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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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'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 it's a game rule you can change.

EDIT: Saint Dave got to you just before I did lol. Hey Saint Dave, how about you answer some of my hardballs instead of these easy dunks huh?!?!?!
 
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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...
This seems very much like an expansion of CK3's system honestly. CK3 crawled so that hopefully EU5 can run marathons.
 
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That's why it's a game rule you can change.

EDIT: Saint Dave got to you just before I did lol. Hey Saint Dave, how about you answer some of my hardballs instead of these easy dunks huh?!?!?!
Hardballs require well thought out answers but it's currently 9am and I haven't had a coffee because I was late to my morning meeting.
 
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Hardballs require well thought out answers but it's currently 9am and I haven't had a coffee because I was late to my morning meeting.
Could you tell us why accepting Aragonese cost .24 instead of 0 capacity this early morning? Is there another modifier we can't see? Cause unless my math ain't matching, the reduction is currently about 101%
 
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  • The Finno-Ugric family was first proposed in the late 17th century and wasn't accepted until later. Hungarians especially were resistant to the idea and even viewed it as insulting for going against the classical romantic idea of shared ancestry with the Huns and other great Turkic empires. It wasn't widely recognised there until the second half of the 19th century.
Tbf I don’t think the second part really matters. Like I could be one of those protochronists that think romanians are purely Dacian but that doesn’t change the reality that I speak a romance language.


It should probably be split up thought
 
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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
Agree. Seperate lands need transport by sea, but ship transport sucks in EU4.
 
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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.
Screenshot_20241107_100526_Chrome.jpg

Dividing West Salvic into Czech-Slovak and Lechitic could be a better choice for the time in the same way they separated Bulgarian from the other South Slavic languages but not Slovenian, the problem here though is where to put Sorbian.
 
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Currently no. Interested to hear opinions of how that could work though.
Here is my proposal of how to make it. Just change the culture of all the migrants of one Culture group who moved to a new region to a new Culture.

For example:
Cossaks in the entirety of steppes had more or less the same culture, but they were formed by the migration of all East Slavs.
Spanish speakers are divided by big regions in Latin America, with only a few groups, like Mexican, Andean and others.

I think it is better to make cultures diverge by an equivalent of Regions from EU4

1730970678265.png


or a HIGHLY REWORKED supperrigeon map (this one is terrible but it shows the scale)

1730971340466.png



Names for cultures can be the proper adjective of a Region/Supperregion name + Culture Group name. And the entire cultural group will convert to this new culture.
With the addition of prefilled values for some, it will be cool.
like Steppe(and Central asia) East Slavic -> Cossack, Siberian East Slavic -> Sibiryak etc.
Germans in America -> American Dutch
 
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As I said yesterday, I love the system. However, I have one 'But' to add.
I know it's Wip, but even so, one senses that cultural distribution is going to be much more granular than 'dialectal' (several cultures can share a dialect but not the other way around).
@SaintDaveUK said yesterday that they were unhappy with the nomenclature, and rightly so. If one looks up dialect maps of, say, French/Occitan/German/etc, one can easily see that those maps are much more similar to Tinto's cultural maps than the dialect map you showed yesterday. That maps is in fact representing a supradialectal dimension.

The words Variant, Branch or (sarcasm intended) even Bicycle would be more appropriate than Dialect, which seems to me to be a horrible choice. And there's no need to muddy up a system which, I repeat, looks wonderful.
 
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I think it is better to make cultures diverge by an equivalent of Regions from EU4

1730970678265.png


Names for cultures can be the proper adjective of a Region/Supperregion name + Culture Group name. And the entire cultural group will convert to this new culture.
With the addition of prefilled values for some, it will be cool.
like Steppe(and Central asia) East Slavic -> Cossack, Siberian East Slavic -> Sibiryak etc.
Germans in America -> American Dutch
This is the divergence system I support;
and I agree, for prefilled values you could use endonyms. The more the better, in fact. Compound names are a little bit annoying.
Mexican/Mejicano/Mexikanisch/Meksikanskiy/etc.
instead of Spanish Mexican/English Mexican/German Mexican/Russian Mexican.

Those words are too similar?
Well, Scots and Scottish are too. And they're both already in the game.
 
It depends on the exact piece of content. Advances will stay but special units usually won't.

Does it mean it would enable gamey playthroughs abusing culture switch shenanigans in ordre to make the most op army/navy/whatever you want by snatching all the boni from Advances in desired culture before switching ?
If yes, me happy, as I love this stuff.
 
Brilliant work! What about culture/language assimilation mechanic?

1. Will cultural assimilation be separated from language assimilation or will they be linked together?
2. I think that different cultures can be assimilated with different efficiency and some cultures cannot be assimilated at all. E.G. as unified Spain you can quite easily make an Aragonese pop to become Spanish/Castilian, with a French pops it would take longer, with German/Baltic/Slavic even longer, with Arab, Berber MUCH longer, with African, Asian, Native American, Australian - never.

