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Tinto Talks #2 - March 6th, 2024

Welcome to the second week of Tinto Talks, where I talk about the design we have for our new top secret game, which we refer to as “Project Caesar.” Today we’ll delve into everyone's favorite topic, MAPS!

Let's begin with the projection we chose for this game. In the past we have used the Mercator or Miller projection which has some severe drawbacks, as you are all aware of. As we are restricted to a cylindrical map, we had to pick the least bad of them, which is why we went with the Gall Stereographic projection.

Why is that one good? Well, it keeps areas we care most about, those in the middle latitudes, bigger without making the poles ridiculously oversized or the equator too undersized. It also has a reasonable conformal shape, meaning that the shape of the continents stays the closest to their real areas and angles without sacrificing a recognizable shape of them.


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In most of our games set in the past, we have used the word of province for the smallest piece of clay on the map. However, with the map design we are doing for this game, it does not really thematically fit, as the map is more granular, and what people associate with a real-world province would not fit. So we went to a terminology we had used in the code since the first game we made in the old Europa Engine, which was “Location.”

So now our smallest subdivision is referred to as a Location, while a group of locations is a Province, and a group of provinces is an Area, and a group of areas is called a Region, and a group of regions is called a Subcontinent, and a group of subcontinents is called a Continent.

If we take the home of Paradox Interactive, it’s located in our location ‘Stockholm,’ which is in the province of ‘Uppland,’ which is in the “Svealand” area, which is in the “Scandinavia” region, which is part of the “Western Europe” sub continent, which is in the “Europe” continent.

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Now you may wonder, why did we go with such granularity on a map like this? Well, this is entirely gameplay driven, from making a deep engaging gameplay peacetime possible, to better controlling the pacing of the game, and also to allow for more fun military campaigns.

We have tried to make provinces as historical as possible when it comes to borders, while trying to keep the size of the locations consistent, with a more or less regular progression from the smallest to the biggest, with our rule of thumb is that a location shouldn't have more than 3 times the number of pixels compared to a neighboring one.

So is the entire globe then divided into lots of tiny locations? No, as there are 4 types of locations, and for these we have taken heavy inspiration from the maps of Imperator and Victoria 3.

The first type of location is of the more uniform size. For a land location this would be the normal location that can be settled, and for a sea location, this would be a coastal sea location, or any location adjacent to a coastal sea location.

The second type is the “sea current” locations, which connect coastal areas with each other, allowing travel faster in 1 direction.

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The third is what we call an “impassable wasteland,” which can be used to describe parts of Sahara, Greenland, or other places where hardly any people live even today. We also use these types for the majority of the water covering the oceans.

Finally, we have what we currently call “passages.” These are land locations that can not be settled by anyone, but can still be traversed by an army, with some insanely heavy attrition, or allow trade to pass through. Think of passages across the Saharan desert.

Speaking of desert... In a lot of our games we define each province as having a single terrain value, like Forest, Tundra, or Desert. This is rather limiting because eventually you end up with a huge list of complex things like “Arctic Forested Hill” or “Desert Mountain.” What we have done in Project Caesar is to take a deep look at how we did this in Victoria 2, where we had split terrain into topography and vegetation, and take it further. Now we have 3 different values in each location:

  • Climate - Includes things like Arid, Arctic, Continental, etc.
  • Topography - Flatland, Hills, Mountains etc.
  • Vegetation - Forest, Woods, Farmlands, Desert, etc.

What the actual gameplay impact of these is, we’ll talk about much later… Sorry.

Next week we’ll be back talking about something that could be rather controversial…
 
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With this map I'm pretty sure Tinto Talk is EU5 (or with another title but essentially the same thing). As I don't think any game set in pre-renaissance era would have a map cover American continents.
 
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Really liking this look so far, speaking of terrain I really hope to see climate modifiers have a big impact on the game. For example, harsh winters or terrain causing huge attrition and tropical regions wreaking havoc on foreign invaders not accustomed to the climate.
 
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With this map I'm pretty sure Tinto Talk is EU5 (or with another title but essentially the same thing). As I don't think any game set in pre-renaissance era would have a map cover American continents.
watch this be the ultimate paradox grand strategy game, with a timeframe from ancient era to modern day ....

In all seriousness, EUV is looking very likely right now, with the focus on currents and some of the wasteland chosen. Something like Australia's inland being wasteland makes me think this is definitely a game set before the modern era.


I like the different terrain modifiers, will be interesting to see how they interact with other mechanics. Could be a great way to make envirnment have a real impact on gameplay, as well as make different regions of the world feel more unique.

Curious to see what the controversial stuff from next week will be.
 
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it would only be controversial if mana stays. let's hope that's not the case...
I mean I am not a fan of mana as it is in EU4 but I feel like there needs to be a way to differentiate the skill levels of leaders and should have an effect on your country. Not sure how it should be implemented however
 
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Next week we’ll be back talking about something that could be rather controversial…
Rather controversial?
Pops?
If so: Make the call, Comrade Johan.
With larger maps you can face the issue of movement time for armies. Either armies will move too fast, too slow, or the time will be changed to reflect morning, day, and night. Adding time of day cycle however would make the game stretch longer (considering ~400 years of gameplay vs Victoria's 100 years) unless it is optimized to go at a turbo speed at speed 5. This opens the question to the controversial issue that was mentioned in the original post, that EU5 or Project Caesar may have warfare similar to that of Victoria 3, especially if it will integrate population/POPS into the way it manages society/economics.
We can be pretty sure that Project Caesar won't do Victoria 3 Warfare. As I stated in another thread, I'm expecting a mix of March of the Eagles and Imperator Rome, an evolution of those, so to speak.
As for the other points of your post, I'm pretty sure the development team accounts for all of this, the game's been in development for a few years already.
All sounds pretty good to me.

If it's not a secret, how do cities (which I'll just randomly assume are a thing in some fashion) fit into this? 1 per "location"?

And do we already get to know anything about the granularity of political control over these geographic "units"? Ie, does that mean that Location A can belong to Country X, and Location B that is part of the same Province to Country Y? Or are there's closer dependencies within that system, so for example countries must always fully control a Province except perhaps for temporary occupations or something (I'd be surprised if that were the case, but then, CK3 did get rid of Baronies, and that certainly was a surprise move to me then too ^^)?
Hard to say. I think more information will be given when we enter the phase of EU5 DDs.
For a comparison:

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Project Caesar

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EUIV depiction of roughly the same area.

Given the way he talked about it, I think locations are the smallest unit on the map that the player can interact with.
CK3 didn't really get rid of baronies, the baronies became the smallest unit you can interact with.


I loved the map style! Though, imo, the depiction of what I believe to be wastelands seems weird and questionable in some places, particularly in the Americas.
 
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Another controversial topic would be the handling of slavery but that’s too specific of a topic to mention on the 3rd DD. So it’s either that or something that has been debated before: mana points, family trees, pops/population or even the start date not including Byzantium which is a big one for many people. There is also the question of mission trees and how gameplay narrative is pushed which could be the topic for the 3rd DD easily.
 
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Project Caesar will have a warfare system that involving moving units in locations on the map.
Awww, where's the "Sad" reaction when you need it...
 
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I adore the projection, great choice
So we went to a terminology we had used in the code since the first game we made in the old Europa Engine, which was “Location.”
Would an unambiguous alternative be 'tile' because location is typically a reference point or a locality, but the tiles in game are larger than that.
 
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