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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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If a nation is isolated long enough from the origin of a culture if for example Sweden settle on an isolated island in the pacific ocean will that nation start to develop their own culture after a time since they are so far from home? If so that process could be slower, halted depending on buildings becouse if you play as Sweden you wouldn't want a Pacific version of Swedish culture and if the island become independant that they will grow apart quicker from the original Swedish culture and that could depend on distance to Swedish culture origin so for example if they settled in Greenland instead that process would not take much longer becouse it's closer.
I know this mechanic somehow existed in Eu4 were American culture would just randomly pop maybe there was some logic why it popped but never figured that out.

After reading this thread I assume there might be a tech/reasearch trees for culture similar to ck3? Such mechanic would be great to shape our own nation.
 
It's possible, problem is it's just an extra calculation every month on every location which slows the game down.
Is there any reason why culture maps etc would have to be updated every month? If it causes performance issues surely every 1 year or every five years would do for updating maps that should change very slowly. Assuming of course this would only impact the maps and result in a noticeable improvement in performance.
 
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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)

View attachment 1212546

Locations corresponding to Georgian culture should be Georgian in terms of language. Same with Mingrelian, Svan and Laz.
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.
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.
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

View attachment 1212548

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. I won't repeat myself with regards to the location of Speri and the province of Hereti.
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)

View attachment 1212556

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:

View attachment 1212562

Now imagine this before industrialism.

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

2560px-Georgian_dialects.svg.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.
The grand majority of Georgian traders would've used Arabic or Persian as the language of commerce.
Even at the height of Georgia's power under Tamar, Georgian coins were minted with Arabic inscriptions:


Tamar_of_Georgia_Fals._Tiflis_mint.jpg

View attachment 1212693

So, I think this depiction is incorrect.
Hence my belief that Tbilisi should have its own market, seperate from Trebizond.
And I'm a byzaboo, so you know I'm being serious when I say this.


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.

View attachment 1212582


good analysis brother!
 
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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
Sardinian should be seprate from both of these but still in the same family. Modern scholars consider Sardinian to be its own language and not just a dialect.
 
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This is the divergence system I support;
and I agree, for prefilled values you could use endonyms. The more the better, in fact. Compound names are a little bit annoying.
Mexican/Mejicano/Mexikanisch/Meksikanskiy/etc.
instead of Spanish Mexican/English Mexican/German Mexican/Russian Mexican.

Those words are too similar?
Well, Scots and Scottish are too. And they're both already in the game.
Some Culture Groups can have endonyms that sound similar to Groups, so it needs careful picking. And I just like descriptivism for something that in reality did not exist. I can distinguish that Mexican is Spanish Mexican, but Mexikanisch or Meksikanskiy doesn't suddenly make me understand it as a German or Russian people in Mexico and not errors with my settings in the game (because Mexican in Russian will be Meksikanskiy).
 
Really hope that there can be a Qiangic (Rmaic) group, including the Rma, Gyalrong, Baima, Guiqiong (Gochang), Minyag, Ersu, Prinmi (Pumi), and Tangut (not yet extinct by the 14th century) cultures. All of the above mentioned cultures had established their own kingdoms or chiefdoms. It is kind of strange to include these cultures in the Yi group.
Screenshot_20241107_194540_Gallery.jpg
 
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Thank you for the changes made to the region of Transylvania and for renaming both Wallachians and Transylvanians into Romanians.

I would also ask if possible to add some Vlachs local autonomies in Moldavia, or at least one so you can play Moldavia in 1337, and eventually form it if the Hungarian AI refuses to.

We know local autonomies existed in Moldavia because a source mentions how Bogdan I united these vlach autonomies from all over Moldavia except Cetatea Alba as it was under direct Golden Horde rule, except for 2 Vlach leaders that refused to integrate into Moldavia so Bogdan defeated them.

We don’t know their name but have an idea of their locations so they are usually named based on the location such as Baia, Soroca, Bârlad.
 
This one sparks joy!

Thank you for the changes made to the region of Transylvania and for renaming both Wallachians and Transylvanians into Romanians.
We don't actually know if they did that, they only have that for the language. They might have kept the two culture setup.
 
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Currently no. Interested to hear opinions of how that could work though.
Would be good if a sense of "isolation" from the mother culture were a factor. Based on distance to capitals market or diplomatic envoy time equivalent from eu4 or something like that. Then could just determine by geography what to call the new culture with irl ones and others like "Panamanian-Scots" if they were to, say, set up a successful colony and hold it long enough.

Also the number of people should be important. A small colony, i think will strongly keep its mother culture. I think it would need to reach critical mass in terms of self sufficiency or number of pops.

If it reaches that point, i think people start converting to the new colonial culture by a speed determined by isolation, perhaps if the overlord has lost a war recently or given up colonial territory, certainly based on local estate satisfaction, etc.
 
Not sure if discussed previously, but in times of war or other crisis like disease or famine, and if legally allowed, do peasants migrate to other neighboring areas and henceforth affect the culture.
 
"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
My understanding is that one of the things that made italian unification so difficult was specifically that italian dialects werent entirely mutually understandable. Hell in lombardi today even i swear its half french. I do think it would make sense to break it up even more to, in a historically accurate way, hinder the unification, consolidation, and power projection, of the italian states.

(In fact, i may be wrong but i thought all the hand gesturing was a result of the infinite local dialects and difficult communication necessitating a common hand language of sorts)
 
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Regarding Siberia:
- "Nenet" should be called Nenets
- I suggest splitting up the Ugrian language into Khanty and Mansi; they are rather distant languages that have diverged at least a thousand years before the start date, and they are barely intelligible between their own dialects/sublanguages, let alone between eachother
 
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We have a soft rule where if a ruler title is commonly used in English, or it represents a distinct concept from the English equivalent, we can use the unique cultural term. There is essentially no conceptual difference between the English King and French Roi so we don't translate, but Tsar and Sultan do exist in English.
Any possibility to add a game rule to make the titles use their language equivalent? I would love to see all the regional difference
 
This one sparks joy!

Thank you for the changes made to the region of Transylvania and for renaming both Wallachians and Transylvanians into Romanians.

I would also ask if possible to add some Vlachs local autonomies in Moldavia, or at least one so you can play Moldavia in 1337, and eventually form it if the Hungarian AI refuses to.

We know local autonomies existed in Moldavia because a source mentions how Bogdan I united these vlach autonomies from all over Moldavia except Cetatea Alba as it was under direct Golden Horde rule, except for 2 Vlach leaders that refused to integrate into Moldavia so Bogdan defeated them.

We don’t know their name but have an idea of their locations so they are usually named based on the location such as Baia, Soroca, Bârlad.
That’s a language map so there’s no reason to think they’re not still split
 
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The fact we have market languages means we could have trade bonuses for the languages more dominant in trade. This would simulate the historical skills and lingua franca of some languages (and cultures) on trade, these bonuses scalling based on how much internal production volume your makret has and the sum of its exports and imports.
This could mean simply cheaper transport cost of imports and exports and more market attraction in general. This could be done as big bonus for the language and a smaller bonus to the language family.
 
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