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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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@SaintDaveUK

I think it would be a good idea to include Gaelchló (old Irish type) in the game after thinking on it or a while. Looking at how other regions are represented made me change my mind and it would have been accurate for the time to include the dots to show lenition and a following h. eg Ulaiḋ instead of Ulaidh. I think it will bring a good level of immersion and consistency with how other areas in the game are represented.

Also for Map changes I hope is not too late but I do think that historical area of Mide should be represented as it is a historical area and would better encapsulate the Irish midland areas such as Longfort or a West Meath locations instead of placing them all in a Laiġin (Leinster) area. Not to Mention Ulaiḋ typically used to include Lú (Louth (the Ardee location)).

"Until the late 16th century, 1596, Louth was considered part of Ulster, before becoming part of Leinster after a conference held at Faughart between the Chiefs of Ulster (Hugh O'Neill, Earl of Tyrone and Hugh Roe O'Donnell), on the Irish side, and the Ulster-born Miler Magrath, Anglican Archbishop of Cashel, and Thomas Butler, 10th Earl of Ormond on that of the English. The lands of Ballymascanlan, part of the former estates of Mellifont Abbey, were transferred from Armagh to Louth c. 1630.[10]"


Obviously as discussed previously fixing the Liatrom (Leitrim) province as the lower half of what is todays Fear Manach (Fermanagh) needs to be part of Ulster or Ulaiḋ. And change that province to be Named Sligeach (Sligo) as it was more historically relevant and still is even to this day. And discussed in previous comments I have made on more use of The Irish language for Areas and Provinces, to be more consistent with other regions and expand its use for example using Tír Eoġain instead of Tyrone. I think as well that Tír Ċonaill (Land of Connall) should be used to represent what is in the map above as Dún na nGall (Donegal (literally transalates to the fort of the foreigner)). Or Ulaiḋ instead of Ulaidh for the area. The -ster denotes the viking domination which at this time has been long extingushed and makes no sense to keep these English terms.

One last question I would like to ask, (I know you are busy and I do not expect a response to any of this just hope you see it) but, How modable are fonts in the Game say I wanted to include my own Font to use to properly show Gaelic font how possible will that be? Id like to use this as an example:


Sorry in advance the whole website is in Irish, but just to use the script would be interesting. Or In general how easy is it to add lanuage to the game? Say if I wanted to as a personal project translate it into Irish is it easy/possible?

Thank yous all for the amazing work to the game @Pavía @Johan @SaintDaveUK and I am looking forward to the feedback of this dev diary and the eventual release of project Caesar. :)
 
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Okay. I think this is done. Or at least, I am going to try to stop playing around with it.

This turned into a labor of love. I never loved playing as England/Wales previously, but this England would be a blast. In real life, England had tremendous natural resources. At one point or another, England (and Wales) lead Europe in production of tin, lead, coal, iron, and copper. Copper was the only one that was late in the period. England also has excellent stone and clay resources. Agriculturally, the south/southeast is good and champion country (East Midlands) is excellent. That's a fair portion of the country (maybe 40%). The only good that should be in short supply is lumber. Based upon what I read, England had half the lumber resources that mainland Europe did. That's why it was an early user of coal.

Here is the map:
Goods Map.png

Some odds and ends (this is likely to be long):

Locations:
I added locations in a few places. Well, maybe more than a few depending on the comparison. Some of the locations I added were necessary, some were more optional, but I thought all contributed.

Cornwall - I think this one is necessary. The map is all screwy with three. Tin should be in two places - on the southwest coast and Bodmin Moor. Four locations does that nicely and leaves room for a fish location (I like to have a food location in every province, if possible) and copper. Cornwall is plenty big enough. The location sizes are still above average with four.

Shropshire and Staffordshire - Necessary. First, the map looks goofy with three. Others have complained about Shrewsbury being in the wrong place. Both have a high density of goods that is difficult to represent with fewer locations. I'd be even happier with five each. You could argue there should be iron and coal in both. Instead, they will have to share.

Westmorland - Necessary. My guess is this was just an oversight on the original map. Furness needs to be represented.

Wales - Necessary. It would take another post to explain why I think the Wales map is a minimum. Whether it is goods representation or regional movement, I think this is the minimum.

Norfolk - Optional. Visibly, the locations look enormous with five. That isn't a good reason, but I also like the goods map better with six. I was okay with it with five, but then added the sand resource. With six, you can have sand and have the other five major industries.

