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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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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.
 
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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.
 
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Complexity has grown I see. I love language is now part of the system.

Also, nice, I love these particular divisions got implemented. :) Though I wonder if the common language of the two dialects being 'Portuguese' is really something that would satisfy Galician players.

View attachment 1212476

Finally,
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Implying Johan is soon to change name. Make your bets to what, people.
Especially since Portuguese evolved from Galician after the independence of the county of Portucale, not the other way around. Really hope they change that.
 
Do you think there could be a mechanic where you can't do certain diplomatic actions with a linguistic group until you unlock a certain development to interact with that group? Like England cannot ally with the natives until they spend 20 years training translators, or the Congolese cannot request fleet basing rights until they have unlocked a certain diplo-tech?
 
So the discount to tolerating/accepting a culture within the same language group is 10%, which seems pretty substantual. What's the discount for being the same language? I imagine it would be far larger given how big a difference between being in the same language group and being the same language outright is.
 
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Currently no. Interested to hear opinions of how that could work though.
Perhaps a hidden percentage modifier for a chance to change a pop of your primary culture into a colonial one that will slowly increase over time after the colony has been established?

Normally, the primary culture would handle assimilating minority cultures pretty quickly, so (for example) anyone from England who came to America would be very unlikely for a while to consider themselves "American". But overtime, as the percentage modifer increases, more and more pops will stop being "English" and become "American", and soon the modifer would increase enough to where more pops are becoming American than are being converted to English. Then, once you reach a majority threshold, the colonial charter would be given an option via event to change the primary culture to the new colonial one.

Since cultures can belong to multiple culture groups now, it makes reasonable sense that any European country could (theoretically) colonize American and have their pops become "American", as "American" wouldn't be restricted to automatically just the British Culture Group, but could instead be a part of the Spanish culture group, or French, etc. etc. Or just have "American"/"Américain"/"Americano" as dynamic spawnable languages, etc.

On a similar line, if there are multiple separate colonies of the same language, and/or if there is a "Colonial ___" geographical system similar to EU4, there could be an additional MTTH after the colonial language has been established to allow pops to start diversifying into regional dialects (which really wouldn't do anything like the prescripted ones do, but still provides reasonable flavor). In both cases, the MTTH should be large for the turnaround, but it would give the ability for historic trends to come about in a slower-but-still-realistic way - but in a manner that could be more suited for adapting to the specifics of how the world actually turns out during that particular game, rather than prescripted and predetermined through a limited number of events (and therefore language opportunities).
 
Cantonese and Mandarin are not mutually intelligible. That means they are different languages. I received the same answer from every Cantonese speaker and Mandarin speaker. Go google it. Referring to the different Chinese languages as "dialects" is nothing but a political choice.
Chinese is the name for a macrolanguage which refers to a group of languages whose speakers believe are Chinese, no matter how different their languages are. By intelligibility there are far more languages that can be divided, which is summarized as "五里不同音,十里不同调 (Languages vary in pronunciation every 5 li and in tone every 10 li)".

Though Chinese languages are so diverse in linguistics, I don't see it necessary to separate them in game. Just leave them into one group. Originating from the same city, my family speaks more than 5 unintelligible "local dialects" of Chinese and this does not make much difference in our cultural identity. Separation does not make sense in real world as people speaking different languages does not make difference necessarily, let alone many peoples are multilingual.
 
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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?
Yes, the Germanic cultures of the Low Countries belong to the German AND Netherlandish culture groups.
 
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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.

Well, Danish, Swedish, Norwegian and Icelandic are all considered dialects of Scandinavian in the game at this time, which I would consider to be reasonable for the period.


So by that yardstick, Scots is definitely a dialect. Remember, it's not Moden English spoken in this era, it's Middle, Geoffrey Chaucer "Canterbury Tales", English.
 
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EDIT : Just one minor thing I've noticed : Fribourg (Switzerland) is shown as having a High German court language. While it did eventually become the administative language of the city-state, I believed it remained French until the 15th century. High German became the court language when the city state aligned with the Swiss Cantons. The process if I recall correctly started ca. 1400-1420 and was fully realised only in 1481. I don't have the sources rn but I may provide them later.
That's because Fribourg location is currently owned by Austria
 
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Hello, regarding the Liturgical Language map mode, Croatia should also use old Church Slavonic, even though they aren't orthodox.

