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

Tinto Talks #36 - 6th of November

Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.

I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.





Culture​

Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.

As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.

So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.


culture_maratha.png

A fairly typical example of a Culture, consisting of a Language and a Culture Group.


Culture Opinion​

For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.

This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.

Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.


culture_list_aragon.png

A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.

Culture Capacity​

Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.

accepted_cultures_of_aragon.png


Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.


cultural_cost_andalusi.png
cultural_cost.png





Non-Accepted Cultures​

By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.

Tolerated Cultures​

If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.

Accepted Cultures​

You can elevate a culture further into being Accepted, at which point they gain special rights.

Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.

However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.

Primary Culture​

At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.

Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.

You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.






Language​

Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.

Language Families​

The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.

language_groups.png

Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.


Languages​

Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.

Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.

tooltip_language.png

Un ejemplo.


languages.png

The dominant language in each location is shown.



Dialects​

To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.

Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.
dialects.png

A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.


germanic_language_group.png

Here is a sketch showing the structure of the Germanic language group and its languages and dialects.




Countries have several different ways of interacting with Languages.

Common Language​

The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.


Liturgical Language​

Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.

In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.


liturgical_language.png




Market Language​

Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.

Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.

market_language.png




Court Language​

Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.

Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.

Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.

court_language.png




Culture Group​

A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.

A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.

cultrure_group_british.png

An important culture group.


In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.

One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.

culture_norse_gael.png

Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.




That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.
 
  • 356Love
  • 168Like
  • 6
  • 2
  • 2
  • 1Haha
Reactions:
Did i understand correctly that there is no way to activley discriminate agaisnt a culture?
Wdym? You can either have state discrimination (by default, other cultures are non-accepted cultures, which affects their happiness and I believe how much they grow) and you have cultural discrimination (ie how much your culture dislikes other cultures - it's actually crazy that this is modeled more deeply than in Victoria 3)
 
Woudnt it be a more immersive and fun to have the market language, court language and so on be shown in game as the dialects? For me it would satisfy me way more to spread for example Kashubian as a court language than west slavic language.
 
  • 3Like
Reactions:
Baltic languages are different language group on itself. And they where already split into different languages long before this time. Some of these languages already disappearing. So having language "Baltic" little bit unfair to be honest. As people at this time did not speak baltic. This was not a language spoken at that time. Most of Lithuania baltic population where speaking Lithuanian. Samogitian is considered dialect of Lithuanian by Aukstaiciai. Thought some Samogitians consider it separate language.
 
  • 2Like
Reactions:
First off, this system is amazing. The CK3 language system seems like merely the embryo of what you've cooked here, properly implementing language and integrating it with relevant game systems. Likewise, the fact a culture can belong to multiple groups at once as a sort-of refinement of the Vic3 system. It really seems like Project Caesar is implementing all of the best features of PDX games, and receiving much more polish than previous releases.

Now, for the nitpicks.
—Based on the Romance language split you've gone for (and really, any potential split you could've gone for), Sardinian should most certainly be a separate language. It is heavily distinct from all other Romance languages. Sardinians would be easier to accept by Italians on account of being in the same culture group and sharing a language family; sharing a language is unnecessary.
—If the liturgical language represents the language of scholarship, then Chinese should be the liturgical language of Korea, Japan, and Vietnam. Soon after the start of the game, it would also be adopted by Chuuzan on Okinawa. In all of these states, except perhaps the Ryukyus, Classical Chinese remained the language of formal writing and education until the 19th century. It was also the language employed by the Buddhist clergy, and through which Buddhist texts were disseminated throughout the area.

I assume places like Africa and SEA are yet unfinished from a language perspective, so I will refrain from commenting on those. Otherwise, there are some potentially controversial choices, but nothing that couldn't be defended.

I will also post these suggestions in the relevant Tinto Maps.
 
You are using the present tense, but how was it in 1337?
Probably very similiar as in present... Poles and Czechs are both proud of their languages... if you want to melt those into one, you should probably move back somewhere to 7th-8th century or at least back to Great Moravia...

Not sure, if current model is a good for representing complexity of it... if anything Western Slavic should be a culture group, because Slavs from these group were very heavily influenced by Western Europe culture- mainly Germans (on contrary to Eastern/Southern Slavs, where main influence was from Eastern Roman Empire and in case of Eastern Slavs - Mongols after conquest of Rus Lands).

In terms of Language, differance between East and West was and is very minor... Probably each of these should be a separate language belonging to same language group, each with their own dialects... (Although that would create complications with current model) thing is: there is less difference between Polish and Russian, than between German and English

Western Slavic as a language shouldn't exist in XIV century. It got split somewhere arround 10th to 12th century into few branches: with Polish, Czech, Slovak, but also Upper and Lower Sorbian (so anywhere from Saxony to Brandenburg). And probably would be best represented as different languages existing in same language group...
Western Slavic as a language just looks... artificial.

Fun fact: even though Polish was the language spoken by majority of the pops, it wasn't a state language in XIV century: Latin was the official language used for writting documents, laws, diplomatic letters, books etc.
Most foreign diplomacy was also conducted in Latin (sometimes with both sides using a translator)
Such state existed at least until XVI century, when more and more texts were being written in Polish... First law written in Polish comes from 1331- "The Statutes of Władysław Łokietek" (father of Casmir the Great), but that was rather a single attempt to switch to Polish from Latin, than a permament change.
End of XVI century, especialy rule of Sigismund I the Old was another attempt to change Latin dominated laws and courts. In XVII century:
Latin was still used for formal legal documents and in some higher courts, but by the 17th century, Polish was becoming more common in local courts and legal practice. Legal professionals and judges, especially in towns and local jurisdictions, increasingly conducted proceedings in Polish.

