• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
  • 349Love
  • 166Like
  • 6
  • 2
  • 2
  • 1Haha
Reactions:
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.
Worth noting that 1337 predates the catalan-valencian split by a lot.
 
  • 2Like
Reactions:
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.
Johan‘s song and dance?

I guess it should be a cultural reform、diverge and hybrid system similar to CK3 and a cultural rights system similar to IR~

In the game timeline of Tinto, there are many cultures that reform/diverge/hybrid (there are so many examples that I don't know which one to list). So I believe that mechanisms for cultural integration and separation (including cultural traditions, cultural spirits, etc.) are very necessary.

Of course, the simple diverge/hybrid mechanism of CK3, which is as easy as kneading rubber clay, is definitely not feasible. I look forward to having a mechanism that is more in line with history in the game. Even if it's just making cultural changes more demanding, it can be done.
 
  • 1
  • 1Like
Reactions:
Screenshot_20241106_155922_Chrome.jpg

@SaintDaveUK If you are going for this division then I suggest you guys to either rename Italian to Italo-Dalmatian, make a unified Italian language and divide it into different dialects or just give almost every culture its own language:
-The first one would be more accurate but also controversial since there are some dialects like Venetian whose placement is still discussed to this day, it's also very weird to think that If I'm playing as Tuscany(with Tuscan as my primary culture and Italian language of course) and conquer all of Italy then the people in Emilia have worse opinion of me than the people of Sicily because they speak a different language, which of course is wrong;
-The second option(which is the one I suggest) on the other hand would be drastically more appropriate considering that the reinassance is the time period where the Italian language(based on Tuscan) was "forged" and popularized across the courts of the peninsula taking over the local dialects in the centuries to come, so having the northern dialects being part of a different language would make that trasition feel kinda weird;
-Though if you guys want the most accurate option for the time here would be to give almost every culture it's own common language with the expetion of Corsican(considered to this day to be various Tuscan dialects), Cisalpine(of which Venetian should probably not part of) and maybe Rhatian.

Still for gameplay purpose I think the best option here would be the second one.
 
Last edited:
  • 11Like
  • 5
Reactions:
Dialects sole purpose is to provide their own name pools. How would Northumbrian names be distinct from the rest of England?
Can name pools be affected by other things than just dialect, like religion? In Christian countries for example names based on saints and Biblical figures are common, but you wouldn't expect people who haven't yet been Christianized in the game to have such names. Likewise, in many places pagan names fell out of favor upon the arrival of Christianity. Finland for example is split between Christianity and Paganism at the beginning of the game, and if the pagan areas were to remain pagan, it would make sense if people there could have names based on pagan deities, like Väinämöinen. In the Christian areas this name should be less popular. In fact looking at the geni.com pages of people from before the 19th century, I don't remember ever seeing anyone with the name or other noticeably pagan names, as pagan names would not become popular again until the era of nationalism.
 
  • 6Like
Reactions:
Last edited:
  • 75Like
  • 10
  • 10
  • 9
Reactions:
Can name pools be affected by other things than just dialect, like religion? In Christian countries for example names based on saints and Biblical figures are common, but you wouldn't expect people who haven't yet been Christianized in the game to have such names. Likewise, in many places pagan names fell out of favor upon the arrival of Christianity. Finland for example is split between Christianity and Paganism at the beginning of the game, and if the pagan areas were to remain pagan, it would make sense if people there could have names based on pagan deities, like Väinämöinen. In the Christian areas this name should be less popular. In fact looking at the geni.com pages of people from before the 19th century, I don't remember ever seeing anyone with the name or other noticeably pagan names, as pagan names would not become popular again until the era of nationalism.
Yes Religion can impact names too
 
  • 70Like
  • 20Love
  • 4
  • 3
Reactions:
Great DD this week!
I have a request that's not relevant to this one, I just don't know when it will be.
When it comes to currency, which was confirmed to be ducats, would it be possible to have several different time relevant currencies to pick from?
Since currencies isn't a game mechanic I think it would add some flavour if it could be called Mon when playing as Japan.
 
  • 1
Reactions:
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
I see. I guess it's the names that threw me for a loop, because if you call the Southern Italian languages just plain "Italian" and the Cisalpine Gallo-Italian languages something else it feels like modern Italian came from the South and replaced a different group of languages up north, which is not quite what happened with the invention of standard Italian I feel.

Still, at least Sardinian should get their own separate language I feel. Even in that diagram it's showed as its own thing with Old Corsican.
 
  • 4Like
  • 2
Reactions:
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
You forgot to separate Sardinian though, also Gallo-Italic would be a better term for Cisalpine which also doesn't necessary have Venetian in it
 
  • 3
  • 2Like
Reactions:
They are dynamic, you have a Diplomatic Action to change them over time
Will there also be natural degradation of relations? Islamic school relations from eu4 come to mind, where a prolonged war could lead to worsening relations, or the example perhaps of the Hundred Years' War worsening Anglo-French relations.
 
  • 1Like
Reactions:
"Accepted Cultures also count towards whether you can core a province,"

So I can't core location/province with unaccepted culture?
That sounds good to me because cores have been reworked to be more like an integral part of the nation an not some random location in the middle of nowhere
 
  • 1Like
Reactions:
In the base game, cultures and culture groups don't have any modifiers. But it's exposed to modders if they want to create a fantasy Orc race with unique modifiers, or give the Welsh culture its historic bonuses for example.
Oh, that's not what I meant.
I meant it like in Victoria 3 where cultural acceptance can depend on whether you share a "heritage" group (i.e. ethnicity) or any culture group, depending on law.
In Project Caesar, all culture groups work the same way and I'm guessing it would be too complex to add support for having different types of culture groups.
 
  • 1Like
Reactions: