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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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Astounding work as always. Props to the team!!!

I have a couple of comments on the Philippines languages, though. I'm not sure if some major real-world languages not represented in the common language map are actually subsumed as dialects under Tagalog, Ilokano etc.

Tagalog & Ilokano - Luzon
There are some notably distinct groups in the Philippines that were lumped under Tagalog and Ilokano. Save for the Pangasinan who got swallowed by Ilokano, there are the Kapampangan whose approximate location got split between Ilokano and Tagalog. They were historically influential to the Tagalogs of Tondo and Maynila, and whose elites might have intermarried. It even could be assumed that the Tagalogs were a Kapampanganized Central Philippine group (cf. Bikol, Visayan) given the many linguistic features they borrowed from northern groups.

Both Pangasinan and Kapampangan might however cover very few locations, so balancing could be a problem?
1730916588087.png


The olive color around Sulu and the northwestern tip of Borneo seems to represent a Sulu language (Tausug? Barito?) and covers few locations.
1730919612831.png

Maybe we can apply the same logic for both Pangasinan and Kapampangan? They after all have had a notable historical presence, especially with Pangasinans' direct interaction with Ming and Japanese pirates.

If balancing is a concern, we may stick with Ilokano and Tagalog. The Pangasinan area can stay Ilokano, while Tagalog (representing Kapampangan) should spread all the way to the westernmost shores of central Luzon to also cover the minority Sambal languages which are closest to Kapampangan and to the easternmost shores. Ilokano's spread is exaggerated:
1730926025511.png


Speaking of which, the Bikol group also got swallowed by Tagalog. Tagalog did not reach as far as the southernmost tip of Luzon during this period. The island in green (Masbate) is in a contact zone between Bikol and Visayan languages, so it's more factual to tag them as Visayan if Bikol cannot be added.
1730916700558.png


Mindoro & Palawan
Mindoro is also surprisingly Ilokano.
1730919845879.png


It was originally inhabited by minority groups today generally called Mangyan, whose languages do not all fall under the same group. Some speak languages closer to Tagalog (and Bikol and Visayan), while some are hypothesized to be genetically closer to Kapampangan (which could be due to migrations far deeper in time and is immaterial to the game's timeline). The island however is definitely within the Tagalog sphere due to huge Tagalog migrations from Luzon. Since we don't have clear historical data when the Tagalogs started to dominate the island or how rapid it was or how frequent the migration patterns were, it still seems more factual to tag Mindoro as Tagalog.

There is much less historical info on Palawan, but it is known to be within the political sphere of Sulu or at least the lower half, while the upper half could be tagged as Visayan. Or you can just either tag the whole island as Tausug/Barito (?) or Visayan.

Mindanao?
The areas where EU4 Lanao and Maguindanao appear can stay lumped under one language, but better to be renamed as Danao.
1730919665960.png


Their dominant populations spoke Meranao and Maguindanao, respectively, which are very closely related. Mindanao might be a misnomer as it was adopted by the Spaniards in reference to the Sultanate of Maguindanao exclusively, but was later used to refer to the entire island. Other indigenous groups in the island not within the range of the language also fall under the "Mindanao" umbrella for cultural and geopolitical convenience.

Perhaps, Danao, the modern linguistic name for their subgroup, could be more fitting. It means "lake" while both "Meranao" and "Maguindanao" stem from the word danaw in reference to them being "people of the lake (Ranao/Lanao)."

Linguistically Mindanao is a group including the Danao subgroup and other subgroups (e.g., Subanen) spoken in various pockets of Zamboanga peninsula which is broadly tagged as Visayan. However, around 1300-1400s Visayans should have already colonized coastal areas of the peninsula, so this may not be entirely wrong. But I don't know :shrug: ‍There could be more nuance to this area between Visayan and (Min)danao.
1730926921370.png


Lastly, the island of Jolo and nearby islands are tagged Visayan when this was a political center of the Sultanate of Sulu and in fact where Tausug is mostly spoken. Unless this refers to Tausug which is indeed genetically Visayan, while the other olive locations speak Sama-Bajau hence Barito? Note that its designation under Barito is still not widely accepted among linguists, but that's a different issue altogether.
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Market Language
The trading language in the archipelago during this period should be a mix of vernaculars (in-group trade) and Malay (foreign trade). Is there a way to reflect this?
1730927569306.png


If the game's concept of lingua franca requires only one language, can the locations instead be changed to Malay? Parallel to the common language map, Tagalog was not the universal trading language of other non-Tagalog groups. Or there could be a mechanic where the influence of an economically dominant country could shift its market language to its common language (and also influence that of subjects/nearby countries) based on its Language Power + Merchant Power + Market Attraction?
 