Cumberland - Optional. You could do five locations in Cumberland and it works okay without the wool (iron, coal, fish, copper, and wild game needs to be there, imo). But I think it works better by adding the sixth location and squeezing in the wool location. While the locations are smaller than Northumberland, they aren't small on a nationwide comparison. And wool was a major agricultural good in Cumberland (livestock was too, but I'm not going to push my luck).

Goods

In no particular order...

Lumber - I intentionally aimed for the low end of lumber locations. Playtesting would probably be needed to see whether I succeeded or not. There are 8 lumber locations out of however many total locations there are in England and Wales. I considered lumber for Huntingdon and Ripon. Those would be the two places I would go to add more.

Coal - Because of the small amount of lumber, I aimed for the high end of coal locations. There are 11. I thought about putting a 12th in the Leicestershire wolds. 11 may be too many. I don't know which ones I would remove. They all were major coal locations.

Iron - There are 12. The only questionable iron location is Rockingham forest. The others are all must haves. Rockingham forest was a major source for iron in the early medieval period, then went out of favor for a few hundred years, then was a major source again late in the game period. Clearly, if it was in production before and after the game period, then it wasn't a secret. Deposits were at surface like the other forest deposits (Weald and Forest of Dean). The only reason it wasn't in production is that iron from Rockingham forest wasn't needed. In an alternate history, it might be, so I think it should be in there. If not, I would replace it with stone. Northamptonshire is supposed to have some industrial character. I would not put wild game there.

Wild Game - I ended up at 8. I think the goal was 5 - 10. On my map, the wild game are nicely distributed around the country. I don't see any obvious places to put another one without bumping something that seemed more important.

Clay - There are 10 locations. Is that too much? It is roughly the number of iron and coal. That makes it seem reasonable. It looks good on the map. Nicely distributed. Breaks up the monotony of the agricultural regions and give them some industrial character. In my mind, clay should be an above average quality good. It can be used for building (bricks) and for pottery. If its bad, then maybe it is too many.

Stone - There are 10 locations. I thought I would end up with more than this, but considering it is roughly the same as the number of iron, coal, and clay, this seems about right.

Sand - There are 5 locations. The sand locations are the real life locations where there is silica quality sand in England. That is probably not what was actually used during the time period, but I couldn't come up with any other justification for where to put sand.

Salt - There is very little salt, 4 locations. I don't know if that is historical. I tried to find major salt sources and there just weren't any (other than the ones I represented). As far as I could tell, there was small sea salt industry in many places. That is difficult to model.

Individual Goods Locations

I did have some tough decisions that Paradox may want to reverse.

Dyes in Somerset - I found evidence that woad has been produced in the Bath region of Somerset since medieval times. Originally, I had dyes in there, but pulled it at the last second in favor of livestock. Somerset had a significant dairy industry and had no livestock, while the dye industry was small and England already had a questionable dye region in Essex (the saffron in that region was small). Most dyes were imported until the 17th century. I decided Somerset was modelled better with more livestock and England was modelled better with less dye.

Livestock vs Grains - I had grains in place of some of the livestock/wool locations in the West Midlands/Lancashire/Northumberland before I re-read the Agrarian History books. The Agrarian History books were crystal clear. In real life, these places did not export grain. They planted grain, but all of it was either consumed by people or fed to the livestock. Livestock were exported. That convinced me that the agrarian character of these places should be livestock based.

Second lead in Derbyshire - I was torn on this one. I put lead in two locations in Derbyshire. Near Buxton in the north and near Wirksworth in the central part of the county. If you look at the NCAs, the lead is in two different NCAs. Also, lead in Derbyshire is a bit like tin in Cornwall - the production was massive (50% of England's production at one point). The decision maker was my re-read of the Agrarian History books. Derbyshire imported grain. To me, that made it seem like a place focused on non-agricultural activity. So, I went ahead and replaced the livestock I had for the Derby location with a second lead.

Now that I am looking at the map, there were a ton of judgement calls like this. I don't know if anyone outside of maybe the Paradox modelling folks would find this interesting. I removed the salt in Poole. I couldn't find any evidence of salt in Dorset and the other four goods really should be represented. I moved the wheat in Sussex into Hampshire because I thought there should be a livestock location in the Weald to represent its agricultural character. I had a livestock location in Surrey, but then the sand bumped it...

Oh, this is controversial.

