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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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Needs to be an accepted culture to core a province? That among many things makes me think expansion is going to be quite difficult. I hope it's not a case of rebel spam to prevent expansion...
 
Currently no. Interested to hear opinions of how that could work though.
If commoners of a culture are too far away from the capital of the overlord, they can gradually start to form a separate culture, after enlightenment. If the new culture passes a certain threshold, we could then see burghers and nobles converting. Now, if these cultures could be named dynamically, maybe after the subcontinent / colonial region where they appear + mother culture (i.e.: brazilian-portuguese and brazilian-dutch, in a timeline where the Dutch keep their foothold) that would be awesome
 
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I hope at some point we can be able to unify the various cultures sharing a dialect into a single cultures by late game, at least for the sake of the Polish and Russian cultures. It doesn't make a lot of sense for muscovite for example to be spreading across Siberia and down to the Caucasus. Much less because these places were able to forge common identities as they unified and centralized.

Also shouldn't the liturgical language for Ethiopia be Ge'ez instead of Coptic? I'm not aware of them ever using Coptic as their liturgical language

edited for clarity
 
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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.
If you are going to split cultures so much in many places I feel like dialects should definitely play a role in making acceptance, assimilation easier. If the result of not having this means that someone from Holstein doesn't feel closer to other North Germans compared to South Germans, I think the system would have failed to live up to the necessary complexity demanded by the granular cultural setup
 
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Hard to do as we can only easily show 2 dimensions at a time, but a culture can have any number of culture groups. How do we represent Norse Gael on this map?
Maybe a mapmode where it shows you all locations with a dominant culture in the same group as the province you have selected? So norse-gael would show up if you click on any province with a dominant culture in any of the culture groups
 
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I don't think the liturgical language of the Armenian Apostolic Church in the Armenian Kingdom of Cilicia was Coptic; I would think they would use Armenian just like their fellow Armenians in the highlands.
 
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I worry that the language power concept will lead to some weird incentives like converting to Islam just to benefit from a better liturgical language. How does this actually play-out in game? I don't want this to be another situation like EU4 where you swap cultures to get all sorts of different weird formables and stack a bunch of bonuses.
 
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How moddable are cultural opinions? can you create new ones? can you make some cultural opinions easier, harder or even impossible to change with the cabinet action?
 
I find the nomenclature used for the language system very strange. Why not use the language family, languagegroup (what is now language), language (what now is dialect) system as that makes it immediately clear there are no dialects in this game.

Also English, Scots and Frisian should be under the same languagegroup wihin the Germanic languagefamily. Naming of that group could either be Anglo-Frisian (my primary suggestion) or Ingveonic.

Edit: the actual court language in the low countries should be French not German.
 
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Cant say how EXCITING i am when seeing this. I've been dreaming about a similar language mechanism for a long time, and you made it even more comprehensive.
One thing I'd like to know is that how will this system depict languages that belong to one language family but adopt alphabet from other language family (Andalusi Romance, Farsi, modern mongolian etc.)?
 
Worth noting that 1337 predates the catalan-valencian split by a lot.
Yes, the difference between both was way more pronounced back them than now after this centuries officialization by politicians to make it more unified, adopting a lot of rules from catalan into valenciano to make it more "oficial"

So thanks for proving my point.
 
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Did the devs consider adding another acceptance level below "non-accepted" for cultures that the crown is consciously discriminating against, beyond the default level of "stupid peasant language not fit for the halls of power", such as the moors in Spain post-1492?
 
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I am curious about the decission to include Leonese/Asturleonese, Aragonese, Galician... as dialects, since they are languages that come from Vulgar Latin. For instance, Aragonese won't reduce its geographical and social presence until the Compromise of Caspe with the coronation of the Castilian candidate Ferdinand of Antequera, and in the 14th Century Juan Fernandez de Heredia did a lot of literature in Aragonese.

In the post, @SaintDaveUK , you cite gameplay reasons, as "an effective way to differentiate them without weakening them by splitting them into full Languages" and I totally understand it, but still, it sounds weird to me to name 'full languages' as 'dialects'. Maybe the gameplay system could use the term 'language branch/group/cluster' instead of 'language' and use the term 'language' instead of 'dialect'. Or even use the terms 'variety'/'isolect'/'geolect' instead of 'dialect', but those ones are more used in sociolinguistics.

Regardless, I love the work the team has put into Cultures and Languages so far. Congratulations! :)
 
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..
Keep in mind that it seems that currently, only one dialect is possible per culture; so you can have a different dialect for all the cultures present, but cannot represent the dialects that have no associated culture.
 
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Yes, the difference between both was way more pronounced back them than now after this centuries officialization by politicians to make it more unified, adopting a lot of rules from catalan into valenciano to make it more "oficial"

So thanks for proving my point.
How so? Valencia was conquered 100 years before the game start. Valencian culture had not properly formed yet.
 
I'm curious, is there any reason to have so many granular cultures based largely on dialects (in France and Germany in particular), only for those dialects themselves to be subsumed in broader grouping like "High German" and "French"? I can see how for gameplay reasons it probably makes sense to have more individual cultures than languages/dialects, but to me it makes some of the more minute culture splits like, for instance, Poictevin and Saintongeois, seem very superfluous if they both just speak "French" anyway.
 
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Forming certain tags should upgrade their associated dialect to a language.
The obvious example is forming the Netherlands should allow Dutch to be a full language.
Ireland/Irish is another possible candidate although honestly the Gaelic language is probably too small for it to be justified.
 
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Keep in mind that it seems that currently, only one dialect is possible per language; so you can have a different dialect for all the cultures present, but cannot represent the dialects that have no associated culture.
Based on dev diary you seem to be quite wrong. Language can have more than 1 dialect. There are plenty of examples in dd. While 1 culture can have only 1 language. But can have several dialects.
 
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Based on dev diary you seem to be quite wrong. Language can have more than 1 dialect. There are plenty of examples in dd. While 1 culture can have only 1 language. But can have several dialects.
Sorry, I misspelled (I was trying to say two things at once). You are right, multiple dialects per language are possible. I'll fix my comment because that's not what I meant to say lol.

What I meant is, one dialect per culture. So for example, the Estonian *culture* can only have one dialect, it cannot have simultaneously the Estonian and the Southern Estonian dialects, unless you split up the culture itself into two.
 
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