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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

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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.

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Subtropical

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

Subtropical represents areas with high average temperatures and mild winters.

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

Oceanic represents areas with mild winters but high humidity.

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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.

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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.

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Mediterranean
Population Capacity +150%
Free Capacity Attracts Pops
No Winters

Mediterranean represents areas with a perfect climate!

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

Continental represents areas with cold winters.

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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.

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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.

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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.

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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.

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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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"Blocks Vision from Adjacent Land" - This is super cool! I guess it means that if there is a forest, a nearby army will not be able to penetrate the fog of war into or beyond that forest? So you could get hit by surprise by an army in that forest?
 
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With the amount of detail being put into Project Caesar I was wondering if there have been any stability/performance tests for multiplayer at this point, or has the game not yet reached a stage where a multiplayer test game could be done to check for performance issues?

multiplayer works fine for us
 
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I imagine the life expectancy penalty for the tropics is supposed to represent disease, but what about the ones for artic and arid, neither of them are exactly prime for large agricultural populations, but I don’t see why the characters living there should have shorter lifespans (I imagine the lifespans are a character specific thing)

I would assume it's to represent freezing to death, which was common for a lot of people.

As for the tropics, since PC has a disease mechanic, the reduced life expectancy might actually represent heat strokes.
 
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I don't think this is a good idea because it would really require them to basically take into account historical demographics when designing localities, which demands a complete revision of most China and India I believe...

I would have put locality size as a base multiplier too, so larger localities would also have higher base capacity... I believe meiou does it already.
I definitely hope that location pixel count, if not already used in the game, is something that you can use for modding. I don't think there would be a better base for population capacity (or arable land, which I want to change it to) than pixel count.
 
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Many terrain types affect frontage, with fixed numbers from -1 to -4. How large is max frontage in general? Does it grow with ages, tech or something else? If it's like 10 at start and 50 at end, is it realistic to have a fixed frontage modifier for terrain, or would a percentage modifier be better?
 
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That's the point?Basque county shouldn't have the same development as the Seville.

I agree with you, but I'm imagining this map 400 years into the game creating unrealistically sharp differences between locations that are literally next to each other.

In the map below, oceanic providing benefits while Arctic providing severe penalties will create really severe disparities, when in reality climate conditions are not so binary. In the real world, conditions are more mixed in these border regions.
1736345794002.png

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What I'm wondering is if there's any sort of development "spread" (bonuses for lower dev provinces from neighboring higher dev ones) to make these borders less severe over time
 
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If you have a fort in a mountain will it still have a ZoC in the winter (when armies may not be able to move into the location to siege it)?

Separately, can I take the opportunity to ask if owners of fort locations will always have the defender bonus even if they’re moving to intercept an army already there?
 
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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?
 
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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.

Talking about modifiers without having played the game is obviously difficult, but I do want to point out that wetlands also needs positives instead of only negatives!
  • 95% of (riverine and coastal) wetlands are inherently very fertile, so need positive or neutral food production instead of negative, especially riverine floodplains (Nile delta, Tokyo, Rhine-Meuse part of the Netherlands,...) EDIT: they are also a beacon for wild animals/game, making them very productive hunting grounds.
  • Wetlands are inherently limiting where people can live, so should decrease population capacity somewhat, such as -20%
    • (you cannot settle in the parts that are frequently flooded, not without the right technology)
    • perhaps poldering/drainage technologies can mitigate wetlands negatives on the habitation-side of things, some of the world's largest habitation centres are in wetlands!
  • Wetlands (especially those with some degree of infrastructure) are easily flooded on purpose, making them very defendable in sieges.
  • Perhaps 'flooding' events can be tied to riverine wetlands, also tied to development (building of dikes, etc)
    • low dev: high chance of flooding, but generally minor in damage
    • medium dev: medium chance of flooding, but increased odds of more damaging floods
    • high dev: low chance of flooding, but increased odds of severe flooding
 
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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.
  • why does sparse get more advantageous road building in comparison to grasslands? Shouldn't grasslands also get this?
 
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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?
I don't think that the mediterranean sea can freeze though
 
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