• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
  • 225Like
  • 78Love
  • 10
  • 7
  • 4
Reactions:
looks good, one question.

Should development push towards something other than farmland for city/town (urban?)?
You could make a point given that London location is so small that by 1800 it was all urban. But I think it's some very niche cases. Most of the locations are to big compared to they're citys even in 1800 to be considerate urban.
 
  • 1Like
Reactions:
We have two caracteristic climates here in the Mediterranean sea.

The first is the Mediterranean, Koppen Cs.

Mediterranean is caracterized by Warm and Dry Summer, Temperate and Rainy Winter. Anual precipitations are low - mid.
1736455608325.png

I don't think it should have a bigger agricultural income (which is represented with Population Capacity). Nether these Spain, Italy, Greece and Turkey regions are densely populated or something. Irrigation is needed and there are less rain than in other climates (Oceanic, Subtropical)

Then there is the Semi arid cold climate, or Steppe climate. A subcategory is the Continental Mediterranean.
1736455851783.png

1736455829658.png


The Semiarid has low precipitations and warm summers, but has winters and has precipitations, and is in no way hostile to life.

Especifically the Continental Mediterranean "has same precipitations than Mediterranean, but winter is colder". In the case of Spain where I live, there is not much difference in these two climates (more between particular regions). The Semiarid has low rain (as Med) hot summer (as Med) and with colder winter. I dont think Valencia has less agriculture outcome than Badajoz, I would say the opposite.

Then there is the Cold Arid climate, that devs are using. Cold Arid means deserts, real deserts with snow and winter season. The Gobi Desert, Turkmenistan, Atacama Desert, Andes Mountains. Deserts, an extreme climate for life.

1736456233372.png


And for some reason that I consider unwise, the developers consider Mediterranean climate the best (150% population capacity, compared to 100% Subtropical 50% Oceanic) but when accounting for population these areas are not overpopulated.

But worse, they merged Cold Arid (Extreme desert climate) and Semi-arid. So now, half of Spain is perfect climate and the other people even settle. Same in Turkey or Italy.

Is the 3 or 4 time I say XD, but I think developers should think again about it, even more considering is a studio in Sitges with Spanish people. If the game is now balanced this way, I dont know, rebalance it XD. I think is not correctly represented :(
 
Last edited:
  • 5Like
  • 3
  • 2Love
Reactions:
Mediterranean areas that are bathed in rain and snow
Mediterranean areas, that are dry but bathed in rain and snow during the Winter and Autumn months,
Can you please point me out on the map where those areas are?

Why it seems people understand pop cap = pop growth + food production?
 
  • 1
Reactions:
looks good, one question.

Should development push towards something other than farmland for city/town (urban?)?
I'm tracking the actual extent of land being "usable for agriculture" as a separate thing. Towns and cities take away from the total amount of arable land by virtue of being a town or city. In small locations that already have next to no arable land, having it be a city will reduce that to effectively zero.

There's a lot of complexity and I won't really be able to hammer out a good system until I have the game in front of me.
 
  • 1
  • 1
Reactions:
I think an element of confusion with with Mediterranean versus Subtropical versus Continental is the division PC has adopted does not map to the Köppen climate classification. In the Köppen classification all three of these temperate climates have the same limit for winter - the mean temperature of the coldest month is above -3 C (or 0 C in some variations) but below 18 C. Subtropical (Cfa) and hot summer Mediterranean (Csa) classifications have the same summer requirement - the warmest month averages above 22 C. Oceanic (Cfb) and warm summer Mediterranean (Csb) classifications require the hottest month to be cooler than 22 C on average but require four months with a mean temperature above 10 C. There are also subpolar oceanic (Cfc) and cold summer Mediterranean (Csc) variations when there are one to three months warmer than 10 C.