Gold/Copper in Wales - If prospecting is a thing to find mining deposits, then I would remove these. If not, then I would leave them. They are both late game deposits, but they could have been found sooner.

There might be one horse too many in Yorkshire. I noticed this, but ran out of gas to figure out whether I should change it. Both areas had horse breeding industry according to the Agrarian History books. I put two livestock in Essex because I felt like there wasn't enough livestock in the southeast. The problem with livestock is that it represents both livestock sold for meat and livestock used for dairy. There is a lot of dairy livestock around population centers, while there is a lot of meat livestock in less favorable agricultural areas. If you don't have any livestock near cities, then that isn't right.

What else? I was a little bit frustrated by how little agriculture there was in the East Midlands. The East Midlands don't look much different from the West Midlands. They are supposed to be night and day. I wanted more, but there just weren't enough locations to represent everything. Plus, you can't tell the difference on the map whether livestock models "terrible agrarian area, pasture is the only option" and "great agrarian area, crops are fed to livestock in mixed husbandry model to produce a higher density of livestock". That reminds me. Figuring out how to model mixed husbandry was hard! Do you put wool or wheat for sheep-corn regions? I put wheat near London, then wool further away (Cotswolds, for example). That was based on reading in one place that the Cotswolds produced the majority of English wool. Pretty arbitrary. Mixed husbandry livestock - corn was similar.

Anyway, you get the idea. I could go on with this all day. There were countless judgement calls, tough decisions, dissatisfactions with the final map, etc. Five people could make maps of England and all five would probably be completely different. It would have been A LOT easier if there was more than one good per location. I still think two goods - an agricultural good, then a secondary good for mining, quarrying, etc would have been better. Obviously, places that had mines that took up a tiny footprint of the county also could have agriculture. Also, the places where there was wild game had other industries. They had agriculture, they had mining, etc. There were restrictions on certain conduct within the royal forest, but activity still went on. Long story short, the one good per location made this really frustrating.

I'll shut up now. If anyone has any questions, let me know. Otherwise, I will wait to see what the results looks like. I'm sure I will have some thoughts. :D
 
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The Lake District and North Pennines (Part 1 of 2)
This is the second ‘series post’ of impassible areas for this Tinto Maps. See the South Pennines posts part 1 and part 2 here. Again, looking at the Tinto Talks #24 harbour map of Europe, we see the following set up in the far North of England:

Left: TT Harbour Map Mode (red = impassible; dotted yellow = ‘new’ location); Right: Clearer map showing locations and provinces
1725110788902.png


The major changes I’d suggest:
  • Removing the Carlisle-Hexham wasteland
  • Adding a Penrith-Hexham wasteland
  • Enlarging the Lake District mountain wastelands (as such removing the ‘lake’ wasteland in favour of the Cumbrian Mountains but maybe an intra-location lake in Kendal might be nice to represent Windermere as it is the largest lake in England)
    • Option A – FULL impassibility (Preferred option)
    • Option B – Dunmail Raise mountain pass added AND a new Furness location
I would suggest keeping:
  • Alnwick-Roxburgh Wasteland
  • North Yorkshire Moors (York-Whitby/Scarborough-Bedale)

The Tyne Gap: Removing the Carlisle-Hexham Wasteland

As per my previous comments regarding the Aire Gap, the Pennine Hill chain contains breaks which are carved out by rivers. Here, we see the River Tyne and Eden carve out this gap between Carlisle-Hexham-Newcastle.

Cross Fell is the highest point in the entire Pennines and is located between Penrith and Hexham hence the justification for this to be the impassible area rather than Carlisle-Hexham.

1725110936931.png


1725110968029.png


The Lake District: Both Lakes and Mountains Makes it Impassible
Firstly, and at the utmost concern and importance… Lake Windermere is grammatically incorrect. Windermere means Winder Lake. Thus, Lake Windermere means Lake Winder Lake. Anyway. The Lakes are a challenging terrain, and the current tiny ‘Windermere’ doesn’t do the area justice. I’d suggest reflecting the area by having a large Cumbrian MOUNTAINS WASTELAND as opposed to the existing lake which can just be an intra-location wasteland (in navy blue within the Kendal location in the options below)

I could only find one instance of cross-Cumbrian mountain army travel across Dunmail Raise (Cockermouth-Kendal), that being the folklore regarding the death of Dunmail (of Strathclyde) in a battle with the Saxons. I could not find more recent sources or crossings of the area by medieval armies let alone early modern ones. Flanking this mountain pass is Helvellyn and, nearby, Scafell Pike – both of which are definitely impassible to armies. Scafell Pike being the highest mountain in England!!

