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Tinto Maps #6 - 14th of June 2024 - Great Britain & Ireland

Hello everyone. @Pavía and the rest of the Content Design team are busy working on the feedback for the previous Tinto Maps, so I'm standing in for this week.

I'm @SaintDaveUK, some of you might have seen me here and there on the forums, but the long story short is that I work on a very secret game whose name I am contractually obligated to redact. That's right, it's ███████ ██████!

This week you get a double-whammy, mostly because it’s really hard to show Britain on its own on a screenshot. Partly to side-step the “British Isles” naming controversy, but mainly because the gameplay of them both is so different, this part of Europa is divided into 2 distinct regions: Great Britain and Ireland.

Climate​

The mild Oceanic climate (Köppen Cfb) dominates the isles. Where it cools towards the inland Pennines and the Scottish Highlands (Köppen Cfc), we represent it with the wintry and dreich Continental climate.

climate.jpg




Topography​

The isles are dominated by green and pleasant flatlands and low rolling hills, the peripheries punctuated by rocky mountains and craggy highlands.

We would like to add some more impassable locations in northern England and the Scottish borders to make manoeuvres a little more interesting and strategic, but would like suggestions from people more familiar with the Pennines.

[Edit: 16 June added the missing map]

topography.JPG


Vegetation​

The great moors, bogs, and fens are represented by Sparse vegetation, meanwhile much of the land is still wooded.

vegetation.jpg




Raw Materials​

The raw goods situation aims to reflect the economic reality of medieval Britain. Shepherding was common on every corner of the islands, a lot of the wool produced was sold to the industrial hub of the Low Countries to be manufactured into cloth, which was in turn sold back to British markets.

The further north-west we go, the less fertile the terrain, and as such the greater reliance on pastoral farming such as livestock over wheat. The western hills and valleys also expose a greater number of mineral delights, including the historic stannary mines of Devon and Cornwall.

raw_materials.jpg




Markets​

As you can see the two starting markets are London and Dublin. Aside from London we could have chosen almost any town, from Aberdeen to Bristol. We chose Dublin as it was the main trade centre in Ireland, and also because it handsomely splits the isles to the East and West of the Pennines, demonstrating the impact that terrain can have on dynamic Market attraction.

They are both shades of red because they are coloured after the market centre’s top overlord country – market control is a viable playstyle and we like to think of it as a form of map painting for countries not focused on traditional conquest routes.

market.jpg




Culture​

We have decided to go with a monolithic English culture. We could have forced the introduction of a second Northumbrian or even third Mercian culture, but typically they were not really considered separate peoples. The English, though diverse in origin and with a variety of dialects, had already begun to coalesce in the face of the Viking invasions hundreds of years before.

Scotland, conversely, is a real porridge of cultures. The Lowland Scots (who speak a dialect of Northumbrian English that later develops into the Scots language) dominate their kingdom from their wealthy burghs, and are gradually encroaching onto the pastoral lands of the Gaelic Highlanders. The Norse-Gaelic clansmen watch from the Western Isles, with some old settlements remaining around Galloway. The far north, ironically called Sutherland, retains some Norse presence.

Wales, conquered for around a century by this point, plays host to English burghers looking to make a few quid, as well as the descendants of Norman adventurer knights in the marcher lordships, but is still majority Welsh-speaking from Anglesey to Cardiff.

The Anglo-Irish (representing the spectrum from Cambro-Norman knights to the so-called ‘Old English’ settlers) live in great numbers in the south-eastern trading towns from Dublin to Cork, as well as in smaller numbers in frontier outposts.

The cosmopolitan towns across the isles are also home to people from elsewhere in Europe, most notably Flemish weavers from the Low Countries, though their numbers are too small to impact the mapmode.

The Norman ███████ dominates as the ██████████████ for both of the kingdoms and their subjects. The conquest of 1066 is no longer fresh, but the continuing bonds between the aristocratic classes of England, Scotland, and France have kept the French language alive and strong.

culture.jpg






Religion​

I decided that it's not even worth taking a screenshot of the Religion map mode. There are tiny minorities of Jewish people in some Scottish and Irish towns (they had been expelled from England), but they are so small in number they don't even register on the map mode

Other than that, it's all Catholic. But not for long.

> John Wycliffe has entered the chat.


