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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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I see there is no representation of the rhaeto-romance languages spoken in the central-eastern part of the Alps. Languages such as the swiss "Romantsch" and Italian "Ladin" and "Furlan" are absent, although they were basically unified in the 1337, and stretched for quite a piece of land between Italy and Switzerland. Are you going to implement them?
@SaintDaveUK Sorry to bother you. Is there a possibility for these languages to be implemented in the game? They are the descendands of the Rhaetian language (the same people appearing in that area in Imperator Rome), mixed with local latin vulgar dialects. There exists documentation about it, albeit a little scarce, but I would love to see my language in your game!
 
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Why the market HRE Emperor is in spoke West Slavic?

Remove the Prague Market, and make some Bavarian City market center!
(For example, Nurnberg)

It makes no sense for Bavarian markets be other than German ones, especially when HRE emperor is Bavaria

Also Bohemia should be squeezed between Bavarian market and Krakow market
 
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For the liturgical langue it’s says you normally want to join a bigger langue but I hope that having a smaller one can also have benefits. For example having your primary culture language could increase assimilation.

Also instead of having it be impossible for catholic nations to change away from Latin it instead should have large debuff for opinion and church satisfaction and could result in an auto-excommunication amount other possible penalties.
 
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Is there a way for a culture to change its primary language? Like if England conquers Ireland but doesn't focus on assimilating irish pops, would the common language of English eventually take over as the primary language for the Irish culture?
 
If the liturgical language is latin all over Europe, would it be somehow possible to adopt latin as a court language for non-theocracies too? And could I then, from that on, somehow influence my population to adopt the liturgical and court language themselves? Somehow making latin the language spoken across my entire country?
 
Currently no. Interested to hear opinions of how that could work though.

Possibly if you let it function under the Colonial Nations you can limit it to only historical areas.
Then possibly ways to fiddle with it could be control/satisfaction with overlord. market distance to overlord capital, population size vs overlord (but thats probably in some sort of liberty mechanic)
Or maybe just tied to liberty desire. let rural pops convert slowly towards the "naming"
restrict to age or advance so it maybe starts happening later in the game. and depending of colonial nation / area or province could be used for naming?
 
If the liturgical language is latin all over Europe, would it be somehow possible to adopt latin as a court language for non-theocracies too? And could I then, from that on, somehow influence my population to adopt the liturgical and court language themselves? Somehow making latin the language spoken across my entire country?

I am pretty confident that:

1) yes, you can change your court language to Latin, Catholic theocracies just start with it by default

2) your pops can only have the common language of their culture; you can't make French pops speak English. You would have to culturally convert them. I assume Latin is a "dead" language and no cultures exist that actually use it as a common language (maybe we can restore it when we restore Rome, or with a fictitious "Roman" culture like in EU4)
 
If you can form a union like the PLC would the union get polish and lithuanian as primary? Or only one of them would be primary?

They explicitly say there can be only 1 primary culture. I'm afraid it's worse than you might think in this regard, because apparently there are no mechanics to "merge" cultures, so not only will Lithuanian not be a primary culture, but also Mazovian and Greater Polish (Lesser Polish will be the primary culture of Poland by default).

I hope they allow for the "merging" of certain cultures, such as Polish, Ukrainian, Spanish, German, based on these cultures being unified under a single state.

For the PLC, I think it's doubly hard, because how do you represent the Polish-Lithuanian culture of the nobility, which was not an ethnic identity?

Honestly, I just hope they call it Poland-Lithuania instead of "the Commonwealth". The dynamic name should be "The Commonwealth of Poland-Lithuania". but that's very long lol
 
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Is runskrift a thing to get if you were to be norse pagan or I guess Orthodox(since it was mentioned they have more freedom of scripts) as a nordic country? And how difficult is it to switch religion generally?
 
As Kaspar Osraige has already commented, having Turkish, Turkmen, and Azerbaijani be different languages makes close to 0 sense. Turkish and Azerbaijani are borderline mutually intelligible to this day, and at the time there would have been barely any separation between them. For example, the writings of 14th-century Azerbaijani bard Seyid Nesimi, the national poet of Azerbaijan, are fairly legible to modern Turks from Turkey once you remove the Persian influences (which were also present in Anatolian Turkish poetry at the time).

Furthermore, if the Anatolian Alevis and Bektashis are represented in the game (and if I'm not mistaken they are) their liturgical language should definitely *not* be Arabic, despite both sects being branches of Islam. The defining feature of Alevism & Bektashism is the use of Turkish as a liturgical language, and all prayers are made in Turkish, with excerpts from the Qur'an occasionally sprinkled about.

