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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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The Liturgical language of Mongolia-Yuan is Chinese??? What kind of weird setting is this? Isn't it Tibetan or Mongolian? And it doesn't seem to be determined by religion. Goryeo and Japan both use their own languages.

People from Shandong province are participating in the market speaking Jurchen. Sorry I couldn't help laughing.
 
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They both now belong to the Spanish Motherland.

Please Pavía, dont do us dirty and show Valenciano as a dialect. It is officially a dialect in Spain. Recognized by both autonomous goverment and central state as well as taught in schoo officially as valenciano. Quite outrageous when aragonese and leonese are not but they are shown in the game.

My book in school said VALENCIANO not catalan, thank you.
 
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Are cultures with many pops proportional to your primary culture easier or harder to accept? Both seem logical to me,

How do you solve the issue that this means you can go over your cultural capacity by conquering either primary or accepted culture land? Seems illogical?
 
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Well since you've split English to Northumbrian and English, then they also must have a dialect. Like splitting English into two was suggested exactly for the reason of the dialect differences between English to the south and English to the North. So I guess there are two choices: you either mend English into one culture and split English to more bigger chunks of English dialects, or you keep English and Nurthumbrian and also shatter English language into big chunks of dialects.

Also, did you mentioned that dialects can have their own name pools? That's kinda cool, as well as having cultures in multiple Culture Groups. That was a nice thing to add, so I guess you can now put Romanian and Hungarian into Carpathian culture group, while also keeping them into their actual culture groups.
 
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Does liturgical language always have to be Latin for Catholics? Basically, I'm thinking about the times that the various popes gave permission for missionaries to translate litergy into the native languages. My understanding is that the Kongo for instance, never used Latin despite being a Catholic kingdom. Similarly, if China or the Native Americans had converted (and in the latter's case formed their own state), it is hard to imagine them accepting the use of Latin, despite probably accepting papal oversight.

Maybe this is the role of Anglicanism, to be state-controlled catholicism, in-game, but I feel like that needs to be dealt with in a better way.
 
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Currently no. Interested to hear opinions of how that could work though.
Pops that leave their Supperregion/Region/Area switch culture. For example Jews in Europe, Russians in steppes, Spaniards in America. And on the border cases, it even be fun because you will create two cultures.

Naming can be area + culture name (or the one that created it if there is a lot of migration). Just a lookup at the hash table with prefilled values.
 
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Hei Dave, since you are the Art Lead in Tinto I think it'd fit to ask you here. Will the rest of the Arts in PC also be AI generated like the one in today's cover art?
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Will we be able to differentiate as we approach the endgame between liturgical language and "scientific" language ( a lot of scientists from i.e the XVIIth century onward wrote in common language rather than liturgical language, if I'm not mistaken, at least in europe) ? And will protestant have a liturgical language identical to their common language, depending of their laws ?
 
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Interesting.
How about say, France who have French in the north and occitn in the south?
If I integrate the low counties or Brittany, can they become part of my group too?

I see England having French court language, can they keep it and become part of the family or not?
But I think the restrictions could be to prevent some things like austrian->Tibetan culture...
 
Well since you've split English to Northumbrian and English, then they also must have a dialect. Like splitting English into two was suggested exactly for the reason of the dialect differences between English to the south and English to the North. So I guess there are two choices: you either mend English into one culture and split English to more bigger chunks of English dialects, or you keep English and Nurthumbrian and also shatter English language into big chunks of dialects.

Also, did you mentioned that dialects can have their own name pools?
Dialects sole purpose is to provide their own name pools. How would Northumbrian names be distinct from the rest of England?
 
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No, we represent that as the country's primary culture assimilating the minorities.

I think the question here is that some of the culture changes in Tinto Maps don't seem to make sense now.

For example, the splitting of the "Polish" culture - I was assuming there would be some way to join Mazovian, Lesser Polish, Greater Polish, and Silesian into a larger Polish culture. So even if you assimilate those other cultures (will that even be possible/easy/worthwhile in the game mechanics? I assume these would be kindred accepted cultures within Poland? Will Poland seriously face challenges in accepting all these different cultures that historically did not have big cultural divides between one another?), you will never go from being "Lesser Polish" to "Polish"?
 
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oh, will we get one on characters? I hope you will add painting frames to them, will look better tbh.

that one was not negative though.
 
I had a question I had meant to ask in a previous developer diary, but I may as well ask it here as it is semi-pertinent....in fact it is now two.

Regarding assimilation, will non-accepted cultures assimilate faster within a country than tolerated or accepted (I am assuming of the same cultural group at least of course. I imagine it would be easier to assimilate Koreans as Chinese rather than Indians as Chinese)?

And can you assimilate a culture over time almost entirely? I believe a previous developer diary said the rate of birth would out-pace assimilation but I don't know if it was specified if that is a passive minimum, where you can create buildings or use cabinet actions to speed assimilation up, OR if births will always outpace assimilation?
 
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They are dynamic, you have a Diplomatic Action to change them over time
I hope that the player won't be the only, or even the main driver of these changes (at least via the diplo action). Will there be significant drift based on events and other actions (like wars, armies of a specific culture devastating certain lands, long-standing alliances etc)?
 
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