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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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West Slavic as 1 singular language existing on the map is ridiculous. As long as it's not near the border, czechs understand polish about as much as any of the east or south slavic languages.
EDIT: Also, trade in Prague with any germans would have been done in German.
 
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Looking at relative size of populations, is that 995k Catalans in total or 995k inside Aragon? The same for Aragonese, is the 315k inside your country, or total in the world?

I'm a bit worried that the mechanic will mean its really hard for a small minority ruling culture to accept the larger ruled culture because it will be too expensive (particularly at game start). Some places where I'm interested if this will be feasible or not:
  • Can the Normans in England accept the English/Saxons? I've read that King John losing Normandy is typically the turning point for acceptance of a common Englishness.
  • Can the Ottomans accept the Greeks? This one is clearest that acceptance was happening, think about the Grand Vizier coming from the ex-ruling Byzantine family (but there are lots of other examples).
  • Can the Mamluks accept the Egyptians?
  • Can the Mughals accept any of the different Indian cultures?
  • Can Timur & the Ilkhanate accept the Persians?
  • Can the Yuan accept the Chinese?
 
It depends on the exact piece of content. Advances will stay but special units usually won't.

Can we access culture's special content if we Accept that culture? This would be a huge boon for modders.
 
Can we access culture's special content if we Accept that culture? This would be a huge boon for modders.
Almost always that is possible to script as modders. For the base game it depends on the content, we don't have a single rule for everything but script it on a case by case basis.
 
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Almost always that is possible to script as modders. For the base game it depends on the content, we don't have a single rule for everything but script it on a case by case basis.

You're the best, thank you!

This dev diary is one of my favourites so far. There's so much stuff here!

Follow up question: can we add mod the dialect mechanic so it does affect gameplay?
 
Could we please get a game rule option to display "dialects" instead of "languages" in the different liturgical/court/market map modes? So that we could have more immersive displays of Norman in England, Low German in the Baltics, West/East Slavic not being shown (just for immersion purposes, it's still easy to see which dialects are part of the same language because of map color/maybe you can click on a dialect to highlight the language like with cultures in EU4).
 
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It's possible, problem is it's just an extra calculation every month on every location which slows the game down.
Why run the calculation every month tick? Maybe instead you could run it every time the relevant map mode is selected, and hold that data until the next month tick, no?

Is the worry that there will be a slight lag in the selection of the map mode? Might still be better than longer month ticks.
 
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It's not an easy task, but it's something we would like to do eventually.
Seriously, I don't think that is very reasonable. A Cantonese's name is obviously not that different with a Chinese who live in Liaodong. Dividing them into different language can be very strange to most of the Chinese native speakers. I just want to say this is how the mojority of Chinese players would think if you seperate them into different language instead of dialects.
 
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West Slavic as 1 singular language existing on the map is ridiculous. As long as it's not near the border, czechs understand polish about as much as any of the east or south slavic languages.

You are using the present tense, but how was it in 1337?
 
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You are using the present tense, but how was it in 1337?
It's true that Polish and Czech were only becoming distinct languages at this point. Still, for player immersion, "West Slavic" feels like some of that academic jargon you mentioned you wanted to avoid.

It's probably unavoidable here - that's why I am once again asking to add a game rule where dialects would be shown instead of languages on all these maps, so that "West Slavic" never appears on any map mode, but still clear (through color, for example) that Polish, Czech, Polabian, Kashubian are still part of the same language.
 
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'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.'
This would make certain primary culture changes impossible - f.e. in the crusader states from French/Catalan/German to Greek/Estonian or in independent ex-colonies from the language of the colonisers to the native peoples'.
 
Damn, I wish CK3 would have their culture and language systems expanded like that.

Hell, maybe even Stellaris with each imperium being culture group, sectors being different culture and planets being dialects. Although it would require a lot of new systems...
 
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Very solid TT! Fascinating one, I am sure many were waiting for.

I think the current names are quite confusing. In particular, it's confusing seeing the "language" spoken in Catalonia as Occitan, I know back then they were very similar, but still the language these people spoken in Catalonia was not considered Occitan, but Catalan, moreover in the later centuries the game goes on. For cases such as these, I would suggest naming the three levels of language as the following:

First level: "Language group"
Second level: "Language subgroup" (following areas/continents naming logic: "Subcontinent")
Third level: "Language"

Language group (G)
Language subgroup (SG)
Language (L)

So in the example of Iberia, we would have the following:

Romance (G)
············Galaico-Portuguese (SG)
························Galician (L)
························Portuguese (L)
············Spanish (SG)
························Leonese (L)
························Castilian (L)
························Aragonese (L)
············Occitan (SG)
························Occitan (L)
························Catalan (L)
Semitic (G)
············Arabic (SG)
························Andalusi (L)

In my opinion, this would be less confusing than using "Languages" name for the bigger second level subgroup. Apart from this, the use of the third level only for flavor reasons and the bigger levels for mechanics is fine to me.

And ofc one "language" can be part of multiple "language subgroups" as I think is the case of Aragonese being part of the Spanish and Pyrenaic subgroups.
 
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'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.'
This would make certain primary culture changes impossible - f.e. in the crusader states from French/Catalan/German to Greek/Estonian or in independent ex-colonies from the language of the colonisers to the native peoples'.
That's why its an optional game rule and not default
 
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West Slavic as 1 singular language existing on the map is ridiculous. As long as it's not near the border, czechs understand polish about as much as any of the east or south slavic languages.
EDIT: Also, trade in Prague with any germans would have been done in German.
Ukranian, Belarussians and Russians can understand eachother pretty well, while beside Bulgarians and Slovenians the same can be said of South Slavs to this day.
 
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