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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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The Russians are way too north for 1337. Bar a few monasteries they didn't really settle or assimilate territories north of the Neva and Svir (Syväri) rivers before the 18th century. They never formed a majority on the Karelian Isthmus, save for the city of St. Petersburg itself, until the 19th-20th centuries. The eastern part of the Karelian Isthmus that's Russian in the in-game screenshot was in real-life predominantly Finnish until the 1940s.

This, Eero Kuussaari's vision of the language group situation in 13th-14th centuries[1], is much more historically accurate.

1731421525255.png


Here is also a map from Wikipedia depicting the situation in the 9th century.[2] By 1337 the situation had not yet changed massively. Indeed there are Russian records of Finnic peoples native to the rural regions around Moscow speaking in their own native tongues as late as the 18th or 19th centuries.

1731422138863.png


The Veps are also misplaced. They should dominate the area south of the Svir, and as late as the 20th century they were still positioned more westwards than where they are in-game. Veps-speaking areas c. the early 20th century[3]:

1731422236399.jpeg


Here's also a couple of ethnic (linguistic) maps of Ingria from 1849 and 1933 by Peter von Köppen and Juuso Mustonen respectively, just to show that as late as the 19th and 20th centuries the area was still not predominantly inhabited by Russians, bar St. Petersburg itself, of course. In case the reader is wondering, von Köppen splits the Lutheran Ingrian Finns into the Äyrämöiset (in yellow), Lutheran Karelian Finns largely hailing from the historical Äyräpää County on the western Karelian Isthmus, and into the Savakot (in green), Lutheran Savonian Finns, largely hailing from the historical Province of Savonia.

In 1337 the area between the Neva and roughly the City of Novgorod, in other words roughly the historical definition of Ingria (not the 19th century-20th century one, which is a little different), was inhabited by Karelian Finns and Votes, the former which later in history became known as the Izhorans, when referring specifically to the Orthodox Karelians of Ingria. Though they themselves, if memory serves, continued to regard and call themselves Karelians.

1731433256797.jpeg


1731433269690.jpeg


[1]Eero Kuussaari (1935): Suomen suvun tiet

[2]https://en.m.wikipedia.org/wiki/File:Muromian-map.png

[3]I do not recall the exact source for this map, but I've saved it from a site specialising on Finnic groups. Wikipedia has a similar map without the place names here.
 
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View attachment 1215257

The Russians are way too north for 1337. Bar a few monasteries they didn't really settle or assimilate territories north of the Neva and Svir (Syväri) rivers before the 18th century. They never formed a majority on the Karelian Isthmus, save for the city of St. Petersburg itself, until the 19th-20th centuries. The eastern part of the Karelian Isthmus that's Russian in the in-game screenshot was in real-life predominantly Finnish until the 1940s.

This, Eero Kuussaari's vision of the language group situation in 13th-14th centuries[1], is much more historically accurate.

View attachment 1215260

Here is also a map from Wikipedia depicting the situation in the 9th century.[2] By 1337 the situation had not yet changed massively. Indeed there are Russian records of Finnic peoples native to the rural regions around Moscow speaking in their own native tongues as late as the 18th or 19th centuries.

View attachment 1215268

The Veps are also misplaced. They should dominate the area south of the Svir, and as late as the 20th century they were still positioned more westwards than where they are in-game. Veps-speaking areas c. the early 20th century[3]:

View attachment 1215270

Here's also a couple of ethnic (linguistic) maps of Ingria from 1849 and 1933 by Peter von Köppen and Juuso Mustonen respectively, just to show that as late as the 19th and 20th centuries the area was still not predominantly inhabited by Russians, bar St. Petersburg itself, of course. In case the reader is wondering, von Köppen splits the Lutheran Ingrian Finns into the Äyrämöiset (in yellow), Lutheran Karelian Finns largely hailing from the historical Äyräpää County on the western Karelian Isthmus, and into the Savakot (in green), Lutheran Savonian Finns, largely hailing from the historical Province of Savonia.

In 1337 the area between the Neva and roughly the City of Novgorod, in other words roughly the historical definition of Ingria (not the 19th century-20th century one, which is a little different), was inhabited by Karelian Finns and Votes, the former which later in history became known as the Izhorans, when referring specifically to the Orthodox Karelians of Ingria. Though they themselves, if memory serves, continued to regard and call themselves Karelians.

View attachment 1215377

View attachment 1215378

[1]Eero Kuussaari (1935): Suomen suvun tiet

[2]https://en.m.wikipedia.org/wiki/File:Muromian-map.png

[3]I do not recall the exact source for this map, but I've saved it from a site specialising on Finnic groups. Wikipedia has a similar map without the place names here.
Wouldn't that fit better with the Russia thread?
 
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How do we feel about this West Slavic split? Sorbian really could have gone into either group so I went with Czech to make them a bit more balanced.
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@SaintDaveUK can you make Baltic into a language group and divide it into 2 west and a east baltic languages, otherwise add Baltic to the Slavic group and rename it to Balto-slavic since it's weird to have it as a isolated language
 
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Regarding Eastern Romance.

