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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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might be a good idea
It may be going a bit too deep into agronomy, but different crops have different yields depending on weather, soil and other factors. For example, in medieval Pyrenees the choice between wheat and barley (trigo vs ordio, if @Pavía wants to go into the bibliography in Spanish ) was important. Barley has better yields than wheat in high altitude land but wheat is usually more productive for lower altitudes.

From the prior DD I count these crops:
  1. Tea
  2. Cocoa
  3. Coffee
  4. Fiber Crops
  5. Spices
  6. Wine? (I don't see grapes and wine as different goods in the DD)
  7. Cotton
  8. Sugar
  9. Tobacco
  10. Wheat
  11. Soybeans
  12. Maize
  13. Rice
  14. Sturdy grains
  15. Legumes
  16. Potato
  17. Olives
  18. Dates
  19. Fruit
The engineer in me thinks that we could have a yield matrix associating the productivity of crop X in a location defined by (weather, vegetation, topography). Potentially, it could scale to a yield defined by (weather, vegetation, topography, irrigated) to model hydraulic works as buildable projects.

Some related ideas that can be added would be getting certain agricultural developments (like cotton cultivars changing the cotton market as historically, or the modern strawberry development, that historically happened in Project Caesar timeline). As well as potentially getting the effect of some winters in certain commodities (the medieval climatic optimum temporally generating a particularly wine-prone situation would be an example. A harsh winter should have more effect on certain crops than other.

Finally some natural events (volcano eruptions were already in EUIV) may also be added to this system.

Johan said he would add some 100 extra raw goods, some agricultural example may make sense only if we have this mechanic.
 
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I think the penalties to Cold Arid and Arctic climates are too harsh, as in-game they also cover vast areas of *semi*-arid and subarctic climates - in fact, especially for Arctic, most of the locations are in fact of the milder subarctic type.

So unless they're split up as some people suggested early on - and I know this is not happening before release at least, as it would require massive reworks, they should probably be made a bit more hospitable - currently you get 105% swings in population capacity going from one part of Finland or Russia to the next location over, which seems too extreme.

Especially Cold Arid should likely still have pops attracted if under capacity (it covers wide areas of decently populated lands, such as the US inland west, Spain, Anatolia, Patagonia, south Ukraine, Lower Volga, Iranian highlands - all have large cities even if their density is lower than in better climates.

Allowing for some rare precipitation in Cold Arid and Arid climates on account of them including semi-arid areas also makes sense, depending on how the mechabic works in game.
 
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Is it relatively simple to mod in additional types of 'sandstorms' that similarly use specific terrain?
If mountains have -70% development growth, and jungles have -50%, how does the math for this work in parts of southeast asia/china? Is it multiplicative, IE, -85%? Or is it -120%, and you need other bonuses to have any dev growth?
 
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tbh there was malaria around the Nile, if that's the reason it should actually not be present in desert terrain. I really am not convinced either way
I would hope that malaria would be represented differently, tied to areas where it was historically located rather than climate.
 
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I think the penalties to Cold Arid and Arctic climates are too harsh, as in-game they also cover vast areas of *semi*-arid and subarctic climates - in fact, especially for Arctic, most of the locations are in fact of the milder subarctic type.

So unless they're split up as some people suggested early on - and I know this is not happening before release at least, as it would require massive reworks, they should probably be made a bit more hospitable - currently you get 105% swings in population capacity going from one part of Finland or Russia to the next location over, which seems too extreme.

Especially Cold Arid should likely still have pops attracted if under capacity (it covers wide areas of decently populated lands, such as the US inland west, Spain, Anatolia, Patagonia, south Ukraine, Lower Volga, Iranian highlands - all have large cities even if their density is lower than in better climates.

Allowing for some rare precipitation in Cold Arid and Arid climates on account of them including semi-arid areas also makes sense, depending on how the mechabic works in game.
I think arctic should be split into boreal
 
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If capacity does not attract pops in some climates, does this mean that all growth in places like greenland can only come from local population growth, or are there other ways to attract pops?
 
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Seems strange that Mediterranean is a better climate than Subtropical, when the climate is a big part of the reason that the Po valley is the main population centre of Italy.

