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Tinto Talks #45 - 8th of January 2025

Welcome to another Tinto Talks! Happy Wednesday where we talk about our super-secret game with the codename Project Caesar, asking you for feedback!


Today we’ll go into the details of how terrain works in the game. To iterate from the Map-Tinto-Talks from almost a year ago, each location has three different attributes instead of a single one as previous games had. This creates more variation and allows us more granular control over game play.

Each location has a climate, a topography and a vegetation set. Sea locations do not have vegetation though.


Climate

climate.png


The climate of a location impacts how well pops can live there, including how much food can be produced. It also affects the maximum winter level of a location.

tropical.png
Tropical

Population Capacity +50%
Development Growth -10%
Life Expectancy -5
Free Capacity Attracts Pops
No Winters

Tropical represents areas with high average temperatures and no winter.

subtropical.png
Subtropical

Population Capacity +100%
Free Capacity Attracts Pops
Max Winter is Mild

Subtropical represents areas with high average temperatures and mild winters.

oceanic.png
Oceanic
Population Capacity +50%
Free Capacity Attracts Pops
Max Winter is Mild

Oceanic represents areas with mild winters but high humidity.

arid.png
Arid
Wheat Production -10%
Life Expectancy -5
Free Capacity Attracts Pops
No Precipitation
No Winters

Arid represents an area that has a severe lack of available water.

cold_arid.png
Cold Arid

Wheat Production -10%
No Precipitation
Max Winter is Mild

Cold arid represents an area that has a severe lack of available water but experiences winters.

mediterranean.png
Mediterranean
Population Capacity +150%
Free Capacity Attracts Pops
No Winters

Mediterranean represents areas with a perfect climate!

continental.png
Continental
Population Capacity +50%
Free Capacity Attracts Pops
Max Winter is Normal

Continental represents areas with cold winters.

arctic.png
Arctic
Population Capacity -55%
Development Growth -25%
Life Expectancy -5
Max Winter is Severe

Arctic represents areas with very cold winters.

Vegetation

vegetation.png


Vegetation represents the foliage cover of a location.

desert.png
Desert

Can have Sandstorms
Movement Cost for Armies +10%
RGO Build time +50%
Road Build time +100%
Development Growth -10%
Food Production -33%
Population Capacity +10k

Deserts are barren landscapes with little precipitation and almost no potential for plant or animal life.

sparse.png
Sparse
Road Build time -10%
Population Capacity +25k

Sparse represent large flat areas of land with few or no trees.

grasslands.png
Grasslands
Food Production +10%
Population Capacity 50k

Grasslands represent terrain dominated by grass with little or no trees or shrubs.

farmland.png
Farmland
Movement Cost for Armies +10%
Road Build time +10%
Development Growth +10%
Population Capacity +100k
RGO Maximum Size +10%
Food Production +33%

Farmland represents anthropogenic terrain, devoted to crops and/or extensive pastures.

woods.png
Woods
Movement Cost for Armies +25%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -2
Road Build time +25%
Population Capacity +50k
Development Growth -20%
Food Production +10%
Blocks Vision from Adjacent Sea

Woods represent terrain with less dense vegetation than forests.


forest.png
Forest
Movement Cost for Armies +50%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -3
Road Build time +50%
RGO Build time +33%
Population Capacity +25k
Development Growth -25%
Blocks Vision from Adjacent Sea
Blocks Vision from Adjacent Land

Forest represents terrain with dense vegetation.


jungle.png
Jungle
Movement Cost for Armies +100%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -4
Road Build time +200%
RGO Build time +50%
Population Capacity +50k
Development Growth -50%
Blocks Vision from Adjacent Sea
Blocks Vision from Adjacent Land

A jungle represents terrain with dense forest and tangled vegetation that makes doing anything on the land difficult.




Topography

topography.png


Topography represents the roughness and elevation of the land within a location. Flatter Topography is generally better for growing Towns and Cities while rougher Topography is easier to defend.