The Language Family > Language > Dialect goes like this:

Langauge Family:
Romance

Language:
1. Romanian
2. Aromanian
3. Meglenoromanian
4. Istroromanian

Aromanian, Meglenoromanian and Istroromanian are too small to have dialects.

Romanian Dialects:
1. Wallachian (South)
2. Moldavian (East)
3. Transylvanian (West)
 
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How do we feel about this West Slavic split? Sorbian really could have gone into either group so I went with Czech to make them a bit more balanced.
View attachment 1215440View attachment 1215441
It's much better, thank you.

But you still need to get rid of Silesian as a dialect separate from Polish. I haven't seen any of the devs responding to that, so I don't know - should I write longer essays on the issue to argue that position, or is it something on the "to do" list, or what?

Also, I've never seen Czech-Slovak as a name of a language group written without a hyphen, but I'm not a native English speaker.
 
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THE Court language of Golden Horde is Kipchak, and liturgical language of Chaghtai is Mongolian? This is so confusing, as history records that Orders from Ozbeg khan was originally composed in Mongolian and then translate into Kipchaks. And by the time of 1337 the Chaghtais were largely Islam adherents, i bet they just uses Arabic as liturgical as their western brothers.
 
THE Court language of Golden Horde is Kipchak, and liturgical language of Chaghtai is Mongolian? This is so confusing, as history records that Orders from Ozbeg khan was originally composed in Mongolian and then translate into Kipchaks. And by the time of 1337 the Chaghtais were largely Islam adherents, i bet they just uses Arabic as liturgical as their western brothers.
The Chagatai khan is Nestorian so it may have been different for a while
 
The Chagatai khan is Nestorian so it may have been different for a while
That's hardly convincing, I would say the Liturgical among muslims should be Arabic while the Nestorians used one of the Turkic langauge in liturgy, Pagans don't have liturgical needs. Mongolian on the other hand should be court language.
 
I wonder why the East Franconian culture is not in the High German dialect as it should be? By the way, High German should be renamed Upper German. The picture shows the Upper German dialect group. The red dialect is the East Franconian dialect.
IMG_2616.png
 
Looks great! Probably South Slavic could be split into Slovenian and Serbo-Croatian and East Slavic into Russian and Ruthenian in the same way.
Russian and Ruthenian were barely different until modern times, and Kajkavian dialects of Croat are basically Slovene, with Chakavian being in between. This wouldn't make much sense.
Regarding Eastern Romance.

The Language Family > Language > Dialect goes like this:

Langauge Family:
Romance

Language:
1. Romanian
2. Aromanian
3. Meglenoromanian
4. Istroromanian

Aromanian, Meglenoromanian and Istroromanian are too small to have dialects.

Romanian Dialects:
1. Wallachian (South)
2. Moldavian (East)
3. Transylvanian (West)
Were Meglenoromanian and Istroromanian distinct from Aromanian back then? I think a single Vlach language with Aromanian and Romanian dialects would match the granularity of other languages far closer.
 
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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
Definitely more palatable. Though it would be best if Turkish and Azeri got no mutual penalties at all at the beginning of the game, seeing as how they had only diverged around 150 years ago and were definitely in close mutual contact at this point. Again, they are borderline mutually intelligible to this day and Azeri forms a dialect continuum with Eastern Anatolian Turkish dialects (which was a geographically unbroken continuum until the formation of Armenia in 1918).

Also, Salar is the most divergent branch here, having probably migrated to China during the Tang Dynasty. So they should definitely get their own dialect. Likewise for the "Southern Oghuz" which includes dialects like Qashqai spoken in Southern Persia (Fars, Isfahan, Luristan etc.). The "Southern Oghuz" were also probably part of the aforementioned dialect continuum at this point, and Qashqai remains mutually intelligible with Azeri (though not so much with Anatolian Turkish) today. Still, their position in the South-Eastern end of the said dialect continuum likely merits a separate dialect for them.

As for the flags... Well, kudos for keeping the Sarumanid Flag :p The Ottoman flag is a source of contention - we have no definite descriptions until the 1500's. The Kayı Tamga was likely used until the reign of Murad I at least (seeing as how that was the true beginning of an Ottoman "State"):

png-transparent-kayı-tribe-ottoman-empire-tamga-turkish-zazzle-bayrak-blue-angle-flag.png


After that, we have this flag, of dubious source:

2953042_0a5519ed5d9059c7e3612f4190774583.jpg


So the crescent was definitely a central motiff at the time, though how you guys represent it is up to you. Gold-on-Red lines up with later battle flags like this one, so I guess it's kosher:

Zulfiqar_flag_at_Guruslău_(1601).svg.png


But of course, it would be best if the Ottomans began with their Tamga and switched to the crescent when they became a more settled, organized state. (They were still semi-nomadic at the time of Orhan, and though Bursa had been their "capital" for a decade now, the "state" was still in its infancy. It was only after the settlement of Edirne that the Ottomans truly turned from a loose tribal confederation to a true settled state, rivalling the Byzantines culturally as well as militarily.
 
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