In a letter from 1248. the current pope (Innocent IV) sanctioned the use of Old Church Slavonic in mass and Glagolitic script in liturgy at the request of Senj's bishop Philip.
Even though this privilege was given to Philip personally, it applied to his bishopric and wider Slavonia as well as some surrounding areas, and was later inherited by said places ,as it came from the supreme authority(pope).

Philip was Innocent's ally, especially when it came to the matters of Bosnian Krstjani, which are represented in game.

This kinda represented Innocent's strategy of using Old Church Slavic to bridge the gap between Catholics and Krstjani at the time, and hopefully, Orthodoxy.

This makes the region one of the only places allowed to use local language in church affairs, rather than Latin before the Second Vatican Council.
 
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Yes. The John's name in the database is actually name_john and Russia will compare against their previous name_john rulers (Ivans) when choosing which regnal number to give him.

The spelling of the character's display name is then selected by their culture's language or dialect like this:

Code:
 name_john: "John"
 name_john.catalan_dialect: "Joan"
 name_john.east_slavic_language: "Ivan"
 name_john.scandinavian_language: "Johan"
 name_john.spanish_language: "Juan"

This is pretty cool, but in this case what will you do when the same name has multiple variations in use?


John, just to stick with the example, has historically both been Johannes, Hans, Johan and Jan in Danish for example.

Like the island of St. John in Caribbean was/is called Sankt Jan in Danish, we had a king in the late 15th and early 16th century called Hans(but John in English, and Johan II in Sweden), the actual saint John the Baptist, is known as Johannes Døberen, and there's the 19th century playwright and poet Johan Ludvig Heiberg(funnily enough he married actress Johanne Luise Heiberg, meaning they essentially bore the exact same names)

If you have to pick only one, I think for regent names, Denmark should probably pick Hans, as there's been at least one of those in Danish royal history.
 
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This might be a question for the next Tinto Talks - but is there going to be culture related content that strengthens certain languages? Like, if you make the court language for Poland Latin, there should be events or mechanics for the Polish Golden Age of Literature in the late 1500s that would strengthen the Polish language.

Or content for the English translating the Bible, or generally Protestant nations developing their own languages, or the ability for France to spread their own language not due it's liturgical or market power, but it's cultural power.

I know next Tinto Talks is on artists and stuff, so I hope to see this!
 
"Italian" is a modern construct, there are many different linguistic variations in Italy, and we divided it into the Northern Italian (Cisalpine) and Southern Italian following the linguistic classification
I can understand that the choice for southern italian has been to revert back to just call it "Italian", even if I don't think that anyone would consider the existence of such an language in 1337, but for the love of Dante can the peninsula get some love in terms of dialects? Cisalpine could use a split between western gallo-italic and venet, and southern italian is in sore need of a three-way split between tosco-mediano, neapolitan, and sicilian.

 
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Wouldn’t the jasz and cumans in Hungary have adopted the Hungarian language by then? Sure they kept many of their customs, and there are some, even today that say they are different because they are “kun” or “jász”, but they lived in the heart of Hungary and assimilated quite fast, starting by adopting the language.
The Jász settlement in Hungary was not even over just yet. We also do have some fragmental language relics dating to the second half of the 15th century. So the Jász language was certainly alive and kicking in 1337.
 
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These language mechanics seem very interesting and quite new.
I am less convinced by the language VS dialect setup though, which feels quite ahistorical for the period and partly arbitrary.
I feel like the very notion of "dialect" is something out of time for the period, where there was no true "language" but rather a very large variety of "dialects" which were all considered languages. The differentiation only came later around the 18th-19th century when the court language gradually replaced the local "dialects" due to national policies.

Considering that Occitan Catalan is totally different from Castillan Spanish but totally similar to Occitan Auvergnat or Provencal is... very arbitrary to say the least. It would be more accurate to represent the many sub-languages / dialects with a gradual differentiation (catalan being somehwere midway between both castillan and provencal, so having a reduced penalty with them but higher penalty with, norman for example).
Likewise, considering that "Savoyard" is mutually intelligible in Orléans makes no sense. Franco-provencal was a separate language with heavy italian influences, and it remains to this day unintelligible for someone who is born french-speaking (although it can be read with some effort).

Cool to finally see some variation though, like Breton not being French anymore but making amend for its celtic origins (although the court language was definitely french in this period, the inhabitants language was not).
 
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