Where Mediterranean climates differ from the other temperate climates is in their patterns of precipitation. Mediterranean climates have dry summers and wet winters while subtropical climates have drier winters and wetter summers and oceanic climates have relatively even precipitation through out the year. There are also monsoon variations of temperate (Cwa, Cwb, Cwc) where most of the yearly rainfall is in a few summer months.

In the Köppen climate classification Tropical climates have the true 'no winter' climates, with no month being colder than 18 C on average.

The Subtropical PC climate encompass the hot summer Köppen climates (Cfa, Csa, Cwa) while the Oceanic PC climates include the warm summer Köppen one (Cfb, Csb, Cwb). The cold summer Köppen climates get lumped into the Arctic PC climate (which is a real mixed bag).

The warm winter Mediterranean climate of PC does not map to any Köppen classification while having numerious locations whose winters are just as cold as some oceanic or subtropical ones. There are also a lot of subtropical locations with warmer winters than Mediterranean ones. If I wanted to keep the climate classification of PC simple, I would drop the Mediterranean classification and make the existing Mediterranean locations subtropical.
 
  • 4
  • 2Like
Reactions:
The Subtropical PC climate encompass the hot summer Köppen climates (Cfa, Csa, Cwa) while the Oceanic PC climates include the warm summer Köppen one (Cfb, Csb, Cwb). The cold summer Köppen climates get lumped into the Arctic PC climate (which is a real mixed bag).

The warm winter Mediterranean climate of PC does not map to any Köppen classification while having numerious locations whose winters are just as cold as some oceanic or subtropical ones. There are also a lot of subtropical locations with warmer winters than Mediterranean ones. If I wanted to keep the climate classification of PC simple, I would drop the Mediterranean classification and make the existing Mediterranean locations subtropical.
This is not correct

Mediterranean in PC contains only Csa

Oceanic contains Csb and Cfb

Subtropical contains Cfa and Cwa

It looks like Cfc(rare), Cwb, Cwc(super rare) and Csc(rare) look to be continental(yunnan being continental is kinda weird ngl)
 
Seeing such drastic differences between Mediterranean Spain and Turkey (apparently the Garden of Eden) and central Spain and Turkey (a place so horrid that people wouldn't migrate there if there was space, by the game's own mechanics) is just weird.
Central Spain and Turkey should be worse off, but you'd think it'd be way less sudden and drastic.
For Spain that's fair, but inland highland Turkey can be 6-12 C colder than the western and southern coast during winter, the difference is actually that big. For Spain the difference is maximum 8 between Lisbon/Seville and old Castille/Leon
 
This is not correct

Mediterranean in PC contains only Csa

Oceanic contains Csb and Cfb

Subtropical contains Cfa and Cwa

It looks like Cfc(rare), Cwb, Cwc(super rare) and Csc(rare) look to be continental(yunnan being continental is kinda weird ngl)


Yes, the Mediterranean locations in PC are all Csa but the definition of Mediterranean given into this Tinto Talk (no winter) does not correspond to any Köppen type nor do many locations with the Mediterranean climate type have 'no winter'. If the climate types roughly follow Köppen types, Mediterranean should be the same as subtropical as they have same winters but only differ on whether they are rainer in summer or winter.

If you want a type in between subtropical/oceanic and tropical with warmer winters, it would not map neatly to Mediterranean. It would be a mix of most of the subtropical and Mediterranean locations.
 
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.

Sounds like some provinces in Norway need to be changed then, they already have the wrong climate type in several locations which quite a few people have pointed out in the map thread. I think more than half of norway's fruit output is in locations labeled as artic mountains, when IRL these places have oceanic climate or continental climate. Poor Hardanger, Voss, and Sogn, not to speak of the coast of Nordland.

Also will lead to some narrows that should remain icefree freezing due to it being tied to severe winters which happen in arctic locations. Walking across the main branch of Sognefjorden would for sure be ahistorical. There are some branches of it that can freeze, but vast majority of the fjord don't see ice even in the coldest of winters.
 