Areas​

Based on the 4 provinces of Ireland (sorry Meath) and splitting England roughly into the larger Anglo-Saxon earldoms which have some similarity with the modern Regions (sorry Yorkshire).

areas.jpg





Provinces​

We have fixed the colours of the Provinces mapmode so you can see the individual provinces a bit more clearly. These are largely based on the historic counties, which have remained fairly constant throughout history, while merging some of those that are too small.

We’ve almost certainly offended someone.

The ancient Scottish shires are pretty messy and difficult to coalesce into neat provinces, so any suggestions for better arrangement there would be very welcome.

provinces.jpg




Locations​


You might notice that the locations in Ireland are varyingly written in both English and in Irish. This is because we have the new system up-and-running where we can name Locations by the primary culture of the country they are owned by.

This means that for example London might be called Londres if it was ruled by a Catalan country. It’s currently a WIP feature and we might add more elements, such as a game setting to base the name on dominant culture of the location instead, or to just use default (English) names.

locations.jpg




Government Types​

As with most of Europe, most of the countries are under some monarchy or another, but the Irish tuathas begin with the Tribe government type. This, among other mechanics such as [redacted] helps to give them a very unique playing style in Europe.

government.jpg


Countries​

England

England of course stands as the dominant kingdom in the isles. Despite having a lot of power resting on the barons, the country is fairly unitary even at this point, with very little practical separation between the crown’s power in somewhere like Kent versus Yorkshire. However there are notable exceptions.

The powerful Burgesses estate in the City of London enjoys ancient freedoms from royal power, while the king peers in from the Crown’s seat of power in neighbouring Westminster.

The County Palatine of Durham is not represented by a country, but buildings that give the Clergy Estate a huge amount of power in the locations it is present in. This also ties into political gameplay as a ██████████ ██████.

The newly created Duchy of Cornwall—the only duchy in England at the time—would also not be represented well by the Cornwall country, being a disparate set of manorial holdings that are ironically mostly in Devon. Cornwall of course exists as a releasable country though.

The Isle of Man is a little less certain. For now we have it as a subject of England. On paper it was a ‘kingdom’ awarded to William Montagu, the king’s favourite, however we aren’t sure if he actually wielded any real power on the isle. It changed hands between England and Scotland numerous times in this period, but in practice it appears to have been governed by a local council of barons. Any more details on exactly what was going on here in this period would be greatly appreciated.

These decisions have been made because as England heaves itself out of the feudal system, we thought it would be best if the small-fry inward-looking internal politicking is handled through the Estates and [redacted] systems, and then the diplomacy tracks are freed up for the English player to behave more outwardly against other major countries.

Wales

Though subjugated by conquest, Wales was not formally annexed into the Kingdom of England until the mid 1500s. As such the principality begins as a Dominion subject under England.

Those familiar with Welsh history will note that historically the Principality of Wales didn’t extend much beyond the old kingdom of Gywnedd. Much of the country to the southeast was in fact ruled by marcher lords, which we represent with a powerful Nobility estate in the valleys and beyond.

There is an alternative vision of Wales that I would like to gauge opinion on, and that is expanding it to include the Earldom of Chester and the marches on the English side of the modern border. If you are an Englishman familiar with modern borders this might look alarming, but these lands were also constitutionally ambiguous parts of the “Welsh Marches” until the 1500s. This will hand over to the Wales player the full responsibility of dealing with the marcher lords, allowing England to focus on bigger picture issues like beating France.

Ireland

Ireland is going through a moment of change. English royal power is centred on the Lordship of the Pale, the king’s Dominion ruling out of Dublin Castle. However, it struggles to keep a grasp on the rebellious Hiberno-Norman earls scattered around the island - some of whom remain as vassals, some of whom have managed to slip free of royal control.

The Tanistry system of succession endemic to the Gaelic Irish has its advantages, but it can also lead to chaotic feuds between rival branches. The so-called Burke Civil War has fractured the powerful Earldom of Ulster into rival Burke cousins who jealously feud over their shrinking lordships in Connaught. Native Irish princes of the north have reconquered most of their own lands from the de Burghs, but there are also two rival O’Neill cousins who style themselves King of Tyrone either side of the River Bann.

The feuding Irish lack a unifying figure, but anyone powerful enough could theoretically claim the title of High King. The former provincial kingdoms, such as Meath and Connacht, enjoy the elevated rank of Duchy, giving them a slight edge in the High Kingship selection.