Option A (left): Make the area entire impassible, leaving only the coastal route or the Lune Gorge (Between Kendal and Appleby) as the only north-south routes. I’d suggest this option based on climate of the lakes being rather harsh and unpredictable (see part 2).
Option B (right): Make it possible to travel from Kendal to Cockermouth. BUT add an additional location named ‘Barrow’ or ‘Furness’ to represent ‘Lancashire-over-sands’ as per historical boundaries to ensure the West Lakeland mountains such as Scafell Pike are represented (although I’d keep this in the Westmorland province for gameplay).​
1725111531697.png
 
Geography Shaped the North (Part 2 of 2)
The North has some drastic climates in the modern day. As mentioned in the South Pennines post, much of the Pennines, Cumbrians, and Moors are sparse in vegetation, lack intermediate supply towns, and face harsh winters (so much that the M62 motorway that was designed to withstand its winters had to be shut in 2023 after a rapid snow storm made it a health hazard for trapped motorists).

Here is a link to a YouTube clip of a BBC documentary which highlights the challenges of constructing the M62 due to peat bogs and the extreme climate. It was clear that construction wasn't the biggest challenge; fighting climate and the poor geology (peat bogs) for survival was.

Here are some links to Met Office descriptions for climate in the North West and North East.

Wind and Flooding
Britain and Ireland face winds from all directions but what makes them dangerous is the topography of the isles. Wind funnelling or channelling is where wind is forced and focused, leading to a stronger gust. This is particularly an issue on mountainous stretches of the M6 and M62, especially at the M62 summit where lorries have been known to fall over. Wind is funnelled through valleys and can be very powerful – likewise torrential rain AND wind being funnelled down valleys has destroyed infrastructure including the A591 at Dunmail Raise.

To top this all off, I’ve only talked about the modern weather and climate. I cannot fathom how cold, rainy, and inhospitable it was to traverse these areas during the ‘Little Ice Age’.

Geography that Shaped History
The North’s external and internal borders also have been dependent on geography. With the Kingdom of Strathclyde and later Scotland holding onto land north of the Cumbrian Mountains and west of the Pennines. Major rivers such as the Tees and Mersey divided the Danelaw from Anglo-Saxon control. The Scottish Southern Uplands form a natural barrier between Scotland and England.

1725111940499.png

1725111995155.png

But whilst I paint a picture that the Pennines are impassible and hostile, they became integral to Britain’s industrial revolution. To the West Pennines, rain is plentiful, with parts of the Lake District are classified as temperate rainforest and humid valleys in south Lancashire to power water mills. To the East, a rain shadow is cast which had a different effect on wool textiles used in the local industries.

Finally, here’s some summary mapsof changes I believe should be implemented:

Left: existing locations from Tinto Maps and Talks
Right: suggested changes to impassible areas including an intra-location impassible lake (Windermere) in Kendal


1725112109662.png
 
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Regarding the Marcher parts of Wales I find the current setup distinctly odd and would find adding Chester and others even odder. Consider how the 1337 situation came into being, and what things would have looked like 100 years before the game's start. You certainly would have made the marcher lords an English problem and on the English side of the border in 1237! Are you thinking they were transferred from English to Welsh control after the conquest (when, why, would that ever make sense gameplay wise for the AI to do)?

Mortimer was a key player until his death just before the game started (in 1330), so Herefordshire should certainly stay in England. I suspect similar arguments would apply to all the other marcher lands (including ones like Pembroke).

Also I was surprised to see Anglesea as a sparse vegetation fish producing location. My understanding is that it was the granary of north Wales and Edward I's ability to capture it by sea was important for that purpose during the conquest. I'd propose producing wheat and depending on the effects maybe changing it to grassland or farmland.

Can goods produced change? By the end of the game it will feel very odd to have so little coal in this part of the world (and none in Scotland), but it seems fair near the start.
 