  • 1
  • 1Like
  • 1
Reactions:
Sounds like some provinces in Norway need to be changed then, they already have the wrong climate type in several locations which quite a few people have pointed out in the map thread. I think more than half of norway's fruit output is in locations labeled as artic mountains, when IRL these places have oceanic climate or continental climate. Poor Hardanger, Voss, and Sogn, not to speak of the coast of Nordland.

Also will lead to some narrows that should remain icefree freezing due to it being tied to severe winters which happen in arctic locations. Walking across the main branch of Sognefjorden would for sure be ahistorical. There are some branches of it that can freeze, but vast majority of the fjord don't see ice even in the coldest of winters.
Why not first check maps for yourself?
Coastal sea cant freeze, and places you mention have Oceanic and Continental climates....
1736467429295.png
1736467486061.png
 
Last edited:
  • 1
  • 1
Reactions:
Why not first check maps yourself?
Coastal sea cant freeze, and places you mention have Oceanic and Continental climates....
View attachment 1241730View attachment 1241732


yousure.png


Sogndal, Aurland, Voss, Ullensvang are very clearly arctic on the map, both in original map,, and in the world map from this week.

They fjords also classified as narrows, not coastal ocean according to scandi post. Though they may not be able to freeze since the sea zone might not be arctic? It is somewhat unclear on what the exact conditions are for freezing.

What do you mean check the maps?
 

Attachments

  • ownzone.png
    ownzone.png
    321,8 KB · Views: 0
Last edited:
  • 1Like
Reactions:
View attachment 1241735

Sogndal, Aurland, Voss, Ullensvang are very clearly arctic on the map, both in original map,, and in the world map from this week.

View attachment 1241737

You can also see the fjords are their own sea zone, with a different colouring from surrounding coastal zone on the map for ocean terrain.

What do you mean check the maps?
well, those places are kinda hilly and mountainous. Eeeeh, hard to tell. Boknjaforden does look of different colour, not Sognjefjorden... eitherway, as long as fjords (sea locations) are labelled as continental/oceanic, means they won't have harsh winters thus it's highly unlikely they will ever freeze
 
well, those places are kindy hilly and mountainous. Eeeeh, hard to tell. Boknjaforden does look of different colour, not Sognjefjorden... eitherway, as long as fjords (sea locations) are labelled as continental/oceanic, means they won't have harsh winters thus it's highly unlikely they will ever freeze

They're absolutely hilly and mountainous, thats fine and should stay. But as it stands places like Sogndal and Voss are classified as oceanic IRL, as is the coast and valleys of the locations at large. There are places that are classified as arctic in the region, but by large those spots are inside the surrounding wastelands, not the locations themselves. Its just kinda strange to see areas known for their bountiful fruit gardens as "horrid place nobody would ever try to live" due to being classified as arctic.

Hope you're right about the fjords though, if so thats a non-issue. A more detailed map is in scandi map that show them as narrows. It is somewhat unclear on what exactly triggers freezing of narrows, as far as I understood it from various comments its severe winters + narrows. Though that means no frozen beating of the danes by the swedes.
 
Last edited:
  • 1Like
Reactions:
They're absolutely hilly and mountainous, thats fine and should stay. But as it stands places like Sogndal and Voss are classified as oceanic IRL, as is the coast and valleys of the locations at large. There are places that are classified as arctic in the region, but by large those spots are inside the surrounding wastelands, not the locations themselves. Its just kinda strange to see areas known for their bountiful fruit gardens as "horrid place nobody would ever try to live" due to being classified as arctic.

Hope you're right about the fjords though, if so thats a non-issue. A more detailed map is in scandi map that show them as narrows. It is somewhat unclear on what exactly triggers freezing of narrows, as far as I understood it from various comments its severe winters + narrows. Though that means no frozen beating of the danes by the swedes.
Well, they will benefit from a coastal bonus :p What kind of fruit garden are they know for? I would guess different berries? You can clearly see fjords (sea locations) have a green colour, so no harsh winters
1736472758278.png