Scotland

The chancer Edward Balliol continues his attempt for the Scottish throne, with England’s tacit permission. It’s hard to determine the exact lands held by Balliol in 1337, but we know his disinherited loyalists hold the castle of Perth while his English allies had seized large tracts of the lowlands from Bruce. Balliol has also bought the loyalty of the MacDonald and the other Hebridean galley lords by granting them remote land on the west coast of the mainland.

Meanwhile, Scotland’s canny regent Sir Andrew de Moray launches his decisive counterattack as his true king, David II de Bruce, waits in exile in France.

political.jpg


Dynasties​

We know about Plantagenet, Balliol, and Bruce, so I've zoomed in on Ireland to show the ruling dynasties of the various chieftains and earls.

dynasty.jpg


Population​

Excuse the seams and the greyscale mapmode. We have something better in the pipeline...

population_country.jpg
population_location.jpg




Well, thats it for now!

As always the team is eagerly awaiting your feedback and looking forward to the discussions. We’ll try to keep on top of the thread, but we have a teambuilding activity this afternoon so it might be a little more sporadic than usual!

Next week: Anatolia!
 
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I think @hellfirematt 's last map of Scotland in probably still the best solution, but as location density and size doesn’t seem to be set in stone, I thought I might as well draw up a quick map with far too many locations to give the devs some options. Some of the locations would have a very small population, but it has been stated in a previous post that Scotland's population is underestimated by over 300,000 people. It is missing the impassable terrain as I don’t have the skills to place it accurately. Excuse the terrible overlay and barely readable text, graphic design is not my passion. Glasgow should also stay coastal and just touch the sea tile via the Firth of Clyde. Edit: Excuse the inner and outer Hebrides (with Skye being part of the inner) provinces not being different colours as they should be.
ScotlandMaximalist.png


I also used this map to mock up a slightly simplified version of @slupie 's suggested balkanization of Scotland, although I’m not familiar enough with the exact territorial delineations of the involved parties to say it is accurate. With Sutherland not having control of Strathnaver, Malise V possibly having the Earldom of Caithness forfeited in 1335 – I thought it was best to stick to a couple of big vassals, as well as the passively disloyal John of Islay.
Balkanized.png


Also made a simple version of what the initial vassal setup might be if Scotland/wee David II/Robert II defeat Balliol. Includes the newly enlarged and loyal territories of John of Islay. Not exactly clear on the exact territorial holdings of the Earls of Douglas. I thought it was best to avoid all the smaller Earldoms as that seems like borderline Crusader Kings territory.
BalliolKickedOut.png
 
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Lurker here. o/

The West Midlands has a super rich history in mining and was the heart of industry and the industrial revolution. It would be excellent to see this reflected in the resources map if it suits the timeline and whatnot.

https://en.wikipedia.org/wiki/Black_Country - Coal of the Midlands

https://en.wikipedia.org/wiki/Staffordshire_Potteries - Clay and Pottery of Staffordshire

https://en.wikipedia.org/wiki/Ironbridge - 'Birthplace of the Industrial Revolution'

Fancy Pictures -

Black Country

Griffiths%27_Guide_to_the_iron_trade_of_Great_Britain_an_elaborate_review_of_the_iron_%28and%29_coal_trades_for_last_year%2C_addresses_and_names_of_all_ironmasters%2C_with_a_list_of_blast_furnaces%2C_iron_%2814761790294%29.jpg


The Potteries in Stoke

1718783857241.png


Industrial Ironbridge

1718783941518.png
 
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Threads merged. Let's be considerate of the devs and keep one topic in one thread please.
 
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I think @hellfirematt 's last map of Scotland in probably still the best solution, but as location density and size doesn’t seem to be set in stone, I thought I might as well draw up a quick map with far too many locations to give the devs some options. Some of the locations would have a very small population, but it has been stated in a previous post that Scotland's population is underestimated by over 300,000 people. It is missing the impassable terrain as I don’t have the skills to place it accurately. Excuse the terrible overlay and barely readable text, graphic design is not my passion. Glasgow should also stay coastal and just touch the sea tile via the Firth of Clyde.
View attachment 1150349

I also used this map to mock up a slightly simplified version of @slupie 's suggested balkanization of Scotland, although I’m not familiar enough with the exact territorial delineations of the involved parties to say it is accurate. With Sutherland not having control of Strathnaver, Malise V possibly having the Earldom of Caithness forfeited in 1335 – I thought it was best to stick to a couple of big vassals, as well as the passively disloyal John of Islay.
View attachment 1150350

Also made a simple version of what the initial vassal setup might be if Scotland/wee David II/Robert II defeat Balliol. Includes the newly enlarged and loyal territories of John of Islay. Not exactly clear on the exact territorial holdings of the Earls of Douglas. I thought it was best to avoid all the smaller Earldoms as that seems like borderline Crusader Kings territory.
View attachment 1150351
If you were to add the Douglas's I think you would want them controlling the location of Selkirk at game start to represent the Douglas rebellion there. It would also make them playable at game start.

