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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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Chakavian separated from Old Slavonic already in the 11th century, and the evidence for this is: the Baška Tablet (1100 AD carved into stone with Glagolitic script in Chakavian), the Povaljska Listina (1250 AD a transcript of a document from 1184 AD written with Cyrillic (in Croatian called bosančica) in Chakavian), the Vinodol Code (written with Glagolitic script in Chakavian 1288 AD). I will mention again that Kajkavian developed from Chakavian, and later also West
Shtokavian, which almost replaced Chakavian. East Shtokavian developed from another language base (Serbian). So it is not correct to compare and equate these two Shtokavian dialects at that time period. These two dialects only began to converge at the end of the 19th century, both through deliberate and mutual efforts of Serbs and Croats.
Upgrade my suggestion, I don't know that many linguistic details, so you can suggest that Bosnian and Neretian cultures have a Western Stokavian dialect and Serbian culture has Serbian language with Eastern Stokavian dialect. Just the basic idea of dividing the South Slavic languages. And name "Slavonic" is ony borrowed this is not meant to be Old Slavonic language, did you even read what I wrote?
 
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If Aragonese and others are going to be classed as their own language/dialect, then Sardinian must be too. The language is incredibly distinct and is the closest Romance language to Latin in the world.
 
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Hi, Because I don't know who is in charge of Slavic languages, I'm providing a link to my suggestion for Slovenian names and surnames from the Balkan thread.
You appear to be Slovenian, but I find it odd that you don't see the historical anachronism in listing names like Gorana, Svetlana and Tihomir as pre-19th century Slovenian names. Those are Slavophile and Serbophile names from a later era, and imo not truly Slovenian; what I mean by that is that even certain names that were in use in Slovenia by the panslavist upper classes even as long as 200 years ago, like Davorin or Dragotin, do not strike the Slovenian speaker as Slovene - in this case they are clearly Croatian. Slavic names in general were not at all common in Slovenia in the early modern era. Latin and German names were the order of the day. EU4 had a few anachronistic names like Uroš for the Slovenian culture too. Though in the 14th century and into the 15th Slavic names were still in use in Slovenia as placenames that took their names from village elders during the feudal highland colonization phase testify (a good example would be Dragomelj), but these names were not typically Serbocroatian like Vedran, Jaran or Bojan and others that you list, as Slovenes even back then were not Serbo-Croats like Paradox believes us to be, and much less Russian to have been called Aljoša and the like. Also, Inge, might be the most bizarre item in the list, being a name that was adopted from Sweden by Slovenian urbanites no earlier than the mid 20th century. The surnames are OK, with the possible exception of Mate, which strikes me as Croatian.
 
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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 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.


View attachment 1212047
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.


View attachment 1212048
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.

View attachment 1212049

Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.







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.

View attachment 1212069
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.

View attachment 1212055
Un ejemplo.


View attachment 1212057
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.
View attachment 1212058
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.


View attachment 1212420
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.


View attachment 1212060



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.

View attachment 1212061



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.

View attachment 1212062



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.

View attachment 1212063
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.

View attachment 1212064
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.
Wouldn’t it be more accurate for Aragonese to be part of the Occitan instead of the Spanish branch? By that time Spanish was not even spoken in Aragon and Aragonese language itself is far more related to Catalan (Occitan) rather than to Castillian (Spanish).
 
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How do we feel about this West Slavic split? Sorbian really could have gone into either group so I went with Czech to make them a bit more balanced.
View attachment 1215440View attachment 1215441
Hey, as a Pole I wanted to ask if you could explain why Silesian(west slavic) is a dialect in PC right now? Silesian(as it IRL modern variant) is basically Polish with German influences. German settlers arrived in Silesia just in 1230s. It would be more accurate to portray Silesian dialect but in 16th century onwards but not in 1337 ...

I was the guy who suggested to split Polish culture into several parts but I did that not based on language but regional identity's. Language in all of Poland was Old Polish which only recently differed from Czech.

Like.. why? It should be Polish.
It would be the same situation if you included Bohemian&Moravian languages in Bohemia instead of Czech.

Btw, Sorbian should be in its own group like Polabian in "Polabian" not lechitic
 
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There being multiple layers of culture groups and cultures being able to belong to different culture groups is pretty interesting and honestly a very good change.

Do you guys plan on applying this to religions? For instance the different Protestant sects being a "clade" within Christianity, the Druze faith being in the "Muslim", "Gnostic" and "Ethnic" divisions at the same time, a "People of the Book" mechanic for countries with Islam as a state religion, etc.
 