These first ones are land related topographies.

flatland.png
Flatland

No special attributes

Flatland represents terrain that does not have any major topographic variation, so there are no impediments for army movement or building development.

mountains.png
Mountains
Movement Cost for Armies +100%
Attacker Diceroll in Battle -2
Movement is Blocked in Winter
Maximum Frontage in Battle -4
Road Build time +200%
RGO Build time +100%
Population Capacity -80%
Development Growth -70%
Food Production -20%
Blocks Vision from Adjacent Sea
Blocks Vision from Adjacent Land

Mountain terrain has high altitude and also steep slopes with relatively few and narrow flat areas, so it is more difficult for armies to cross and fight in it, and also more difficult to develop.

hills.png
Hills

Movement Cost for Armies +50%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -3
Road Build time +50%
RGO Build time +25%
Development Growth -30%
Food Production -10%
Blocks Vision from Adjacent Sea
Blocks Vision from Adjacent Land

A terrain with hills has variations in the topography, but the slopes are not as steep nor as high as those of mountains, so the penalties are also not as bad.

plateau.png
Plateau
Movement Cost for Armies +25%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -1
Road Build time +50%
RGO Build time +25%
Development Growth -25%
Blocks Vision from Adjacent Sea

They represent relatively flat areas situated at high altitude, so they have some penalties compared to flatlands due to their elevation.

wetlands.png
Wetlands

Movement Cost for Armies +50%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -3
Road Build time +75%
RGO Build time +25%
Development Growth -30%
Food Production -10%

Wetlands are terrain that is partially flooded, generally due to being near a river, lake, or coast.


The following are the naval ones.

ocean.png
Ocean
Naval Attrition +1%

This is the open seas between the continents, where only the best of ships can travel.

deep_ocean.png
Deep Ocean
Naval Attrition +2%

This is the open seas between the continents, where only the best of ships can travel, in the furthest areas from any coast.

coastal_ocean.png
Coastal Ocean
No special attributes

This is the open seas between the continents, where only the best of ships can travel, but in the areas closer to the coast.

inland_sea.png
Inland Sea
Can Freeze over during winter

Inland seas represent the land-enclosed seas like the Mediterranean or the Baltic.

narrows.png
Narrows

Can Freeze over during winter
Movement Cost for Navies +20%
Attacker Diceroll in Battle -1
Maximum Frontage in Battle -2
Blocks Vision from Adjacent Sea

Narrows are areas of sea with proximity of coast on many sides, like straits or the sea inside archipelagos, where there is not much space for movement.


Lakes, Salt Pans and Atolls exists, but are just graphical variants of Coastal Oceans, even if lakes could freeze over during winter.

Stay tuned, as next week we’ll delve into the wonderful world of military objectives.
 
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Mediterranean climate regions have never had the highest population densities and food production, I don't know why they have such high positive modifiers, the climates of India and China are massively underestimated to the point where they don't fit into historical reality.

What also needs to be said is that on the Great Plains of North China, I found a cold arid climate in the center of a large continental climate. Although in fact there is no such gap in climate in these areas, I suspect that it is the modern data calculation of the Köppen climate zone. It reflects the impact of the urban heat island effect and cannot reflect the climate at that time.

1000368740.png


Climate in red circle should be changed into continental climate in my opinion, those place has no different with besides.

1000368738.jpg

This map looks more realistic, and there are no strange climate zone changes.
 
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The terrain icon art looks great, but some of them look similar, with sometimes only very minor differences. To help with quick identification, could the icons be colored or at least tinted with the colors that correspond to their appearance the Climate/Topography/Vegetation mapmodes?
 
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I'm not talking about weather systems, I'm talking about climate. Apart from the Mediterranean region, the Mediterranean climate does not cover other civilization centers in the world, including densely populated China and India, as well as less densely populated Central America and West Africa.
The 'perfect climate' should cover more regions and populations, not just the Roman Empire.
I understand. But if monsoons that hit annually ad a positive modifier that annulls any disadvantage of the terrain in those areas of China and India, then those parts of the world will also have a perfect climate. Right?

Or is it just the description you object to?
 
probably not gonna be feasible
sad, would be cool for terrain to change, plant forests etc

Although should be some limitation on making everything farmland i guess. Whether by only in some areas or something?

One way to change could be via buildings - ie build a "forestry" and it slowly changes the province to a woods over 20 years. Gives some lumber output once converted but reduces pop cap like usual terrain idk
 
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I understand. But if monsoons that hit annually ad a positive modifier that annulls any disadvantage of the terrain in those areas of China and India, then those parts of the world will also have a perfect climate. Right?

Or is it just the description you object to?
I don't want to see a pop-up window of monsoon events every year telling me where there was too much rainfall and where there was too little rainfall and where there was drought this year.:(
If we use the monsoon as a simple correction, why can't we add the influence of the monsoon in a perfect climate.
 
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Exactly, China and India should be above population capacity.
Large populations should come with significant drawbacks, which is both historical and prevents a meta where more population growth is always strictly better.
(More musings on this topic over in this thread)
It should be pointed out that this cannot explain the rapid population growth of China and India in the following hundreds of years. China and India successively grew to a population of 400 million around 1850, and did not cause huge famines.