Adding Malise V and Caithness could also be interesting as if you were to add the Earldom of Orkney as a Norwegian vassal it would be in personal union with Caithness.

Perhaps an event could be added where if the Bruce supporters win the civil war the Isles will swear fealty and become a vassal but in return is granted more territory.
 
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I have to confess that all the Irish we have in game is just a side project by me, and I'm not an Irish speaker so there's unfortunately going to be a lot of inconsistencies. However most sources I have used use modern orthography.

How does dotted lenition work and how important is it for historical immersion? How 'weird' would it be for Irish speakers unfamiliar with it? We avoid Middle English for example because it will just be too strange in most cases.
I speak some Irish but am not fluent and would just be plain confused by dotted lenition, which I already had to look up to know what the question even was.
 
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Having the Wicklow mountains as impassible terrain is a bit silly I think. They're very much passable, especially if you do it on horseback, in fact much of Wicklow's population would live up in the hills until very recently. Where Wicklow became dominated by suburban coastal towns. although I do agree that Wicklow needs to be split into more locations, I believe splitting of modern day Bray and Greystones is more accurate as they were controlled by the important baronies of Killincarrig and Rathdown. I'd say it would be better to give all of the Wicklow mountains to Gleandalough, but then to make Blessington it's own location, although it definitely wouldn't be called Blessington at game start.

I do agree with you about Kerry, although I'm confused as to why you would rename Dingle, was the town founded more recently. Even then it seems a bit weird to use the name of the entire peninsula, seeing as it's usually just referred to as "An Daingean".
I mostly agree, the point being that if impassable terrain is going to be used in the Pennines/Highlands/Snowdonia to help simulate their historical strategic movements I think similar should be used to try show just how much of a holdout the mountains were in Ireland. To be perfectly honest I think they should just redraw the boundaries so that Wicklow & the Iveragh mountains are their own location and then just label them as mountains but I'm working within what the devs asked for in the OG post for the pennines.

For Dingle the purpose behind the name change would be that the peninsula is the location and it has a name (Corca Dhuibhne) separate from Dingle town itself. I think it might be another case of the Irish and English names referring to different things within the same location. Just translating the norman/english town names is not accurate as many of them didn't exist or wouldn't have been populated by the Irish in that area.


@GerryMandarian, I'll place your requested map here as well (both 3000x3000 pixels):
The relative prominence of Wicklow mountains is very clear indeed, but is less pronounced than the Lake District, which is also considered hills in the current design.
Especially the flatlands passage in the Dumfries region is bothering me.

TRI-based classification (scale in attachment)
View attachment 1150257
Linear Heightmap (0 - 1250 m)
View attachment 1150258
Current Tinto design
View attachment 1150259
View attachment 1150265
Thank you, I think your relative prominance method is an excellent way to describe how these features influence combat and movement. I hope the devs use it to inform their decisions.

I don’t think there’s any need to have mountains in Ireland, hills will suffice. The important thing is to have them in the right locations!
I think there is a definite need for a distinction. Maybe another 'highlands' terrain similar to that in EU4? Like the reeks are not comparable to dartmoor when it comes to difficult to tranverse/control.
 
From a gameplay standpoint, one of the possible benefits to a more granular English culture that I haven't seen talked about is if there were to be an ahistorical breaking of the kingdom either in the Wars of the Roses or the English Civil War. If that were two happen, the presence of two separate English states would undoubtedly cause some level of divergence in culture. With a more granular setup this could play out as a breakaway region retaining a separate culture while a unitary English state would assimilate all of these cultures into a monolith.

Not the best or most historically accurate way of modelling it at all but worth considering imo especially since we don't actually know how cultural mechanics will play yet.
It’s not possible to predict how an English state would have split based on the proposed subcultures in this thread. Even in the unlikely scenario that a King would think these distinctions existed and attempt to use them, they would be of tiny importance compared to the individual elite loyalties of his power base.
 