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Why is Norman shown as a dialect of french, while Francoprovençal which is considered an actual separate language from the langues d'oïl (french dialects) and occitan is not? Francoprovençal should be shown either as a dialect of french (and Norman not at all in this case) but more accurately as a separate language and in this case all different variants of the langues d'oïl should be shown like how they are already well represented in the culture map of France
 
Why is Norman shown as a dialect of french, while Francoprovençal which is considered an actual separate language from the langues d'oïl (french dialects) and occitan is not? Francoprovençal should be shown either as a dialect of french (and Norman not at all in this case) but more accurately as a separate language and in this case all different variants of the langues d'oïl should be shown like how they are already well represented in the culture map of France
Are you looking at the court language map?
 
With how cultures are represented in PC its fine to have them as split up as they are but you should be able to unify your culture group as a single culture. Maybe you need empire rank or Cultural hegemony over the other cultures within your culture group as an example Russia. To me one of the disparate Russian culture groups should be able to unify all of those Russian cultures into a singular Russian culture. That then you would assimilate (Faster of course because its a new unified culture) the other members into this unified culture.

It would be weird in 1800 having Moscovite and Novgrodian cultures and not a unified Russian culture formed by whoever wins the Russian Thunder dome (If not taken out earlier by some one else) This is important as I don't think its true to history, good game-play or larp that Novgrodian or Severian assimilate into Moscovite. Rather they all sort of merge into Russian. This should be only limited to your culture group. I do not think a ck3 style system would be good where you can merge any culture at any given time.
 
It is quite strange to see the wealthy Persian merchants of Nishapur using Turkmeni, and the Chinese of Shandong learning the Jurchen language...
View attachment 1212495
View attachment 1212497
I have the same assumption for Girin Trade Node have so much influence to Shandong compared to the capital Khanbaliq (Beijing). Shandong may have a few Korean Traders since Tang Dynasty as traditional trade post to Beijing but Jurchens did not have much influence over there.
 
You appear to be Slovenian, but I find it odd that you don't see the historical anachronism in listing names like Gorana, Svetlana and Tihomir as pre-19th century Slovenian names. Those are Slavophile and Serbophile names from a later era, and imo not truly Slovenian; what I mean by that is that even certain names that were in use in Slovenia by the panslavist upper classes even as long as 200 years ago, like Davorin or Dragotin, do not strike the Slovenian speaker as Slovene - in this case they are clearly Croatian. Slavic names in general were not at all common in Slovenia in the early modern era. Latin and German names were the order of the day. EU4 had a few anachronistic names like Uroš for the Slovenian culture too. Though in the 14th century and into the 15th Slavic names were still in use in Slovenia as placenames that took their names from village elders during the feudal highland colonization phase testify (a good example would be Dragomelj), but these names were not typically Serbocroatian like Vedran, Jaran or Bojan and others that you list, as Slovenes even back then were not Serbo-Croats like Paradox believes us to be, and much less Russian to have been called Aljoša and the like. Also, Inge, might be the most bizarre item in the list, being a name that was adopted from Sweden by Slovenian urbanites no earlier than the mid 20th century. The surnames are OK, with the possible exception of Mate, which strikes me as Croatian.
Can you give me some sources that could help me, because very little of this is easily publicly available. I combed through Wikipedia and where it was mentioned that we took over from the mid-19th century onwards, I didn't put it in the list.

Mate is a surname used in Bela krajina, but if it bothers you that much, I can remove it.
 
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.


View attachment 1212047
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.


View attachment 1212048
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.

View attachment 1212049

Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.







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.

View attachment 1212069
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.

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Un ejemplo.


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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.
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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.


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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.


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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.

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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.

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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.

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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.

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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.
1. What is Nigerian? Shouldn't that be Yoruba and Igbo?
2. The Ethiopian Liturgical Language is Ge'ez. I see that Russia and Bulgaria got Slavonic, so there shouldn't be much issue making the distinction.
 
@Johan a late night idea: what if one of the "special rights" Accepted cultures can have was that locations where they were the majority were localized in their language's flavour localisation instead of the primary culture's? So for example, normally locations are named in the primary language of the country (common language? court language?), but if you make the local culture accepted, the locations they are dominant in will be displayed in the flavour name of their dialect.

This is probably too much work but I think it would be fun flavour
 
Cushitic is a language family, not a language. Beja, Afar, Somali, Harari, and Saho are not dialects of the same language. They are their own distinct languages with their own dialects and nuances. The differences are more distinctive than the Romance Languages. I find it confusing how this dev diary meshes them into the same language.
 