In 1337, China's population was 90 million, and India's was slightly less. The figure of 400 million is very far away. It is difficult to think that the population of China and India has exceeded the population capacity at this time.
 
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So it's possible for Baltic Sea (and I guess also for Mediterranean Sea) to freeze during winter and thus it can turn from sea to land, where it's possible to walk over with armies? Or it depends on the climate itself, where it requires certain temperature?

yes, can happen in parts of the baltic.
 
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if pops < max pop capacity, they get higher migration attraction.

And each location has an individual pop capacity.
So regions of the map with more locations will attract more pops in total.
So regions with higher density will be more populated given enough time.

So in theory Europe supports more pops than India.

How do you fix this issue?
 
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Yeah im sure they have been testing that. It is just one modifier thought, based on a flat number which spain or italy is gonna be much lower on due to its vegetation. There are many more other sources of population capacity. I think that developing an economy further and having a more productive agriculture will lead to the end of the game countries like Netherlands or England to have way higher population density than Spain or Italy. At least for the IA. im sure players will be able to make a lot of countries that are unthinakable today, have one of the highest populations in Europe
I hope you are right
 
It should be pointed out that this cannot explain the rapid population growth of China and India in the following hundreds of years. China and India successively grew to a population of 400 million around 1850, and did not cause huge famines.

In 1337, China's population was 90 million, and India's was slightly less. The figure of 400 million is very far away. It is difficult to think that the population of China and India has exceeded the population capacity at this time.
Yes, in my opinion population capacity shouldn't directly affect population growth. As long as there's enough food available, populations will keep growing. And since food is simulated in the game, there's no need for an arbitrary number like population capacity to take its place.
But population capacity as a value can still be useful for balance, to clearly indicate when a location is considered to be highly populated.
 
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I don't want to see a pop-up window of monsoon events every year telling me where there was too much rainfall and where there was too little rainfall and where there was drought this year.:(
If we use the monsoon as a simple correction, why can't we add the influence of the monsoon in a perfect climate.
as I wrote in my comment, I hope that the player don´t have to be informed every time the monsoon hits. Monsoons in EU4 was a late addition that was pasted on top of a already working game. In this new game it may not have to be. It could be a beatifully executed functions within in the base game. It might be a great solution to what you ask for.
 
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I understand. But if monsoons that hit annually ad a positive modifier that annulls any disadvantage of the terrain in those areas of China and India, then those parts of the world will also have a perfect climate. Right?

Or is it just the description you object to?
In terms of agricultural production, the advantages of monsoon climate are very obvious. Agricultural output can directly affect the number of people a region can afford. At this point, monsoon climate is indeed more important than other climates.
 
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This is slightly different from the reality that the regions with the Mediterranean climate do not exhibit the highest population capacity... The fact that more than half the world's population is concentrated at the eastern end of the continent, neither India nor China, including the island of Java, which supports more than 100 million people, has a Mediterranean climate. I think there should be some calibration when theory deviates significantly from reality.
 
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If the max winter in most location is "mild" then shouldn't that be the "normal" one?

And them the "normal" will be "harsh" or "cold"?

Its kinda weird to have be in the minority since the word means "usual, typical"
 
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Yes, in my opinion population capacity shouldn't directly affect population growth. As long as there's enough food available, populations will keep growing. And since food is simulated in the game, there's no need for an arbitrary number like population capacity to take its place.
But population capacity as a value can still be useful for balance, to clearly indicate when a location is considered to be highly populated.
But I find it difficult to understand why the population density index of the Mediterranean is higher, wheat is not the crop with the highest yield, and the Mediterranean climate is not more suitable for human habitation than other temperate and subtropical climates. This is not the planet Gaia.
Why is this?
 
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View attachment 1241137

Climate in red circle should be changed into continental climate in my opinion, those place has no different with besides.

View attachment 1241138
This map looks more realistic, and there are no strange climate zone changes.
That map is grossly oversimplifying the reality.
The 'pockets' are due to elevation-based differences in climate. That said, the version they shared with us so far is indeed based on the 1991-2020 map, but urban heat island effects are not visible at this scale.
You can view/download the 1901-1930 climate map here: https://www.gloh2o.org/koppen/

In my climate thread I also mapped out all categories according to Tinto's categories, which clearly demonstrates this pattern:
1736351162470.png
1736351187073.png
 
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