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I also used this map to mock up a slightly simplified version of @slupie 's suggested balkanization of Scotland, although I’m not familiar enough with the exact territorial delineations of the involved parties to say it is accurate. With Sutherland not having control of Strathnaver, Malise V possibly having the Earldom of Caithness forfeited in 1335 – I thought it was best to stick to a couple of big vassals, as well as the passively disloyal John of Islay.
View attachment 1150350

Also made a simple version of what the initial vassal setup might be if Scotland/wee David II/Robert II defeat Balliol. Includes the newly enlarged and loyal territories of John of Islay. Not exactly clear on the exact territorial holdings of the Earls of Douglas. I thought it was best to avoid all the smaller Earldoms as that seems like borderline Crusader Kings territory.
View attachment 1150351
I really like this simplified version as well - with a couple small changes. I would keep Edinburgh and Linlithgow as part of Scotland, not Douglas, and I think giving Selkirk to Douglas at start can represent their growing power better than it just being Bruce - William Douglas was the major leader in leading resistance in Lothian against Balliol and the English.
 
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I really like this simplified version as well - with a couple small changes. I would keep Edinburgh and Linlithgow as part of Scotland, not Douglas, and I think giving Selkirk to Douglas at start can represent their growing power better than it just being Bruce - William Douglas was the major leader in leading resistance in Lothian against Balliol and the English.
Agreed, good points. Visualised these changes.
ScotlandRevised.png

ScotlandPostWarRevised.png

Here is a blank version of the location map I drafted as well, if anyone wants to revise it, overlay it better on the game's map, or re-add impassable terrain. Also a version with just the borders.
ScotlandBlankProvinceMap.png

ScotlandBlankBorders.png
 
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I have to confess that all the Irish we have in game is just a side project by me, and I'm not an Irish speaker so there's unfortunately going to be a lot of inconsistencies. However most sources I have used use modern orthography.

How does dotted lenition work and how important is it for historical immersion? How 'weird' would it be for Irish speakers unfamiliar with it? We avoid Middle English for example because it will just be too strange in most cases.
Speaking as someone who has a decent amount of Irish: dear god please do not use dotted lenition. It is not important for historical immersion and would be extremely weird for most Irish speakers.
 
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Thanks for updating Keswick to Penrith.

Sorry to be nitpicking but the location of Penrith is now completely wrong. It should be south of Carlisle, not west.

This section of the map posted by Gouda_guy earlier
Screenshot_20240619_184710_Chrome.jpg
is perfect for Cumbria. No notes.
 
I mostly agree, the point being that if impassable terrain is going to be used in the Pennines/Highlands/Snowdonia to help simulate their historical strategic movements I think similar should be used to try show just how much of a holdout the mountains were in Ireland. To be perfectly honest I think they should just redraw the boundaries so that Wicklow & the Iveragh mountains are their own location and then just label them as mountains but I'm working within what the devs asked for in the OG post for the pennines.
That's the thing, they're not mountains, they're big hills at best. The closest thing Wicklow has to a mountain is Sugarloaf, which is 501m tall and can be summited in less than an hour. It's also not even the tallest peak in Wicklow, as Djouce is higher at 725m, but even then it's just a big hill. I've summited both of these hills and I can tell you that they're not impassible. You can walk up them with nothing but the clothes on your back and it will take you like 2 hours tops.

Also this is the Wicklow mountains from near the top of Djouce, they're just big hills, not mountains.
Djouce summit.png


This is the view from the top of Sugarloaf, it looks high up, but that's only because everything below you is roughly at sea level. Also the small town directly below is Kilmnacanoge, followed by Bray ahead of it, with Dalkey slightly beyond and to the left of Bray, followed by Dublin far ahead and to the left.
Bray from Sugarloaf.png
 
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I have to confess that all the Irish we have in game is just a side project by me, and I'm not an Irish speaker so there's unfortunately going to be a lot of inconsistencies. However most sources I have used use modern orthography.

How does dotted lenition work and how important is it for historical immersion? How 'weird' would it be for Irish speakers unfamiliar with it? We avoid Middle English for example because it will just be too strange in most cases.
Fluent Irish speaker here, I hadn't even heard of dotted lenition until today and it's completely alien to most Irish speakers. Instead we just use a h in it's place, which is called a Seimhu, yes the i and the u should have accents on them, but I need to download an extension for that.
 