Following the latest tinto talks update where polish and ruthenian were split up based on local dialects, I'd also be keen to revisit breaking up some of the celtic and british cultures in a similar way. Seems like they regularly have cultures in the 30-40 provinces mark which is similar to what is shown below (using my update map)

1725381961526.png


Celtic Group:
- Munster Gaeilge
- Connaught Gaeilge
- Ulster Gaeilge
- Galwegian Gaelic
- Highland Gaelic
- Norse-Gael
- Manx
- Cornish
- Welsh
- Breton

British Group:
- Scots
- Northumbrian
- Mercian (or West Mercian) - Pink
- Anglian (or East Mercian) - Red
- West Saxon - Orange
- Kentish - Purple
- Anglo-Irish

And then Norweigian in Thurso
 
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Following the latest tinto talks update where polish and ruthenian were split up based on local dialects, I'd also be keen to revisit breaking up some of the celtic and british cultures in a similar way. Seems like they regularly have cultures in the 30-40 provinces mark which is similar to what is shown below (using my update map)

View attachment 1183190

Celtic Group:
- Munster Gaeilge
- Connaught Gaeilge
- Ulster Gaeilge
- Galwegian Gaelic
- Highland Gaelic
- Norse-Gael
- Manx
- Cornish
- Welsh
- Breton

British Group:
- Scots
- Northumbrian
- Mercian (or West Mercian) - Pink
- Anglian (or East Mercian) - Red
- West Saxon - Orange
- Kentish - Purple
- Anglo-Irish

And then Norweigian in Thurso
Irish should stay united otherwise you'd make the game more difficult for them and the english culture should also be more unified for the sane reason against France or at least be divided in just two
 
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Following the latest tinto talks update where polish and ruthenian were split up based on local dialects, I'd also be keen to revisit breaking up some of the celtic and british cultures in a similar way. Seems like they regularly have cultures in the 30-40 provinces mark which is similar to what is shown below (using my update map)

View attachment 1183190

Celtic Group:
- Munster Gaeilge
- Connaught Gaeilge
- Ulster Gaeilge
- Galwegian Gaelic
- Highland Gaelic
- Norse-Gael
- Manx
- Cornish
- Welsh
- Breton

British Group:
- Scots
- Northumbrian
- Mercian (or West Mercian) - Pink
- Anglian (or East Mercian) - Red
- West Saxon - Orange
- Kentish - Purple
- Anglo-Irish

And then Norweigian in Thurso
There were fewer linguistic differences between the different Irish dialects then than there are today and there was a national literary dialect. There's no justification for having separate Irish cultures.
 
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Following the latest tinto talks update where polish and ruthenian were split up based on local dialects, I'd also be keen to revisit breaking up some of the celtic and british cultures in a similar way. Seems like they regularly have cultures in the 30-40 provinces mark which is similar to what is shown below (using my update map)

View attachment 1183190

Celtic Group:
- Munster Gaeilge
- Connaught Gaeilge
- Ulster Gaeilge
- Galwegian Gaelic
- Highland Gaelic
- Norse-Gael
- Manx
- Cornish
- Welsh
- Breton

British Group:
- Scots
- Northumbrian
- Mercian (or West Mercian) - Pink
- Anglian (or East Mercian) - Red
- West Saxon - Orange
- Kentish - Purple
- Anglo-Irish

And then Norweigian in Thurso
The number of cultures is absolutely not supposed to be proportional to the number of locations. That is a terrible justification.
 
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The number of cultures is absolutely not supposed to be proportional to the number of locations. That is a terrible justification.
People seem to have this fixation on dividing up the entire world into generic culture blobs that are all exactly the same size. This is a terrible idea because not only does it remove geographic complexity from the world and makes regions less unique from each other, it also damages historical accuracy since English, Irish, Polish, Lithuanian, etc. were definitely more important as ethnic identities than their components, in a way that sharply contrasts with for example France. Therefore both gameplay and historical accuracy are cast aside.
 
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People seem to have this fixation on dividing up the entire world into generic culture blobs that are all exactly the same size. This is a terrible idea because not only does it remove geographic complexity from the world and makes regions less unique from each other, it also damages historical accuracy since English, Polish, Lithuanian, etc. were definitely more important as ethnic identities than their components, in a way that sharply contrasts with for example France. Therefore both gameplay and historical accuracy are cast aside.
The idea that Connacht and Uladh are a separate culture is insane.

The only way where maybe I could understand it if you had the ability to unite a cultural group with Uladh Connacht and Mumhan into Gaelach for example. And even then thats a push. Forming and uniting a culture.
 
