture, will Han peasants like Mongolian language?
 
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Could we get some more details on how language power is calculated? Like will Chinese be a strong language because it has a hundred million speakers or will it be a weak language because only a single country (plus maybe Korea or the Jurchen) uses it?
 
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
These were not always the same. For instance Iran and the areas within its cultural sphere used Persian as a literary language despite Arabic obviously being their liturgical language. I believe the Hindu-Buddhist realms were also beginning to see literature in the vernacular languages start to overtake Sanskrit and Pali literature in this time.
 
Firstly, in the Maghreb region, the Arabic language has historically played a significant role, especially after the migration of Arab tribes during the Almohad period. I recommend reflecting more of this Arabic influence on the map, particularly in western coastal Morocco, southeastern Morocco, and western Algeria.
Arabic is the market and liturgical/scholarly language throughout the Maghreb, which makes sense because Tamazight was not a literary language historically. The language map just follows the cultural map, so if you want to see changes really you'll need to find some decent sources that contest their own source (which I'm guessing is Descripcion General de Africa). Court language seems to have been a mixed bag, as the Marinids and Wattasids were of Amazigh origin but I think they had been getting sort of influenced by Arabic. I think I remember reading that the kingdom of Tlemcen had less influence of Arabic among the nobility.

Secondly, regarding dialects, it would enhance realism if each Arab region’s unique dialect were included. For instance, the Saidi dialect in Egypt, the Hejazi dialect in the Arabian Peninsula, Levantine Arabic in the Levant, and Andalusian in Granada. This would add depth and cultural accuracy to the game.
Agree 100%, each culture should have its own dialect as they've followed dialect groups in designing the culture map in the first place. Although the only function so far is name lists.
 
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1) First location of Assamese is wrong. Its much further east
2) Spread of Bengali encompasses more areas of Burma and into Bihar/jharkhandi
3) Maithili is more related to Benhali than any other language
4) Oriya, Assamese, Bengali and Maithili are mutually intelligible languages
5) Bengal was the biggest and most prosperous trade power in the Bay of Bengal with large merchant families, not the Burmese as shown in the map
7) State language of Bengal was Persian, not Arabic
 
Should Culture Capacity really increase over time through advances? In some parts of the world, this for the most part didn't really change all that much from the 1330s to 1800s and there's an argument that in Europe it went the opposite way- as states centralized and nationalism developed as a concept, there was more intolerance and repression of cultures.
Looking at the cultures of PC, you're probably gonna need quite a bit of culture capacity to embrace anything akin to nationalism. Meanwhile in early game Europe with all its small and separate entities, you're rarely gonna need more than a handful of cultures tolerated per country. So having it be that you might need to up your capacity through advancements to "unlock" nationalism feels right to me at least.

And I might be going on a limb, but in a similar vein I do think the usage of culture capacity might differ or evolve throughout the game, even if it's only used for accepting cultures. I mean government reforms, policies and advancements all come with opportunity costs so irregardless some countries should be better off neglecting it. In this case, nationalism might instead mean stacking modifiers that make accepting members of your culture group cheaper, but never raising capacity itself. You might even end up losing capacity in the long run if you start with a buffed government and then switch out of it.

Of course, that was all Europe and nationalism. But I don't think that's the only place where dynamics like these could come into play.
 
Not just characters, That version of the Chinese Language was called Classical Chinese (which is called 漢文(Hanwen) or,文語) which is an old version of Chinese that was impossible to communicate with Chinese which are used normally in China at that time.
The difference between classical Chinese and vernacular Chinese is only in verbs and conciseness, They can communicate with each other, but using classical Chinese is a more advanced usage
 
The name of the game is Universalis Europa, isn't it?
 
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@SaintDaveUK If you are going for this division then I suggest you guys to either rename Italian to Italo-Dalmatian, make a unified Italian language and divide it into different dialects or just give almost every culture its own language:
-The first one would be more accurate but also controversial since there are some dialects like Venetian whose placement is still discussed to this day, it's also very weird to think that If I'm playing as Tuscany(with Tuscan as my primary culture and Italian language of course) and conquer all of Italy then the people in Emilia have worse opinion of me than the people of Sicily because they speak a different language, which of course is wrong;
-The second option(which is the one I suggest) on the other hand would be drastically more appropriate considering that the reinassance is the time period where the Italian language(based on Tuscan) was "forged" and popularized across the courts of the peninsula taking over the local dialects in the centuries to come, so having the northern dialects being part of a different language would make that trasition feel kinda weird;
-Though if you guys want the most accurate option for the time here would be to give almost every culture it's own common language with the expetion of Corsican(considered to this day to be various Tuscan dialects), Cisalpine(of which Venetian should probably not part of) and maybe Rhatian.

Still for gameplay purpose I think the best option here would be the second one.
My question can be rude for some people, but sorry - Why do we need a Cisalpine?

The question comes as I did not see consistency in spliting language groups. This issue may happen in other languages, like Chinese.
 