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Currently no. Interested to hear opinions of how that could work though.
Can we force/influence our colonial subjects to accept native cultures? If so, maybe you can give every new world colonial subject a hidden "melting pot" modifier, and if the minority population is large enough (let's just say like 30%) then a new culture can spawn which just naturally takes over. And as a personal wish, instead of them being named like "french-apache culture", perhaps they can be named after the area or region.
 
I beg of you fix Iceland the habitable area of Iceland is just ugly not to mention inaccurate. The southern parts of Iceland are populated today and were among the first to be settled in Iceland. If its a blue circle it just looks better i dont get why you made it the way it is
 
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Currently no. Interested to hear opinions of how that could work though.


Using the same dynamic name mechanism as the one for ruler names.

United States

German: Amerikaner
Italian: Italo-Americano *adjusted
Portuguese: Luso-Americano *adjusted
Spanish: Americano
Dutch: Amerikaan
Norwegian: Norsk-amerikaner
Danish: Dansk-amerikaner
Swedish: Svenskamerikaner
Finnish: Amerikkalainen
Hungarian: Amerikai
Russian: Amerikanets
Arabic: Amreeki
Chinese: Měizhōurén
Japanese: Amerika-jin
Korean: Miguk-in
Greek: Amerikanos
Turkish: Amerikalı
Persian: Amrikayi
Hindi: Ameriki

Canada

German: Kanadier
Italian: Canadese
Portuguese: Canadense
Spanish: Canadiense
Dutch: Canadees
Norwegian: Norsk-kanadier
Danish: Dansk-canadier
Swedish: Svenskkanadensare
Finnish: Kanadalainen
Hungarian: Kanadai
Russian: Kanadets
Arabic: Kanadi
Chinese: Jiānádàrén
Japanese: Kanada-jin
Korean: Kaenada-in
Greek: Kanados
Turkish: Kanadalı
Persian: Kanadayi
Hindi: Kanadi


Etc...
 
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Uralic.png

Picture above shows how Finno-Samic languages of Finno-Ugric language family should be divided. Definetly there should not be 1 massive Finnic language. Instead it should be divided at least into 3: Sami, Northern Finnic and Southern Finnic. All 3 are significantly different from each other, they are also all more than 1000 years old branches and have had more time to differentiate from eachother than West Slavic and East Slavic. Especially different are Sami languages. I have no clue why Sami languages got put together with Finnish and Estonian. That decision doesn't make any sense what so ever and shows carelessness. While Southern and Northern Finnic differentiate from eachother less than Sami does from them, they are still different enough that they should be separate languages. Most differences between Southern and Northern Finnic are older than Northern Crusades (1200) and because of that those differences predate the game start.

Note that "dialects" in the picture are often more like languages or even language families. But for the gameplay purposes and because of historical reasons, there should be at least the dialects shown on the picture (except maybe Ludic). For example Estonian and Southern Estonian divide is as old (often thought to be even older) than the divide between Estonian and Finnish. Southern Estonian languages (Võro, Seto, Mulgi and Tarto) use their own version of Latin alphabet because of sounds that don't excist in Estonian. But because they aren't spoken on big enough territory, they should not be separate languages or even a language but just a dialect in a broader Southern Finnic language.

I plan to make a map of those 3 languages and dialects of those languages later..
 
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It was mentioned that "At the very top of the pyramid is Primary Culture, of which every country has exactly one", so I have a question about Poland, is the culture of Greater Poland more Polish than Lesser Poland, because it sounds a bit pointless. Will the primary culture be Greater Poland, because it is located in the same area as the original Polans tribe that created Poland, or maybe Lesser Poland, because its capital is located in a region dominated by this culture? In my opinion, both of these cultures are equally primary. At the moment, I see only two solutions, either some countries such as Poland should have more than one primary culture, or they should have the possibility of creating a common culture, in this case Polish, right away or during the game.

View attachment 1212486
the people of wielkopolska complained for a long time that after the transfer of the center of power from wielkopolska to małopolska it was mainly the people of małopolska who got the positions and ruled. the people of krakow are still unhappy that warsaw is the capital of poland, to such an extent that the full name of krakow is "the royal capital city of krakow". it seems to me that this shows very well the centrifugal mechanisms operating in countries where very often a selected ethnic group or people from the capital and the surrounding area are in power, and the rest are villagers with a strange accent and poor hygiene
 
Wow!!! These are such great changes.