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The idea:
We have pops that can be simulated, so why not simulate how they feel about their culture? For this i suggest 2 more pop meters, nationalism and unitarianism (the second name might need some work). Nationalism is simply how strongly they feel about culture, and works to scale the effects of unitarianism, while also making unitarianism harder to change the higher nationalism is. It goes from 0 to 100. Unitarianism is how much they put their cultural group before their regional identity, going from -100 to 100. These will both play into proclaiming cultural unions, or cultural splits.
Now, the only downside is that i'm not a historian, so i have no idea how realistic these are, or what should effect them. So please, if you have historical knowledge let me know how to do this better, and suggest actions that could change them. I think the rest of the idea should work gameplay-wise though, even if the actual pop measures need to be changed drastically.
Well, there've been no suggestions so i'll just give it a try.
First, in hindsight 2 different stats is overcomplicated an unnecessary, just a -100 to 100 nationalism works better. It naturally ticks quite heavily down, so early-game, before the age of nationalism, the most you can do is try to slow that down.
Nationalism should also have an effect on satisfaction too, if your pops of a non-accepted culture from a different group are nationalist they become much more of a problem than non-nationalist ones. This should also help with the whole all land is good land issue in eu4, as any people you conquer will have high nationalism from being conquered, and you'd have to spend a very long time breaking that nationalism to make them actually productive.
It will also increase satisfaction of pops from your cultural group.

Firstly, war has a big effect on nationalism
Being at war with nations whose primary culture is the same culture group will decrease nationalism, and if it's a different culture group it will increase it. This is reversed for pops not of an accepted culture, i.e. austria going to war with poland will end up with more nationalistic polish pops, not less.
This can also apply to atrocities, for example england going on mass chevauchées in france will be promoting a ton of nationalism there. This is not reversed for non-accepted pops. If england's armies start massacring non-accepted anglo-irish people in an irish nation, they won't start liking the english more.
If your goal is to liberate pops of your culture group from their foreign oppressors, maybe try not being a foreign oppressor yourself.

Oppression works a lot like war too.
Discriminating against pops of a different culture group will increase their nationalism quite a lot, and pops of the same culture will decrease their nationalism. England discriminating against normans will lead to the normans becoming more nationalist, but discriminating against anglo-irish pops will decrease their nationalism.
This doesn't just apply to cultural discrimination though. Discriminating based on class and religion should also impact nationalism, leading to situations like a dutch-flemish split, and making it really hard to encourage nationalism in peasants, the ones who matter for nationalism, until much later in the game. You need to first beat your nobles and reform out of feudalism before peasants really start to care about nationalism.

Next, trade.
A great way to increase nationalism is to increase trade within that culture group. Each market will calculate how many people from each culture group participate in it, based on population and access in controlled locations. The pops in a location then get a boost to nationalism by scaling that with their own market access. For example, a trade node with 2 locations, one with 80% market access and 100 pops, and another with 10% market access and 100 pops, will have 90 people in it, and assuming they're all of the same culture group, the 80% location will increase nationalism by 80% * 90 * some factor for scaling trade nationalism, and the other will use 10%.
So a good way to have nationalism tick up over time is to invest in trade. This can also help with promoting nationalism abroad, by trying to trade with them as much as possible. This should also lead to higher nationalism over the game's time-span, as markets grow larger and give higher access.
This means you can also try to decrease nationalism of pops of a different culture group by isolating them from trade with the rest of their culture group, leading to situations like a non-nationalist walloon culture staying forever split from french, as they trade mostly with the low franconians and the english.

Trade isn't the only way of increasing contact within a culture group, migration should also increase nationalism.
Every person that migrates will have their personal nationalism averaged out with the rest, plus some migration constant averaged out across pops (maybe only of the same social class? i'm not sure). This should also be scaled by that pop's nationalism though, as if non-nationalist picards flee france to belgium, it shouldn't make the walloons more nationalist and more willing to become french, if anything it should further distance them from the french.

The idea is that trade and migration will both be essential to counteracting the natural ticking down of nationalism, with wars, atrocities, and discrimination being situational extra bonusses (or actually in the case of discrimination it's probably not a bonus).

Finally, there will of course be ways to directly impact nationalism.
Once you have the printing press you can pay to spread propaganda, and with spy networks you can even spread that abroad. This will make even small nations like Kraków dangerous as they can actively spread propaganda to other poles and encourage rebellion.
I could also see cabinet actions and government policies being able to increase or decrease nationalism.
Increasing assimilation in pops of other culture groups will also decrease their nationalism.