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Currently no. Interested to hear opinions of how that could work though.
I know for me(an African-American), I would certainly like my culture to be represented, and I'm sure Mexicans, Canadians, Brazilians, Bolivians, etc., etc., Would all want to be represented as well.
Assuming the game ends around 1837, I think we can safely say we have the grounds for most "new world" cultures appearing. Now, the Spanish colonial cultures represent their own set of challenges, considering the very precise caste/racial groups they had, so then let's first discuss the rest. Is it possible to code a new culture to spawn with an MTTH of, say, 100 years in locations that have been colonized? Upon spawning, pops following specific requirements would then assimilate into that culture. Is that possible in the code? If not, perhaps when the culture-conversion event fires, all pops fulfilling the requirement would instantly convert to that new culture; this, while a bit gamey, IMO would be better than nothing at all. Upon spawning they would become an accepted culture, so that way they don't get wiped out and grow organically. The requirements for converting to the new culture would deviate wildly; however, depending on a whole host of factors, this might be too problematic. Let me explain: In The 13 Colonies and British Canada, the emergence of new cultures would confine themselves to descendants of the original European Settlers (with the notable exception of African-Americans emerging from the spectrum of African Groups brought to the modern-day U.S.). to put in layman's terms, If a Yankee culture were to emerge, the only POPs that should convert to it would be from the British culture group. This starkly contrasts any new culture that would emerge from the Historical Spanish colonies, as the new culture of Mexico should include both POPs of the original Spanish culture group and POPs of the native cultures in Mexico.
We can also notice another issue arise here: what happens when someone different colonizes? If the Netherlands or Sweden creates a major colonial empire in the Americas, what new cultures should appear? However, I believe the Devs have created a solution here; as to my understanding, names are dynamic. Essentially, create a name for any new emerging culture, i.e., Dixie, Yankee, African-American, and convert the name to the primary language of the location. Now, I fully believe that the Spanish Caste system should be its own entire mechanic, but that is a different beast altogether. For the confines of this Tinto Talk, the best solution would be to create multiple cultures signifying the "lower" mixed race caste(s) and the "upper" non-mixed caste(s) as from both emerged separate identities. This legacy can still be found in Latin America today.

TLDR: Make new cultures appear after a certain period of time and convert the inhabitants of a location to those cultures.
PS: Underlined sections are essentially my ideas for how to make it work in the game. Attached is an original painting detailing the famous Casta system of Colonial Spain.
1730957064721.png
 
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Why don't isolated languages have their own mono-language language group instead of being part of none? It makes for a better rapresentation on the map rathern then having blank spaces
 
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I love this but i have several questions /suggestions
1. I think the Baltic language should be split into at least East and West as separate Languages with those then being split in dialects such as Old Prussian, Lithuanian, Latvian Selonian, Semigallias, Curonian Etc https://www.britannica.com/topic/Baltic-languages/Relationship-between-Baltic-and-Slavic https://www.encyclopedia.com/reference/encyclopedias-almanacs-transcripts-and-maps/baltic-languages
2. Crimean Gothic isn't shown as being part of the Germanic language family in that diagram you showed, i assume it's because you haven't got to adding it as it's a pretty minor language but in case you forgot or didn't realize it was Germanic i thought i'd mention it https://www.britannica.com/topic/Germanic-languages
3. If you want to represent Leonese and Asturian as one dialect it should be called Asturleonese (though ideally i'd want Asturleaonese as a language with Asturian and Leonese as dialects) https://www.edicions.ub.edu/revistes/dialectologiaSP2024/documentos/1948.pdf
4. i noticed that Manx, Faroese and Cornish aren't included as dialects i've grouped these together because i believe that (assuming it's not just because it's unfinished) these decisions were made because these are all really small, but as you've stated dialects are only for flavor purposes so since it's not like it'll afect balencing ti think there's no reason these should be excluded because of their small size
5. As others have said Franco-Provencial definitely needs to be represented as a language
6. also as others have said the Italian situation definitely needs work Sardinian definitely needs it's own language as it's a separate branch of the Latin language family believed to be closer to African romance than any of the Italian language, Neapolitan should definitely be it's own language (or at least have a south italian language with Neapolitan and Sicilian as Dialects) same applies to Sicilian, Dalmation should definitely have it's own language, and both what's left of Italian, and Cisalpine should be partitioned into dialects such as Corsican, Ligurian, Venetian, Lombard, Peidmontese, Tuscan and probably several others

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https://en.wikipedia.org/wiki/Piedmontese_language https://en.wikipedia.org/wiki/Lombard_language https://en.wikipedia.org/wiki/Corsican_language https://en.wikipedia.org/wiki/Venetian_language https://en.wikipedia.org/wiki/Ligurian_language https://en.wikipedia.org/wiki/Tuscan_dialect

7. is there a way for languages such as the various creoles languages to emerge as dialects?
8. Frisian could probably be split into West, East and North as dialects https://www.uni-flensburg.de/en/frisian/frisian-what-is-that-actually
9. Will languages that are sorted into language families in real life but are the only ones of their language included in game have their language family such as Greek with Hellenic, Georgian with Kartvelian or Mongolian with Mongolic (this is assuming you aren't planning on adding the ither Mongolic languages)
10. i think west Slavic Should be split into Lechitic containing the Polish, Silesian, Kashubian, and Polabian dialects, Czechoslovak obviously containing Czech and Slovak (i'd also suggest a Moravian Dialect as it is a dialect that exists today and was even more distinct at the time) and Sorbian with Sorbian https://en.wikipedia.org/wiki/West_Slavic_languages
 
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