While I do understand that the map is probably WIP, I think it is important to point out that the liturgical languages of both Dai Viet and Goryeo should be Chinese. Buddhism in East Asia was transmitted through texts that were translated into Classical Chinese, and Buddhist Sutras in the Mahayana canon within East Asia are still read as such. As such, even in the present day Korean and Vietnamese Buddhist practitioners still read the Buddhist canon in Classical Chinese, and often cannot understand the texts unless they are translated into the local language.

Classical Chinese still remains the language of Buddhism in East Asia even despite numerous post-colonial linguistic reforms outside of China. As such, it is probably best to represent the liturgical languages as such within the game.
 
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I have more QUESTIONS for TINTO-TINTO TEAM

The talk said "In general, you will want to adopt a liturgical language with high language power, as it affects your research speed."
but I know, Slavs used Church slavic for liturgic but use Latin for academic.
Middle-East and Persia people who believe islams used Arabian for liturgic but used Persian for academic.
East-Asia used their own languages like Korean, Chinese and dialects, Japanese, Vietnamese, etc but used Classical Chinese for academic.
Protestant used their own languages for liturgical but used Latin for academic.
So I think, If Liturgical language affects research speed in today tinto, It is better that Tinto have new language sortation: Academic language,
Or change Liturgical language to
academic language.
 
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We have a soft rule where if a ruler title is commonly used in English, or it represents a distinct concept from the English equivalent, we can use the unique cultural term. There is essentially no conceptual difference between the English King and French Roi so we don't translate, but Tsar and Sultan do exist in English.
Would it be possible for players to toggle that on/off?
 
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?
 
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I love this new system, probably one of my favorite TTs so far! Just a bit of contructive feedback: I'm not a linguist (disclaimer), but for me your classification seems a bit... random? I understand that you do that for balancing reasons, probably, but shouldn't it be:
  1. language group (Germanic)
  2. language subgroup (East Germanic)
  3. language (Gothic, Vandalic, Burgundian)
Language families are usually associated with the primary language families in the world, so using the terms above might be less confusing. For reference, this are the Middle German dialects, a regional language group (maybe), but they belong to the German language and West Germanic subgroup. The language family is Indo-European. That is, you do not really represent the level of dialects (which would be quite challenging, I suppose), apart from German dialect groups. For instance, the French dialects are completely missing. So what is the lowest level supposed to represent? The languages or the dialects? So far, it is a quite arbitrary mix of both.

Also, English should be changed to West Germanic, Scandinavian to North Germanic, etc.

*edit* And English is still considered one monolithic language with no Northumbrian?
 
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@SaintDaveUK sorry for asking again...but is there a reason why German, Arab, Chinese,are all one language group but Italian is separated between north and south? The first use of early Italian language in the vernicular form dates back to the Placiti Cassinesi (late 10th century) and has direct roots to the 12th century Tuscan dialect,German was divided between North and South in the second sound shift and its still classified as a single language, seems unfair to me
 
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View attachment 1212659
Picture above shows how Finno-Samic languages of Finno-Ugric language family should be divided. Definetly there should not be 1 massive Finnic language. Instead it should be divided at least into 3: Sami, Northern Finnic and Southern Finnic. All 3 are significantly different from each other, they are also all more than 1000 years old branches and have had more time to differentiate from eachother than West Slavic and East Slavic. Especially different are Sami languages. I have no clue why Sami languages got put together with Finnish and Estonian. That decision doesn't make any sense what so ever and shows carelessness. While Southern and Northern Finnic differentiate from eachother less than Sami does from them, they are still different enough that they should be separate languages. Most differences between Southern and Northern Finnic are older than Northern Crusades (1200) and because of that those differences predate the game start.

Note that "dialects" in the picture are often more like languages or even language families. But for the gameplay purposes and because of historical reasons, there should be at least the dialects shown on the picture (except maybe Ludic). For example Estonian and Southern Estonian divide is as old (often thought to be even older) than the divide between Estonian and Finnish. Southern Estonian languages (Võro, Seto, Mulgi and Tarto) use their own version of Latin alphabet because of sounds that don't excist in Estonian. But because they aren't spoken on big enough territory, they should not be separate languages or even a language but just a dialect in a broader Southern Finnic language.

I plan to make a map of those 3 languages and dialects of those languages later..
You should quote this on the Scandinavia and Baltic feedbacks. SaintDaveUK asked us to leave this thread only for discussion about the mechanic itself and not specifics cultures and languages. Though because you posted this here I want to quickly comment how similar this setup is to my own thoughts. Western Finnish and Savonian/Karelian being different would be good because of their different naming systems. Western Finns tended to have patronyms or house names while Savonians and Karelians had proper family names, like many of the ones ending in -nen. Karelian and Savonian being different from each other also sounds good because then we can have Karelian location names without the Savonians using those names.
 
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