I don't think this is really an accurate way to do it, because it completely forgets sprachbunds and other forms of linguistic convergence which aren't just "genetic" relationships. Proximity influences things like loanwords, phonemes/accents, grammar, and writing systems, which can all make languages just as mutually intelligible or easy to learn as a "genetic" relationship can. An example of this could be English and French, these languages share a lot of vocabulary and some similar grammar and spellings, some English people even find French easier to learn than German despite German having the closer "genetic" relationship.

I'm not saying you need to make a new "sprachbund" group for every language, just that language family might not be as uniquely impactful as you've represented with bonuses to things like opinion and cultural acceptance.

What these people are talking about is something I also want to ask about: Does language matter in terms of diplomacy? As the first quote implies, some languages are closer to another than others, even going outside the language-family tier. Take for example germanic and latin. They are closer to each other than for example to chinese (stand-in for now, as the language-family name hasn't been revealed yet). Not even mentioning the much stronger cultural differences. And that should matter on a diplomatic level and an assimilational level.

So does this matter? Is there any impact gameplay-wise?

One could just use diplomatic distance as a modifier for this, as it would fit the proximity issue mentioned in the 2nd quote, but also account for larger cultural and linguistic differences.
 
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Both of you.. read dev diary again. It says clearly that every culture correlates to 1 language. That's it. Nowhere does it say that there can't be multiple dialects per culture. It could be limited that way but there is no verification of that in dd itself.

As far as Southern Estonian goes then that should be made then into a separate culture because how drastically different overall culture (including language) is from Estonian and also Finnish. ( of course if the limit you guys mentioned actully excists)
It is 99% certain that there cannot be more than one dialects per culture. There are 0 examples of that happening on the map, and it would also not be mechanically possible (how on earth would the game determine if two pops of the same culture should speak the same dialect or different ones).

Splitting Estonian is a possibility, however I do think it might not be the best game-mechanically for them.
 
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It is 99% certain that there cannot be more than one dialects per culture. There are 0 examples of that happening on the map, and it would also not be mechanically possible (how on earth would the game determine if two pops of the same culture should speak the same dialect or different ones).

Splitting Estonian is a possibility, however I do think it might not be the best game-mechanically for them.
I disagree, but I may be biased inasmuch as my example is from my own country.
The ethnogenesis of Georgia was basically complete by the 10th century. The state was fully unified by 1014, in terms of religion, language, and governance. Henceforth, regional identities merged and became synonymous with the name of the whole country - Kartveli.
So now, a person from Imereti, who spoke with a dialect different from the Kartlian standard, identified as a Georgian and as an Imeretian.
This persists to this day.
 
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I am a spanish player that studies history, so I'm going to be very annoying but it is what it is. A mistake you made is at Navarra, south of the Ebro river they spoke Aragonese at that time, instead of fully basque. Then, this is more of an opinion but for the XIVth century I would say that Catalan and Occitan where completely different languages. Good job btw
 
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It's a good point, many things we call dialects in Caesar have formed into discrete languages from the modern perspective, including Scots. Our goal is to focus on the history though, and historically Early Scots formed a clear dialectal continuum with English. Furthermore a unique Scots language would only be a malus to Scotland.
It is a good point about forming dialect continuum. But what about other dialect continuums, like slavic languages form.

You have divided Slavic into 4 languages: East, West, South and Bulgarian. But in reality these languages formed two dialect continuum even till nowadays. South Slavic and Bulgarian have transitional Torlakian dialects.
Also till 1945 Polish Belarussian and Ukrainian had dialect continuum, where the language of the speaker was defined by religion of that speaker: Orthodox/ Greek Catholic =Ukrainian or Belarussian (in case of Lithuanian part) , Roman Catholic = Pole. The same applies to Rusyn and Slovak. The good example is Pannonian Rusyn, which is called Rusyn, but linguists agree that it is rather Eastern Slovak than Rusyn, despite being called Rusyn.

Even nowadays Ukrainian and Belarussian are linguistically closer to Polish, than to Russian. Rusyn and Slovak are mutually inteligeable.

Also there is no way in Arkhangelsk and In Carpathian mountains spoke the same language, as these tribes had no contacts for centuries and are separated by thousands of kilometers and at the same time neighbouring slavs of different religion spoke different languages.

As to me, the languages should be divided by families (like Indo-European), then Slavic and then specific slavic, like Czech or Bulgarian. The rest should be inplemented as culture groups (czechoslovak, Lechitic, Ruthenian...)

Separating dialect continuums into separate entities is a difficult question, but separating those entities into groups is rediculous and there will never be a consensus. So make yourself an effort and get rid of what you call "languages"
 
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I do love most of the changes here.
Liturgical languages finally! (weird we didn't get it in CK before EU tho, PC really is CK 4 xd). I also really like how some cultures have different opinions of each other it again reminds me of CK 3 how it was done with "faiths" I hope we can change relations between these cultures.

I do not like the nomenclature considering languages tho.
I propose instead:

Language Family
V
Language Group
V
Language

^This one make much more sense and is also much more accurate from linguistical point.

Also question: can you change your culture's language? It would be really cool for colonial cultures I think. Ideally something like CK 3 culture divergence system would be really cool there :)
 
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