For example, the initiation prayer of the Cem Ceremony is usually recited as such:

"Bismişah Allah Allah!
Vakitler hayrola. Hayırlar feth ola. Şerler def ola. Müminler şad ola.
Hakk – Muhammed – Ali gözcümüz, yardımcımız, bekçimiz ola.
Oniki İmamlar, On Dört Masumu Paklar, On Yedi Kemerbest efendilerimiz katarından, didarından ayırmaya. Üçlerin, Beşlerin, Yedilerin, Kırkların ve Rica-ül Gayp Erenlerinin, Kutb-ül Aktab Efendilerimizin hayır himmetleri üzerimizde hazır ve nazır ola.
Gerçeğe Hû."

Although it contains plentiful Arabic loanwords, the core grammar is Turkish and all constructions except for "Bismişah Allah Allah", "Rica-ül Gayp", and "Kutb-ül Aktab" are Turkish. And this is probably one of the most Arabic-influenced prayers in Alevism. Most other prayers, and virtually all deyiş chants are in everyday folk Turkish (or at least were at the time they were codified).

So Alevism should *probably* be an exception to the Arabic rule for Islamic liturgical languages.

Similarly, Melkites and Maronites were two groups who should definitely be represented in the game, and who continuously used non-Latin liturgical languages despite being in communion with Rome. I'm not familiar with the exact situation of the Melkites, who were divided between pro-Constantinople and pro-Rome camps for most of the Early Modern Era, but the Maronites were confirmed to be in communion with Rome since 1154 if I'm not mistaken, and would qualify as "Catholic" under any reasonable criteria. Yet they use Syriac/Arabic in their liturgy, a situation which was necessarily tolerated by Rome until the late 1800's and formally accepted afterwards, despite occasional attempts at Latinization.

I also highly recommend reviewing the status of Latin as the only allowed liturgical language during the reformation and counter-reformation. It wouldn't be too much of a stretch to consider someone like Wycliffe or Hus accepting to remain in communion with Rome while retaining liturgy in the vernacular. Perhaps a more radical Council of Trent could even have accepted vernacular liturgy as a compromise with the reformists. Maybe this could be an option for however you guys are planning to implement the Council of Trent/Counter-reformation, or early reformists like Wycliffe etc?
 
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Splitting Estonian is a possibility, however I do think it might not be the best game-mechanically for them.

There will be in the game smaller cultures and languages/dialects than Southern Estonian (for example Frisian). And again, it makes linguistically way more sense to separate them than to keep them together with rest of Estonian.

Most recent research into historic language development shows that Southern Estonian is an older split from rest of the Finnic languages than the split between Estonian and Finnish. That is why linguistically Estonian, Finnish, Votic, Karelian, Izhorian, Veps (and sometimes LIvonian) are all grouped together into Coastal Finnic languages (or Gulf of Finland Finnic languages without Livonian) and Southern Estonian alone (yes.. separate from Estonian) is considered to be Inland Finnic language. That split is believed to happen arround year 0.. 1300 years before the game start. Estonian and Votic languages (together called Central Finnic languages) split from the rest of Finnic languages (Finnish, Karelian, Izhorian/Ingrian and Veps) sometime during 8th-10th century (maybe earlier). There have been theories that some Estonians migrated to Finland during that time period and it might not have been the time of the split but instead the last time that pre-excisting languages mixed temporarily back into 1. That could explain why Estonian settlements had more Finnish like names before Crusades but after Crusades (1227) rapidly changed or at that point already had changed into names that are more similar to names used nowadays. That is visible when comparing settlement names in Livonian Chronicle of Henry (1229) and Danish Census Book (sometime during 13th century I half). Anyways, before the game start Estonian and Votic should be separate from Finnish, Karelian etc, because at that point the differences were significant enough.

Because I don't think it is needed to separate Livonian and Southern Estonian from Estonian and Votic and because those 2 would be too small, I followed older research (made before 21th century) that separated Finnic into Southern Finnic (Estonian, Livonian, Southern Estonian and Votic) and Northern Finnic (Eastern Finnish, Western Finnish, Karelian, Izhorian, Veps, Ludic) while linguistically most correct would be to have 4 languages: Livonian, Southern Estonian, Central Finnic (Estonian and Votic) and Northern Finnic.

By the way, the idea that Southern Estonian is just a dialect of Estonian was born during 19th century. But nowadays it is clear that it was a massive mistake (or an intentional falsehood that was done to polster the number of Estonian speakers). Estonian language is more likely a dialect of Finnish than Southern Estonian is an Estonian dialect. And mind you, Finnish and Estonian aren't (in most part) mutually intelligible.
 
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Seriously, I don't think that is very reasonable. A Cantonese's name is obviously not that different with a Chinese who live in Liaodong. Dividing them into different language can be very strange to most of the Chinese native speakers. I just want to say this is how the mojority of Chinese players would think if you seperate them into different language instead of dialects.
Cantonese and Mandarin are not mutually intelligible. That means they are different languages. I received the same answer from every Cantonese speaker and Mandarin speaker. Go google it. Referring to the different Chinese languages as "dialects" is nothing but a political choice.