Same for China and the Ganges, the most populated parts of the map.
 
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Seems a bit strange that woods give a much higher development penalty than deserts. It's hard to tell exactly looking at the world tinto maps, but almost all the major cities of the Middle East are on sparse, farmland, grassland, or woods vegetation (Alexandria, Cairo, Jerusalem, Aleppo, Damascus, Mosul, Baghdad, Basra, Tehran, Kabul, Ashgabat, Khartoum, Shiraz, Sana'a, the entire North African coast). Only a few major cities in the ME seem to be on desert vegetation, like Muscat, Dubai, Bahrain, Isfahan, and Medina. Since there are so few major population centers on desert locations -10% dev seems a little low, although I'm sure the reduced food production is crippling in its own way.

On the other hand, woods and forests get -20% and -25% dev, respectively. I know you can't build where trees are but clearing forests for fields (or construction) might take a small community only a day or two depending on the size of the field, and it yields useful construction materials. Looking at a map it seems like cities shun forests, but I think it's more often the case that forests tend to get cleared around cities since they're a convenient source of heating fuel and building material. Like idk if it makes sense for instance for Saint Petersburg's location to have -20% dev growth from woods when it underwent such massive growth during the late PC era (albeit with state intervention).

Also, I don't think plateaus should have so many penalties, in particular the +25% movement time. Looking at pictures of the terrain, I don't see why armies should move slower crossing the Inner Mongolian Steppe (almost all plateau) compared to the Kazakh Steppe (almost all flatland). Maybe if possible, there could be penalties specifically for traversing between plateau and flatland/wetland, to represent the elevation change?
 
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Sorry, just to clarify. If you had troops next to a forest would you not be able to see the forest location itself and anything behind it, or just anything behind the forest?
Units have vision in their current location and (by default) any directly neighbouring locations.

If one of the neighbours is forest or mountains, they cannot see into that neighbour.
 
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Seems strange that Mediterranean is a better climate than Subtropical, when the climate is a big part of the reason that the Po valley is the main population centre of Italy.

Same for China and the Ganges, the most populated parts of the map.
I think it is more or less dev joke because of his personal prefrences
 
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Reposting my comment from the Japan Tinto Maps

How do you guys plan to represent Japan’s snow country, the climate is subtropical and temperate generally, but due to its geography it’s gets some of the heaviest snowfalls in the world. Can you just give it a special modifier that gives worse winters despite the climate?



The heavy snowfalls of Japan's snow country are caused by moisture-laden clouds bumping up against the mountains along the backbone of Honshū and releasing their moisture under the influence of westerly winds blowing off the continent or down from Siberia. As a result, the region includes some of the world's snowiest spots at the same latitudes, many localities are also frequently visited by avalanches.

Frequently snow is so deep in some places that buildings have a special entrance on their second story; people must remove snow from their roofs to prevent its weight from crushing their homes, and special care is taken to protect trees from the snow's weight. In some towns, people used to tunnel paths to one another's homes, and streets were lined with covered sidewalks to ensure that people could get around. Today in areas where temperatures are high enough to make it practical, many roads are equipped with sprinklers using warm ground water to keep them passable by melting the snow.

The most recent record snows were brought by the blizzards of December 2005–February 2006, when well over 3 m (4.5 m in one part of Aomori Prefecture) of snow accumulated in many rural areas, and anywhere from 46 cm (Tottori) to nearly 1.5 m (Aomori) piled up even in several major cities.


(Map of Japans snow country)
It looks like Japan snow country is mostly contained within this game's continental climate? Which hopefully will be sufficient, after all the second snowiest region in the world after Japan also has a continental climate, that being upstate New York and southern Quebec
 
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Do we have weather modifiers for sea provinces like storms or terrain modifiers such as doldrums and trade winds where currents are faster?

EDIT: Oh sorry, I think we already have sea provinces simulated as routes.
 
I think it is more or less dev joke because of his personal prefrences
The climate is the best climate in the game. It's strictly better than Subtropical. Med gives +150% pop capacity, which is three times the bonus you get for continental, is 50% better than subtropical, and also doesn't get winters.
 
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