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Irish should stay united otherwise you'd make the game more difficult for them and the english culture should also be more unified for the sane reason against France or at least be divided in just two
How can you say this when we have no idea how the culture mechanics work as of right now. Pavia has clearly alluded in the Polish tinto map update that there are some new mechanics coming that allow for varying levels of "acceptance" (whether thats culture groups or something else we dont know yet)
There were fewer linguist differences between the different Irish dialects then than there are today and there was a national literary dialect. There's no justification for having separate Irish cultures.
Similar arguments were used re. Poland. And regarding Early Modern Irish, yes there was a standard for written prose but my understanding is that there is still, to this day, major differences in the pronunciation of how words are said in different dialects. For example, each dialect has a very different way of asking "How are you?" - https://www.101languages.net/irish/dialects.html

I appreciate that the differences between the different Irish dialects is not as broad as the differences between the different French subcultures, but I'm not convinced that justifies a monolithic blob that prevents any potential regional divergences.

Same with the UK, even nowadays there is differences between people from London and people from Manchester, let alone across the whole UK. Yeah its more similar than the difference between Madrid and Barcelona, but that doesnt mean the difference in English culture couldnt be represented somehow
The number of cultures is absolutely not supposed to be proportional to the number of locations. That is a terrible justification.
Absoloutely not, there are definitely going to be bigger and smaller cultures, but its more of an argument against "nooo dont break it up irish is already small and going to be tricky to play against England with it".
People seem to have this fixation on dividing up the entire world into generic culture blobs that are all exactly the same size. This is a terrible idea because not only does it remove geographic complexity from the world and makes regions less unique from each other, it also damages historical accuracy since English, Irish, Polish, Lithuanian, etc. were definitely more important as ethnic identities than their components, in a way that sharply contrasts with for example France. Therefore both gameplay and historical accuracy are cast aside.
Again, how can you say this confidently when we have no idea how the culture system works at this point. Just from my POV, having a simple "cultural acceptance" mechanic seems like an easy solution, maybe based on how different a culture is to your own. For example, Galwegian Gaelic had a lot more irish and english influence than the highland gaelic people, therefore easier to integrate or you have a higher base acceptance. Maybe because you speak the same language you get a boost to acceptance etc.
 
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I appreciate that the differences between the different Irish dialects is not as broad as the differences between the different French subcultures, but I'm not convinced that justifies a monolithic blob that prevents any potential regional divergences.

Same with the UK, even nowadays there is differences between people from London and people from Manchester, let alone across the whole UK. Yeah its more similar than the difference between Madrid and Barcelona, but that doesnt mean the difference in English culture couldnt be represented somehow
You are basically asking for the game to capture every single regional cultural distinction that exists with no filter on what isn't necessary. This is not a good idea. The same logic applied consistently across the entire world will lead to there being like 200 Han Chinese cultures. This is just utterly not necessary. It doesn't bring any benefit to the game. As England you shouldn't have to worry about the Northumbrians breaking away to try to create their own country. And as Ireland I don't think accepting West Saxon while trampling on other English people actually makes any sense.

Aside from this, I think the fact that people Madrid and Barcelona are way more different from each other than people from Oxford and London also deserves representation. Pretending like Munster and Connacht Irish are just as distinct from each other as Parisians and Gascons destroys geography.
Again, how can you say this confidently when we have no idea how the culture system works at this point. Just from my POV, having a simple "cultural acceptance" mechanic seems like an easy solution, maybe based on how different a culture is to your own. For example, Galwegian Gaelic had a lot more irish and english influence than the highland gaelic people, therefore easier to integrate or you have a higher base acceptance. Maybe because you speak the same language you get a boost to acceptance etc.
If Ireland is conquered by England and centuries later develops an independence movement, the Irish people shouldn't be rebelling to create Ulster and Connacht, they would be rebelling to get independence for Ireland. Making this work correctly would require the devs to add a lot of new systems on top of any culture mechanics that have appeared in any paradox game, and it can't just be done by adding more modifiers for acceptance (especially since that's not the only thing cultures do). Maybe they have done so. We can't be sure until the culture TT is released. But my default assumption is pessimistic.
 
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Similar arguments were used re. Poland. And regarding Early Modern Irish, yes there was a standard for written prose but my understanding is that there is still, to this day, major differences in the pronunciation of how words are said in different dialects. For example, each dialect has a very different way of asking "How are you?" - https://www.101languages.net/irish/dialects.html

I appreciate that the differences between the different Irish dialects is not as broad as the differences between the different French subcultures, but I'm not convinced that justifies a monolithic blob that prevents any potential regional divergences.
There are more differences now than there were then as is normal with languages and different ways of saying "how are you"is minor given they are all still intelligible to each other.