How do we feel about this West Slavic split? Sorbian really could have gone into either group so I went with Czech to make them a bit more balanced.
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@SaintDaveUK I believe this is 18th+ century view, in 14th century the so called lechitic and your called czechslovak groups were the same languages with dialects as per your original designation. Btw., the "czechoslovak" was construct from 1918+ (https://en.wikipedia.org/wiki/Czechoslovak_language) - I guess you tried to difference from that construct by removing the "o" in the middle? PS: For Czechs and Slovaks in this forum, here is example of the (Czech) language used in Chronicle of Dalimil (first half of 14th century): https://cs.wikisource.org/wiki/Rýmovaná_kronika_česká_tak_řečeného_Dalimila/I
 
Can you give me some sources that could help me, because very little of this is easily publicly available. I combed through Wikipedia and where it was mentioned that we took over from the mid-19th century onwards, I didn't put it in the list.
Posting two examples of names that are listed on the Slovenian wikipedia as completely Serbocroatian.
This first entry was clearly written by a person who speaks Slovene as a second language:
Ime Uroš je prišlo k nam s rusije jezikovnega področja. Ime Uroš razlagajo, da je nastalo iz starocerkvenoslovanske besede ur v pomenu »gospod, gospodar«, ki so ji dodali pripono -oš.[1] Beseda ur je izpričana v zvezi velemožje, urove in obstaja tudi v madžarščini, kjer pomeni »gospod«. Madžarska oblika uram v pomenu »moj gospod« je prišla v naziv Hercega Hrvoja Hrvatinića. Je torej sinonim za naziv veliki vojvoda, knez, hercog.[2] Nekoliko drugače razlaga ime Uroš P.Šimunović, in sicer kot izpeljanko iz madžarske besede úr »gospodar, gospod« s slovanskim sufiksom -oš. Na Hrvaškem naj bi bil Uroš izpričan že v 13. stol. kot Orosius, obenem so izpričane oblike Uroš kot dubrovniško osebno ime v funkciji priimka, njegov patroním (tj. poočétno imé) Urošević, ki se poredkoma sreča v slavonskih naseljih, ter priimek Roško (iz hipokoristika Uroško) pri pravoslavnih v Bukovici. Šimunović navaja tudi, da je na Hrvaškem samostalnik ur dobil pomen »junak«
And the second:
Biljana je slovansko ime, tvorjeno s končnico -ana iz besede bílje v pomenu »rastlinje, zelenje«. Ime je zlasti v rabi na hrvaškem in srbskem jezikovnem področju, s priseljevanjem s tega področja pa se je razširilo tudi k nam.

Here is an article detailing Alpine Slavic personal names, which largely do not overlap with the Serbocroatian and Russian ones that you posted.
https://www.etno-muzej.si/files/etnolog/pdf/0354-0316_11_makarovic_pricevanja.pdf
However, these names are completely useless for the Slovene population in the early modern era. Consider the personal names of the few Slovene historic personages of the early modern era:
PRIMOŽ Trubar
JAKOB Gallus
BARBARA Celjska
VERONIKA Deseniška
ANTON TOMAŽ Linhart
JURIJ Vega
VALENTIN Vodnik
JERNEJ Kopitar
FRANCE Prešeren

Do you see a pattern in these names? I do not see any Živoj's, Rado's, Velimir's, Draško's, Svetlana's or Vladimir's among them, because those were all introduced later, with panslavism, and serbo- and russophilia. I also include early Medieval names that were dug out of historical records by 19th century scholars and branded as typically Slovene, such as Gorazd and Črt. Even some of the Latin names, such as Oriencij, seem rather bizarre. Sometimes you just stumble upon a completely incongruous name that clearly belongs to the late 20th century, like Dejvid. There are also some glaring omissions, such as Aljaž, Mohor and Miklavž. I cannot provide further sources, as I'd have to consult a professional historian to get a list of actual names borne by early modern Slovene speakers instead of 'original Slovene Slavic names', which is a fixation of Slovene nationalists. However, my assertion is that nearly none of those names were Slavic in origin between the 16th and 19th centuries. I would restrict the Slovenian naming pool to first names that were borne by medieval saints, which are mostly Latin, though many are also Germanic. And even though Slavic names seem to have existed still in the first century of the game's timeframe (see the article I linked), they were most likely falling out of fashion by the 14th century, which would explain their complete absence from Slovenia in later centuries.

It seems to me that you might be very young and as such have no feel for what is history and what is the present regarding Slovenian culture, but I may be wrong. My intention in making these posts is to avoid having a worse, anachronistic experience with EU5, where my 17th century Slovenian courtier is called Bojc or Pero like as though I was hanging out on a Friday night in 21st century Ljubljana instead of Ožbalt or Krištof so as to get me properly immersed.
 
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