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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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From a linguistic point of view, Chinese "dialects" are much more diverse than the German dialects that are represented in the game. I can perfectly understand dialects from other German regions. There is a dialect continuum which even makes it possible for West Germans (Moselfränkisch) to understand Dutch people to some degree, even though German and Dutch are different languages. Just for consistency, Chinese should be put into one language and then be further split into "dialects" such as Cantonese, Hakka, Wu, Mandarin, etc., if we consider Czech and Polish to be different "dialects" of East Slavic.
The word "dialect" for me is identical to the phrase "local language" however dictionaries define it.

I don't know what consistency you refer to. If you mean consistency in linguistics, we need ultimately more detailed split and division in Chinese languages (for example, one or two provinces may have a unique dialect for Wu and Min "dialects") as much as possible to catch up the intelligibility of European languages.

The diversity of Chinese does not mean it is not intelligible at all compared to Germanic languages. As Chinese provinces have a similiar size compared to Sprachraum or modern Germany + Netherlands in European, the continuum of one single "dialect" of Chinese also exists.

Take Wu Chinese for example. The north boundary with Jianghuai Mandarin of this "dialect" remain unclear due to shared history. Therefore the widely used source, The Language Atlas of China, uses isogloss to distinguish Wu languages from Jianghuai Mandarin, while in the southern boundary with Min languages defined by lower strata because isogloss did not work on them. The very European question arises here again - How to define the boundary of languages in a continuum?

On an European definition a language as "a group of languages related through descent from a common ancestor", Mandarin should split into Xiajiang (Lower Yangtze) Mandarin, Shangjiang (Upper Yangtze) Mandarin, and Northern Mandarin because all of them had different ancestors but eventually evolved convergently into a mutually intelligible language. As shown in Chinese name 官话 - literally officials' language, Mandarin itself is a Koine language based on uniform education-adminstraction system (keju) under one Empire, a shared vocabulary and literature mostly from Classical Chinese, and open geography with little barrier under the Empire.
 
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Why silesian is different dialect than Polish if seperation from Poland havent happened yet (happened but that happened 10 years before start date)
I mean, silesian can be considered it's own lechitic language today, but still, thats debatable. At this time they shold probably be the same, so I get that silesian should probably not appear on the map.
 
1. Can you have new cultures spawn?
2. Can you have cultures change their language during the game?
3. Can you have cultures change their dialect during the game?
4. Can you have cultures change their culture group during the game?
5. Can you create new culture groups during the game?
 
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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.
Huh, I didn’t know the Jász settlements were still going on, I assumed it stopped in the 13th century. Apparently they kept their language even into the 1400s, so I was definitely wrong.

I guess I was hoping that there would be Hungarian subgroups, because I do think Kun and Jász culture should remain different, even after they adopted the Hungarian language, but it will probably be represented by regular assimilation.
 
I'm currently entertaining "Vernacular" but I still think Dialect is better despite its political baggage. Most of the others are far too academic in nature for a game.

I think you guys kinda just shouldn't have talked about dialects or made a map mode about it given they are sometimes not going to relate to actual dialects, are controversial and don't really add anything at all to gameplay or matter much outside of flavour that is self-explanatory regardless. Just make them an invisible layer present only in the files for the game. Strip them entirely from anything that is visible to the player- would just save you a lot of headache, and hell might just also save the need for maintaining code for a map-mode regarding it. These dialects being visible don't seem to add anything - people already associate different ruler names and different location names with different cultures, they don't need an additional dialect mapmode or whatever. It just seems to cause controversy and pointless discussions about what should be a dialect etc.
 
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@SaintDaveUK the language feature seems to address many of the points brought up months ago when the UK map was presented, where people were discussing dividing English into many cultures. On reflection of the feature, can we get a confirmation that England will remain as one culture, but with English being divided into 2 or 3 distinct dialects within England, or it the dev team still going down the route of dividing England into English and Northumbrian culture?

Northumbrian culture was added to represent North English, a gradient spreading roughly from South Yorkshire and Cheshire up to the Scottish Borders. It is Kindred with English and Accepted in England. I'm teetering on adding West Saxon but I'm not convinced it would work for the narrative we have for England.

Cultures have exactly 1 dialect, never multiple. Both Northumbrian and English use the English dialect because we can't find many reliable sources for a Northumbrian namelist.

In 1337 it would be more correct to say Scots and Northumbrian share the Northumbrian dialect, but we want Scots to have some flavour like that feels a bit more distinctly Scottish, names like Ian, Rabbie, Ogilvie, Fairbairn, or Lunnon that don't really make sense being used by Yorkshiremen.
 
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Separate Turkish, Turkoman and Azeri especially make zero sense when they have been living together just two centuries ago. I would also argue for siz Turkic languages, Turki/Karluk/Karakhanid/Chagatai/Hakani, Oghuz/Turkmen, Kipchak/Cuman, Siberian, Oghuric, Arghu/Khalaj.

Putting Azeri and Turkish as two languages while Czech and Polish as one is inaccurate, Azeri and Turkish are far closer than Czech and Polish

As Kaspar Osraige has already commented, having Turkish, Turkmen, and Azerbaijani be different languages makes close to 0 sense. Turkish and Azerbaijani are borderline mutually intelligible to this day, and at the time there would have been barely any separation between them. For example, the writings of 14th-century Azerbaijani bard Seyid Nesimi, the national poet of Azerbaijan, are fairly legible to modern Turks from Turkey once you remove the Persian influences (which were also present in Anatolian Turkish poetry at the time).

I don't think labelling Turkish, Azeri and Turkmen as languages as opposed to dialects makes much sense, especially in the 14th century. Even the modern forms of Turkish and Azeri are mutually intelligible. Though there were some Turkic migrations to Anatolia in 11th century, most of the tribes migrated in 13th century fleeing from the Mongols, so there was no time for them to diverge. If German and Scandinavian are labelled as languages even in far remote places, then I think Turkish/Turkmen should also be labelled as such.

Does this looks a bit more palatable? Merged the 3 languages into Oghuz and then you have Turkish/Turkmen/Azeri dialects

1731329053305.png
 
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Does this looks a bit more palatable? Merged the 3 languages into Oghuz and then you have Turkish/Turkmen/Azeri dialects

View attachment 1214818
I know it's nitpicking but how come Oghuz Turkish has only 5.48% language power, despite being used by several cultures and two dozen countries as a court language, while Spanish is somehow 30% even though it's only actually spoken by much less people and only two countries? Or did the calculation change between the two screenshots?
 
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I know it's nitpicking but how come Oghuz Turkish has only 5.48% language power, despite being used by several cultures and two dozen countries as a court language, while Spanish is somehow 30% even though it's only actually spoken by much less people and only two countries? Or did the calculation change between the two screenshots?
The exact calculation isnt finalized yet.
 
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Why wait? The earth cycles relentlessly around the sun, feedback today is worth 10 feedbacks tomorrow.
The Ottoman one(which is the same in EU4) although cool is wrong, if we talk about flags in the modern sense than the only one the Ottomans ever had is the same one that Turkey still use
Screenshot_20241111_140403_Chrome.jpg

This one was adopted in 1844 before that the Ottomans didn't have a flag
(There is also a 8 pointed star variant that was used in the late 18th century as a merchant civilian flag).
Some other bayliks had banners had the time(Aydinids, Teke...) and for the most part you rapresented then right but in generals turks didn't use flags in 1337 they used tughs, so I wonder where you got them from?
 
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