But no one considered themselves to be Munster Culture or Connacht culture. It is completely incorrect to arbitrarily divide people along these lines.
 
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There are more differences now than there were then as is normal with languages and different ways of saying "how are you"is minor given they are all still intelligible to each other.

But no one considered themselves to be Munster Culture or Connacht culture. It is completely incorrect to arbitrarily divide people along these lines.
Yeah like the differences being

Gaeilge Ulaidh - > achan - > every
Caighdeán Oifigiúil - > gach (aon) - > every

Not even unintelligible whatsoever
 
Agreed. and I also question the hills on the far end of Kent. At this point in time, the Isle of Thanet might still have been an island, it's not today as wetlands were drained by the local population, and think this far corner maybe should be marsh.

On the point about hills, I think the Winchester location should be hills to represent the North Downs, and this is where you'll find the highest point in SE England, Walbury Hill.

And on the subject of Kent, I can't help but think that Canterbury is too far West to represent where the city of Canterbury is, and maybe the locations need some reshaping (push Canterbury to the east to cover Thanet, extend Dover to the south?)
Following up on what I mentioned previously about Kent and the Isle of Thanet...

As far as I can tell, these are the latest location and topography setups:
Kent per 17 June update.JPG
Kent topography.JPG


Whilst visiting last week I came upon this information board during a walk on the coast:
Wantsum Channel.jpg

(Picture taken near Birchington-on-Sea, roughly where the "r" is in the map below).

This demonstrates that the Isle of Thanet, on the far north eastern tip of Kent, was formerly an island. This article states that there were still ferry crossings from Sandwich (near Richborough in photo above) to the Isle until 1755. Today it remains very flat. However the topographical map has this area as hills, which is not right.

I'm going to stick my neck out and guess that this is because it's the Dover location and you want to represent Dover as being a hard place at which to make a landing, given the White Cliffs, which I would understand. However, as shown below, the Kent Downs extend west-north-west from Dover, rather than north:
Kent map.JPG


My solution to this would be to reshape the locations:
  • Dover, which I feel includes the city of Canterbury in its current form, forms the south-east of Kent, and remains as hills
  • Canterbury forms the north-eastern part of Kent, including Thanet, making it flat or marshland
  • I think the Canterbury location includes the current city of Rochester:
    • I've marked Rochester with a blue cross above
    • Consider the gap between Isles of Sheppey and Grain to the NE of Rochester
    • I think this is in the middle of the current location for Canterbury
    • Therefore we can move the boundary between Rochester and Canterbury to the east
  • Moving Dover to the south might mean it encompases Hythe
    • Sorry Hythe - I visited a few years ago and thought you are very pleasant so it's nothing personal
  • Hythe seems to be a reasonable selection based on the fact it was one of the Cinque Ports. So if this location is now smaller and focused further to the south, it could be named for New Romney, albeit that had lost importance when its' harbour silted up in 1287, or Rye, although that is in East Sussex today.
I'm a semi-regular visitor to the area rather than a local, so am sure someone who knows far more about the region than me will have a better proposal, but I do think the locations and topography need some tweaking.
 
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What kind of subject is The Pale? A colonial subject? What was the decision behind making it a subject and not just directly controlled by England?
It's a dominion which means it's a vassal which has the same ruler as its liege. Like a subordinate personal union really.
 
Another thought I have had is the inclusion of Norse-Gael. Should we name/representate the other Celtic cultures appropriately.

Considering its a mix of norse and Gael cultures surely Irish should be Gaelach or just Gael and Gàidhlig for the Scottish Highlanders.

It seems non sensical that you wouldnt just say norse Irish or something (Which would be wrong) and not define Irish as Gaelach.
 
Another thought I have had is the inclusion of Norse-Gael. Should we name/representate the other Celtic cultures appropriately.

Considering its a mix of norse and Gael cultures surely Irish should be Gaelach or just Gael and Gàidhlig for the Scottish Highlanders.

It seems non sensical that you wouldnt just say norse Irish or something (Which would be wrong) and not define Irish as Gaelach.
For most of this period Irish would naturally mean Gaelic. Normans would at most call themselves Irelandmen. It's only in the 17th century that Irish becomes a more inclusive identity.
 
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