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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.

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.

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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.

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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.

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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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So the game will feature visible sandstorms, like in Imperator Rome? Will there also be regular storms on the map? And will they affect fleets? And what all does precipitation affect?
 
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I've given some thought about how warfare is going to be conducted with these modifiers and I have a few concerns.

First, the inability to see into forests/mountains outside your land:
If one of the neighbours is forest or mountains, they cannot see into that neighbour.
What this means in practice is that the optimal way to conduct warfare against someone who can is weaker than you but can still muster enough troops to defeat one of your armies and has forest/mountains that you need to walk into to win the war is one of two options.
Strategy A is to group all your armies together so that if one takes a potentially engagement, the rest can reinforce. Then, while you suffer heavy attrition, the enemy army appears halfway across the world because you couldn't see it and start ruining you land. That's what EU4 AI tries to do now, except this is going to be more severe because you have less information to act on and can no longer keep an army hanging back to prevent it since your armies are grouped up. If you go back to defend your land, you'll just end up playing whack-a-mole. Not fun.
Strategy B is to send a single regiment into the forest, see if they die on contact, and if they do then check the battle screen to see how big the enemy force is so that you don't walk into a horrible engagement. Repeat for every single forest or mountain location that you want to walk through. This is a lot of micro that I think the player should have ways to circumvent. It can also be countered in some cases (depending on location distance) if you’re really precise with moving your armies, which is an additional factor that could add to the micro.

I hope that we can unlock an ability to either
a) Scout surrounding forest/mountain tiles (for example, through a general with a trait or with the right level of professionalism so that warfare doesn't become a combination of gamey and micro-intensive.
b) Infiltrate enemy government or military much earlier in the game.
c) See that an army is in a forest/mountain tile, but not know their numbers.

Second, it looks like some modifiers can be stacked to insane levels.
additive like all our GSGs
It can severely impact movement:
Mountains + jungle is +200% movement cost (3x slower)
Mountains + forest is +150% movement cost (2.5x slower)
Hills + forest is +100% movement cost (2x slower)
I think a penalty is completely reasonable, but this is a lot, especially when combined with the vision change, and here's why: if time to move into a location has distance between locations as the base, then the multipliers will amplify the difference in movement cost. This can be especially bad if there is a "locked movement" mechanic, because then the defender has a LOT more time to stick their army into the defensible location while you are helpless to address it.
I'm hoping this movement penalty gets cut in half, otherwise forests and mountains will become impossible to attack an intelligent player in (maybe not an AI but definitely a few human players in MP... even if not the majority) without overwhelming numbers.

And I'm guessing force march is going to exist and enable a single organized defender to move more cheaply than several armies of the attacker, making warfare even more painful.

Overall, I hope a lot of these penalties become less severe, otherwise warfare is going to be not very fun in SP and especially in MP.
 
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I have a doubt, while the naval terrains won’t have any vegetation. It can still have vegetation for mods?
I think that some areas should have corals as vegetation, but I do understand that this may be a bit complicated as it may demand some fragmentation of the naval tiles. Still I think it is an important topic.
 
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We have some things like that, pops demand more fur in climates with higher maximum winter for example. Suggestions for more things like that are welcome


Could you post a list in a thread of what currently exists and then the community could add or discuss about what would go with what? It might even open the door to dynamic cultural fascinations like in Victoria 3 (English and tea for example).
 
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For modding purposes, can you trigger weather events by means other than the regular seasonal effects? IE, could you have an event that creates a winter in the Mediterranean, freezing it over for a year?

Ditto for things like monsoons or sandstorms. How triggerable are these effects in modding?
 
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Do certain demands also change not only by climate but per season, for example requiring more "turrón" or "polvorones" as Christmas aproach?

Joke aside though, does demand of certain goods change per season too?
No, pop demands are calculated per year because we found that when fluctuating by the month it was too unpredictable for the player and also not very performant.
 
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So first up I do not forget valleys. I live in a valley. Bozen is only about an hour away from me btw and it's an exageration to say it's subtropical there. Yes in South Tyrol overall the climate is a lot milder than in North Tyrol but I fail to see how this local peculiarity disproves my overall point but whatever. What I absolutely don't understand about what your saying is your description of continental climate. You say: "mountain valleys being continental compared to the plains does indeed represent the fact they have colder winters" That statement just leaves me baffled. Continental climate isn't tied to elevation or mountains. Large parts of the european plains have continental climate both in reality and in game.
I don't know what to tell you, you keep thinking that Alpine valleys have colder winters than continental flat plains or plateau in the north and have provided no evidence yet,

this is Merano:

1736392782570.png

Which is indeed Subtropical/Oceanic despite being deep in the Alps

This is Munich, just north of the Alps:

1736392918879.png

Also technically Oceanic, on the verge of continental. Care to show how the Alpine valleys represented as mountains have harsher winters? Munich is a flat continental farmland and Merano a mountainous, continental forest in game I believe.

Edit: Average temperature in January, coldest or close to the coldest month in most of Europe:

1736393547130.png

The Alpine valleys are totaly colder than Southern Germany, Czechia or Poland lol
 

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Adding my voice here to say that I really hope deforestation can be modeled somehow. It was important historically, affecting production of navies, expansion of farmland & food production, making overseas forest areas more economically important etc. As an idea, perhaps, a separate accumulating modifier could be added to lumber locations so that the more of that resource is exploited overtime the less is produced in any given timeframe while also increasing food capacity? Or if that is too performance intensive, maybe have the modifier only change every 10/50/100 years etc?
 
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@SaintDaveUK Oceanic and cold arid climates should have normal max levels of winter(places like England, the rockies and Kazakhstan are defininetely not mild most of the time), while mediterranean should have at least max mild levels of winters(I have been many times in south Italy and it's not much warmer than in northern Italy)
 
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@SaintDaveUK Oceanic and cold arid climates should have normal max levels of winter(places like England, the rockies and Kazakhstan are defininetely not mild most of the time), while mediterranean should have at least max mild levels of winters(I have been many times in south Italy and it's not much warmer than in northern Italy)
It depends really on how often the max level is reached
 
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We have some things like that, pops demand more fur in climates with higher maximum winter for example. Suggestions for more things like that are welcome
Are pops demands also impacted by culture / culture group ? Say the french could ask for more wine, or is this considered too "touchy" with where this could go (stereotyping negatively some/all cultures) ?

Regarding suggestions for goods demands modifiers, I'd say reducing hot beverage AND alcohol demands in hot climates would make sense, as well as furs, and increasing it in cold climates at the opposite. Salt demand should also probably go up a lot depending of winter average duration. And maybe tar should depend of the average precipitation ?
 
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