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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.

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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.

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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.

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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.

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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 if an arctic mountain isn't coastal or your country doesn't have the appropriate societal values the location is simply doomed to a pop cap of 1000?

I would suggest either reducing the penalties from climate and topography or making those modifiers multiplicative with each other.
Correct. You will have a hard time doing much in Arctic Mountains, they are deliberately a horrible terrain type.

Multiplicative modifiers are a can of worms and even harder to balance, we always avoid them if possible.
 
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Do the incans have road building buffs in the andes/ all mountains since they built massive road networks across or are they pre-set province modifiers? Also with the artic mountains modifer putting most provinces to thousands of pops not allowing for the ~~10mil population (pre colombus IIRC) so basically will there be pop cap changes to historically populated regions?
 
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that was the idea
Do roads require upkeep / PM inputs? They could depend on the lvl and terrain type... any updates how river development is coming up? :)
For example how rivers interact with different terrain attribute types?
 
Can some of these be changed by the player? Like well developed grasslands turning into farmlands automatically, or wetlands being drained because the king wants his palace built here (I see you Versailles), or forests being cut into extinction in order to build a fleet.

Currently in our engine that is painted into the graphics, so the visuals wouldn't change.
 
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I know but it is considered as inland sea. Same for the inland seas in Baltic and around Japan, places where there can be snowing and thus be cold enough to freeze water. Going with game logic, not really much with real life logic.

inland can freeze, but the climate won't allow it in the med
 
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Lakes, Salt Pans and Atolls exists, but are just graphical variants of Coastal Oceans, even if lakes could freeze over during winter.
If they are just like coastal oceans, but can freeze over, doesn't that make them more like inland seas instead?

There are inhabited atoll locations, no? Like in the Maldives. What modifiers and attributes do they have?
 
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The 3 types of terrain are quite hard coded as they impact the visuals and also so they are optimised, but you can add custom modifiers to locations like "Heavy Magical Activity" that has more or less the same effect as a terrain type.
Can these additional custom modifiers impact the visuals too? Like for example enchanted forests having a different look compared to normal forests or something
 
Rain is nice and absolutely fundamental to sustain life anywhere.

The inconvenience of getting your pants wet on the way to work doesn't compare with the inconvenience of the severe droughts ruining the harvest season.

I'm from a country with both Mediterranean and Oceanic climates, and the Mediterranean part suffers FAR more from climate-related issues than the Oceanic part, which is nice, mild, fertile and pleasant all year round.
Let me guess, are you from Spain?
 
You can't really compare modern urban conglomerations to pre-modern urban centres. Humid subtropical climates usually experience very heavy rainfall during the summers combined with major yearly floods. Mediterranean climates don't need to combat such harsh conditions.
Yes, but you should remember that while Bangladesh is experiencing floods, Greece is also struggling with drought
 
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The Mediterranean is rightfully the best climate. And for those that have doubts, Medi. is a sub-type of Subtropical climate.

Why is it better thjen things like Oceanic, Subtropical proper, Continental,...? mild winters, seasons, and precipitation at the right time of the year for maximum farming efficiency. This allows for multiple, rich harvests and a wide verity of vegetations, which might not prosper in other good climates (Oceanic and subtropical having too much ain in the summer, and Contitnetal being too cold during the winters).

What I want to know is if deforesting is possible?
The maximum agricultural efficiency? Then let me ask you why India and China, which have a Mediterranean climate, have maintained a relatively high population density from classical times to modern times. But Europe doesn't have it?
The suitable precipitation, abundant vegetation, and multiple agricultural intercropping that you mentioned are not exclusive to the Mediterranean region. I hope you know that 70% of the population outside of Europe is distributed in various parts of the world.
Even if we only consider pre modern society, not all of the world's largest cities are concentrated in Europe.
 
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All of this looks certainly amazing, loving this expanded mechanics on terrains.

I do have a very big question in my opinion: How does AI interact with those vision limitations? Currently in EU4 Ai has awareness of things it sometimes shouldn't have (for example you moving an army towards an army of an AI that the AI doesnt have vision on, they will instantly move away).

Will AI ignore this "vision" stuff and therefore be kind gimmicky or they will have limited vision and awareness as a player would have? (would love the second option a more fair approach)
 
Yes, but you should remember that while Bangladesh is experiencing floods, Greece is also struggling with drought
back then not as much as today, and of verious degrees and not every year. Fishing, orchards, sheeps are not really effected by drought and even in severe drought you may lose harvest and on the other hand floods are destructive not only to agriculture but also to infrastructure, buidlings, livestock,... not much you can do. Plsaces like Sicily have 2, sometimes 3 harvests every years....
 
The maximum agricultural efficiency? Then let me ask you why India and China, which have a Mediterranean climate, have maintained a relatively high population density from classical times to modern times. But Europe doesn't have it?
The suitable precipitation, abundant vegetation, and multiple agricultural intercropping that you mentioned are not exclusive to the Mediterranean region. I hope you know that 70% of the population outside of Europe is distributed in various parts of the world.
Even if we only consider pre modern society, not all of the world's largest cities are concentrated in Europe.
Who would have guessed that 70% pf tje population outside of Europe is distributed in various parts of the world. And the other 30%?

So yeah, you do agree that Med.c. is much more favourble for Human living. Large part of Caliufornia, S. Australia, large poarts on Southeastern coast of S. Americas,... all enjoy Med.C. and look and behold all of those places are huge centers of human population and agricultural output.

so whats even your point you are trying to make?
 
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Who would have guessed that 70% pf tje population outside of Europe is distributed in various parts of the world. And the other 30%?

So yeah, you do agree that Med.c. is much more favourble for Human living. Large part of Caliufornia, S. Australia, large poarts on Southeastern coast of S. Americas,... all enjoy Med.C. and look and behold all of those places are huge centers of human population and agricultural output.

so whats even your point you are trying to make?
Do you know that 50% of the world's population is concentrated in eastern and southern Asia?However, 50% of the remaining 70% are concentrated in the monsoon climate zone. As early as the Song Dynasty, China's population had reached 120 million, accounting for one-third of the world's population at that time. The population of India is slightly lower, but still over 80 million. How many people were there in Europe during the same period?
And aren't those places loved because of modern technology's irrigation of water for agriculture and foreign imports. Food doesn't grow out of supermarket shelves, my friend.
Undoubtedly, the monsoon climate zone provided the largest amount of food and population in the ancient world, as well as several of the largest cities in human history.
The population of Constantinople was approximately 500000, while the population of Lin'an in the Southern Song Dynasty was over 1.2 million, and the population of Kaifeng in the Northern Song Dynasty was over 2 million. In the Ming Dynasty, there were 2.54 million in Nanjing and 2.32 million in Beijing. During the Tang Dynasty, Chang'an had a population of over 1.3 million.
I'm not quite sure about the population history of India, but Delhi has a population of at least one million.
 
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Currently in our engine that is painted into the graphics, so the visuals wouldn't change.
I was hoping you would elaborate on how the map visuals work, and perhaps look.

Can for example an additional, for example, "Heavy Magical Activity" modifier also have an effect on the visuals (like some additional fog particle effect or changing the type of tree models that are present on the map) like terrain attributes do? Or is it THAT hard-coded?

If the map is entirely pre-baked, is there also a map editor such as in CK3 where the map visuals can be custom sculpted?

If the map is pre-baked, might as well hand-craft it
 
Do locations have a base population capacity or is it all derived from these attributes?


vegetation sets the base values, and there are lots of factors affecting it.
 
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