That's about all i can come up with for nationalism so far. But i do have a couple more thoughts
Cultural splits:
Cultural splits will also create a new culture, splitting off from a larger one, and sometimes encompassing other cultures. It will require holding only a minority of a larger cultural union. It will take the name of the nation that made it, except for perhaps some scripted ones, and will work almost as the inverse of a cultural union. Pops with lower than 0 unitarianism will convert, and pops with higher unitarianism will be unhappy. Cultures in the same culture group can also all assimilate to this new culture, but with some extra malus to assimilation for not being the primary culture.
I didn't quite realise how carefully these cultural splits would need to be handled. For example if northumbrian culture is indeed added to the game, and most northumbrians assimilate to english, then if northumbria ends up split it would likely have english as its primary culture. If northumbria then make a cultural split from english, you'll end up with 2 different northumbrian cultures which would be horriffic.
I think a better solution is to make these splits more scripted, with a solution similar to the primary nation of a culture in eu4. You can only split off to the culture you're the primary nation of, and only when that culture doesn't exist. I also think de-assimmilating from a cultural union should happen regardless of cultural splits. If france gets balkanised midway through creating a french cultural union, any pops they did manage to convert should just slowly re-assimilate back into the still surviving regional french cultures once their nationalism dies down.
For the northumbrian example, this means the only way to revitalise northumbrian is to make it your primary culture and then decrease the nationalism of the english pops so they convert back to northumbrian.
This does make the system far less dynamic but it should be far more robust and also allows for much better flavour. For example belgium could be made very unique by being the primary nation of both flemish and walloon, allowing them to split flemish from dutch if it's created, and should walloon die out, recreate it from french.

Finally:
national unions, where the new culture takes the name of the nation, probably more situational and scripted, but with a lower threshhold.
National unions were a bit of a terrible idea, i'd much rather replace them with fully scripted cultural unions that actually have more flavour.
No-one wants to form the netherlands and create a new netherlandish culture, that's just stupid, it should instead be a scripted dutch culture. The way this should work is to create a new dutch culture group (ready to split into dutch and flemish), but still allow nationalist german pops to assimilate. Furthermore, any non-existent german culture can be recreated from dutch and be part of the dutch culture group. This would also make unifying germany as the dutch actually a thing you can do which would be pretty hilarious, especially if this dutch empire then falls apart and all the german cultures come back but dutchified.
I would also hope to see this used to create more permanently split germanies, with multiple states coming to power and instead of unifying into one empire, they stay split and create their own culture groups making any future unification near impossible.

Edit: i'm wondering if i should actually just make a new thread with a better-written merging of these two posts, and delete these posts from here. They were relevant in that thread purely about culture, but i'm worried they're just completely irrelevant in a tinto maps.
 
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That's the thing, they're not mountains, they're big hills at best. The closest thing Wicklow has to a mountain is Sugarloaf, which is 501m tall and can be summited in less than an hour. It's also not even the tallest peak in Wicklow, as Djouce is higher at 725m, but even then it's just a big hill. I've summited both of these hills and I can tell you that they're not impassible. You can walk up them with nothing but the clothes on your back and it will take you like 2 hours tops.

Also this is the Wicklow mountains from near the top of Djouce, they're just big hills, not mountains.
View attachment 1150582

This is the view from the top of Sugarloaf, it looks high up, but that's only because everything below you is roughly at sea level. Also the small town directly below is Kilmnacanoge , followed by Bray ahead of it, with Dalkey slightly beyond and to the left of Bray, followed by Dublin far ahead and to the left.
View attachment 1150585
Sorry, Lugnaquilla is 925 metres.
 
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The differences in dialects between northern and southern dialects of English are not as pronounced as the different French dialects. The changes producing Middle English also served as a bit of unifying force which didn't happen in France.
Oh, man. I really can’t disagree more. Try reading Sir Gawain and the Green Knight in its original dialect, then compare that to Chaucer.
 
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A culture is not necessarily the same as a dialect, it is first and foremost a gameplay feature with gameplay ramifications, and so we need to be sure it reflects the design we want for each region.

We know English had many dialects. But splitting English up into multiple cultures weakens England in a variety of different ways and we need to be sure it creates better gameplay, and matches the narrative of England's story better than without.
Could there be an event chain that unifies the culture?