Latin was definately purged from Polish law system after Partitions and only after regaining independance back in XX century, laws where written exclusively in Polish.

In my opinion, court language in XIV century in Poland, should be Latin...
 
Last edited:
  • 2Haha
  • 1
Reactions:
I’m interested in whether Project Caesar takes into account the distinct identity of the Netherlands within the broader German-speaking world. While I agree with the decision to categorize Dutch as part of the German language family (as a dialect), I believe that over time, Dutch will evolve further into a separate language. My question is: does the project recognize the Dutch as distinct enough culturally and historically from their German neighbors?

The Dutch are part of the Lower Franconian culture, which extends into the Rhineland. Linguistically, Dutch is classified within the Germanic language group, though it’s distinct enough to be seen as its own dialect. However, my concern is that the Netherlands might be absorbed too fully into the Holy Roman Empire's (HRE) structure, overlooking the historical autonomy that this region held as a peripheral part of the empire.

For example, consider the city of Groningen. As a Free City under the Emperor’s jurisdiction, it wasn’t ruled by a local count, duke, or king and enjoyed considerable autonomy due to its peripheral position, where imperial oversight was limited.

Additionally, the Netherlands followed a unique historical path, being part of larger political entities such as the Burgundian Dukedom and later the Spanish Crown. This led to the creation of the Burgundian Kreis, granting the region a unique status within the HRE and fostering a sense of separation.

Moreover, the people of the Netherlands developed a distinct identity through their shared struggle against Spanish rule, which fostered unity and led to the formation of institutions that bound the Zeven Gewesten (Seven Provinces) together. These experiences contributed to a sense of “Dutchness” distinct from German identity, even though both cultures were intertwined during the Middle Ages.

While I could provide more examples of this distinction, that would risk veering into the study of nationalism. My main point here is that the Dutch have a unique history that gradually set them apart from their German neighbors. I hope Paradox will consider this ongoing divergence as they continue to develop Project Caesar.
 
Shouldn’t Chinese be split into multiple languages? As I understand they’re mutually unintelligible and outside of writing have about as much in common as the various Romance languages. Is this just because written Chinese is more uniform than spoken Chinese?

Also, shouldn’t Prague’s market language be German? As I understand that’s accurate at least later in the period. If it’s not accurate in 1337 and there’s no way to produce a German-speaking majority of Burghers in that market, the historical dynamics of that region are going to be extremely odd.
 
Last edited:
On your map, why are the Low German dialects of the Netherlands seperated from the rest of the Low German Dialects?
Probably because Dutch clearly diverged from the rest of German in the time period, especially in the age of printing, when the differences of Low German, High German and Dutch printing languages became clearly established.
 
  • 1
Reactions:
Should rename Scandinavian to Danish. The North Germanic languages were mutually intelligible among each other languages/dialects in the family during the medieval and were often referred to as "Danish tongue". Or perhaps Johan has too much Swedish pride to do that.
 
  • 1
Reactions:
But they kept on printing "Low German" in their books
Yes and they even called their German "Platt" which is exclusively used for Low German now. But it clearly did diverge, so unless there's content for establishing the Dutch dialect of German at some point during the game, it makes sense to have it separated from the start.
 
Yes and they even called their German "Platt" which is exclusively used for Low German now. But it clearly did diverge, so unless there's content for establishing the Dutch dialect of German at some point during the game, it makes sense to have it separated from the start.

Only in recent times did people start to claim that the dialects in the Netherlands aren't Low German. That's after the game ends. So it wouldn't make sense to seperate it from the rest of the Low German dialect continuum.
 
Only in recent times did people start to claim that the dialects in the Netherlands aren't Low German. That's after the game ends. So it wouldn't make sense to seperate it from the rest of the Low German dialect continuum.
But even in the 16th and 17th century, the Dutch used "Nederlandsch Duytsch" to refer to Dutch and "Overlantsch Duytsch" to refer to other German speakers, so it's not like this split is recent.
(This High and Low classification isn't the same as the split in German as a whole that was eventually established by linguists.)
 
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.
Does the size of these countries matter? For instance would a unified HRE reduce the language power of German since it is the common and court language of only one country, where before it was the common and court language of over a hundred? That seems counterintuitive so I hope the collective power of countries using a language is the relevant factor rather than the raw number.
 
  • 3Like
Reactions:
I am once again posting about the issue with "afghan culture/language"

There is no such thing as afghan culture/language

Afghanistan is a diverse nation full of different cultures and languages.

What is represented as "afghan" in this game is just the Pashto people of Afghanistan. Use pastho instead of "afghan"
And yet again it must be told to you that "afghan" is a period-appropriate ethnonym for the Pashtun people.
 
  • 5Like
  • 1
Reactions:
I understand that there are likely gameplay and other reasons for this, but I think having Scots as a separate language to English (which it is) would be a better representation.

Though it's important to say I can't speak to the German dialects (for example), so I am not sure if this a consistent design decision being employed (which would alleviate most concerns) or simply an oversight/simplification for gameplay reasons.
I agree. I understand that everyone will want their own smaller languages and dialects put in, and that languages/dialects were different in that time period, but as someone who speaks Scottish English, I can't understand the majority of Scots. Although I am aware that personal experience is different from linguistic consensus.

Additionally, I'm not sure if Scottish would be the correct word to use for the celtic dialect. However I won't pretend I know what I'm talking about In that regard, it just sound bizarre to me.
 
  • 2
Reactions: