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Tinto Talks #36 - 6th of November

Welcome to this week's Tinto Talks. Please stop trying to guess the name of the game, it's going to land us in trouble when you figure it out.

I'm @SaintDaveUK, and this week I'm going to delve into Cultures and some related mechanics like Language.





Culture​

Culture is a tricky topic because it is so abstract as a concept, but also it’s an area of our games that people have quite strong opinions about, especially when they have real-world connections to that culture.

As such we would appreciate it if the discussion on this thread is limited to the mechanics of the culture system as presented here, and direct your specific feedback for the culture setup to the relevant regional Tinto Maps where it will be much more helpful.

So, what is Culture? Culture is the culmination of vernacular, music, food, identity, ethnicity, art and various other hard-to-define ideas. It is something possessed by countries, pops, and characters. It contains two main dimensions: Culture Group and Language.


culture_maratha.png

A fairly typical example of a Culture, consisting of a Language and a Culture Group.


Culture Opinion​

For the most part, cultures all consider each other to be neutral, but they can also have natural preference or aversion to specific cultures.

This is represented with cultural opinions, which in ascending order are: enemy, negative, neutral, positive, kindred. This mainly gives modifiers in various places, for example, country opinions of each other, or how expensive they are while Accepted.

Most of these will exist from 1337, but there is a Diplomatic Action to change an opinion over time.


culture_list_aragon.png

A list of cultures present inside Aragon, with two-way opinions relative to the primary culture Catalan. Please note that these opinions are WIP, and might not be final.

Culture Capacity​

Cultural Capacity represents the maximum number of cultures a country can tolerate or accept. For most countries it starts quite low, but there is an Advance every age to increase the maximum, as well as various other sources like Government Reforms and Policies.

accepted_cultures_of_aragon.png


Each culture costs a different Cultural Capacity, depending on relative size, opinions, culture groups, and languages.


cultural_cost_andalusi.png
cultural_cost.png





Non-Accepted Cultures​

By default, every culture in the world is Non-Accepted to you. It is the default state, and at best means you ignore them. Non-Accepted pops are pretty miserable in your country but also don’t provide you with any benefits.

Tolerated Cultures​

If you have the cultural capacity, you can elevate a culture to a Tolerated Culture. This will make the pops a little more content. Tolerated pops will grow as normal, and they will also be a bit happier.

Accepted Cultures​

You can elevate a culture further into being Accepted, at which point they gain special rights.

Even though an Accepted Culture costs 3x more capacity than Tolerated, it’s usually much more desirable as they will give you more levies and sailors. Accepted Cultures also count towards whether you can core a province, and whether a colonial charter will flip to your ownership. Countries whose primary culture is one of your accepted cultures will see you more favourably.

However, Accepted pops cannot be slaves, and you cannot Accept a culture with "Enemy" culture opinion.

Primary Culture​

At the very top of the pyramid is Primary Culture, of which every country has exactly one. This is the principal culture of the apparatus of state, and it is favoured in many calculations. It is not necessarily the largest culture, you can find several countries where a small elite of nobles or clergy rule over the peasant masses belonging to different cultures.

Primary Culture is an important gate to a lot of gameplay content, such as Advances, Unit Types, Government Reforms and so on. It’s impossible to list it all here, but just know that the primary culture you have can affect many parts of the game.

You can swap your primary culture with an accepted culture if it fulfils the requirements, such as if it becomes the dominant culture in your country or if it is the culture of your ruler. There is also a game rule for it to be of the same Culture Group.






Language​

Attached to cultures is the Language system, which is spread across 3 tiers: Dialect, Language, Language Family. Of the three, Language is the most important and where most of the gameplay takes place.

Language Families​

The largest subdivision, many Languages belong to a Language Family, for example Arabic belonging to Semitic. The Indo-European family is split into its sub-groups like Germanic and Romance, because otherwise it is simply too large. Languages like Basque are isolated, and so do not exist in a Language Family. This mostly offers a small opinion bonus and also slightly minimises cost for things like culture acceptance and market attraction.

language_groups.png

Note that this is WIP and examples like Iranic and Indic language groups haven’t been set up.


Languages​

Every culture has a single Language which represents the most common vernacular amongst its people. Languages are often larger groups that are comparable to an EU4 culture group in size, if anyone here has played that game. For example, Iceland to Sweden all use variants of the Scandinavian language, while everyone from Vienna to Hamburg will use variants of the German language.

Languages have Language Power, which is impacted by many sources such as which countries use it as a court language, common language, and liturgical language. It is expressed as a percentage of the most powerful language in the world, and impacts the intensity of bonuses you get from it.

tooltip_language.png

Un ejemplo.


languages.png

The dominant language in each location is shown.



Dialects​

To add diversity within a Language, we have a system of Dialects (though we aren’t especially set on that nomenclature). They represent vernaculars that in Project Caesar’s time period broadly formed a dialectical continuum, and are an effective way to differentiate them without weakening them by splitting them into full Languages.

Dialects are purely for flavour and have no gameplay effect; two dialects are considered identical for most purposes such as opinion bonuses, and they share stats like Language Power. For example, both Leonese and Castilian are considered the same Spanish language and so share the same Language Power, but may have different character names, location names and potentially other light flavour too.
dialects.png

A map showing the dominant dialects in each location. The current setup is WIP, for example we haven't split up South Slavic or Italian.


germanic_language_group.png

Here is a sketch showing the structure of the Germanic language group and its languages and dialects.




Countries have several different ways of interacting with Languages.

Common Language​

The Common Language of a country is simply the language that is used by the primary culture. It can’t be chosen or changed without affecting the Primary Culture.


Liturgical Language​

Every country has a Liturgical Language, which represents the language that the Clergy use in their rituals and scriptures, and by extension what scholars use in their academic works. Some religions allow a country to choose whichever liturgical language they like, (for example, Eastern Orthodox countries variously use languages like Greek or Church Slavonic) whereas Catholic and Islamic countries are forced to use Latin and Arabic respectively.

In general, you will want to adopt a liturgical language with high language power, as it affects your research speed.


liturgical_language.png




Market Language​

Markets also have a Market Language representing the Lingua Franca used between the merchants, which is based on the dominant language of the burghers in the Market Capital. The higher the market power, the higher its contribution to the Language Power.

Locations will have a higher attraction towards markets that share their dominant language, and a slightly smaller bonus if they only share a language family.

market_language.png




Court Language​

Every country also has a Court Language, which represents the primary vernacular used in formal proceedings in the government, for example it might be the language spoken in parliament or written in legal documents.

Unlike the others, Court Languages can be changed almost at will. The possible languages are drawn from your Primary and Accepted Cultures, your ruler, or your Overlord country. The exact court language you have affects the satisfaction of the various estates: Nobles want you to have a more powerful language, meanwhile peasants just want it to be the Common Language. Burghers are happy if you use the same as the capital’s Market Language. The Clergy of course want everything to be in the Liturgical Language.

Most countries start with the same Court Language as their Common Language, but significant examples of where it is different in 1337 would include Norman French in England and Church Latin in Catholic theocracies.

court_language.png




Culture Group​

A Culture Group is a set of Cultures that have some sort of shared identity towards each other. Culture Groups are usually independent of language and current diplomacy, but rather represent a more geographic or genealogical connection that is difficult to represent without abstraction.

A good example would be the British culture group. The diverse cultures of Great Britain have 3 different languages, across several different countries, and yet they are still united by their shared history and cultural influence that transcends the borders.

cultrure_group_british.png

An important culture group.


In gameplay terms, Culture Groups give small opinion bonuses and make culture acceptance a lot cheaper, but also various pieces of content are gated behind Culture Group instead of Culture. For example, your primary culture needs to be in the British culture group to form the Great Britain tag. The game rules can be set to also prevent you from changing your Primary Culture to one in a different Group.

One change we have made from EU4 is that cultures can belong to multiple different Culture Groups, or if they are isolated enough, none at all.

culture_norse_gael.png

Norse-Gael is the most extreme example of multiple Culture Groups, but the median will be closer to 1 or 2.




That’s all for now, but our talks on culture don’t stop here. Next week the artist currently known as Johan will make a song and dance about some deeper aspects of Culture that are brand new for Project Caesar, such as Works of Art and Culture War.
 
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By the end of the game it's pretty inaccurate to speak of the English colonial cultures as distinct ones from their forms in Europe. "Americans" were at this time British, German, Dutch, etc. people living in America (enslaved people may be an exception here), and Australians, Canadians, New Zealanders, etc. had not seen anything approaching ethnogenesis. The only colonial examples I can think of outside Iberian territories during this time are the Boers and Metis

Iberian colonial cultures are a little different but that's mainly because of a difference in their view of mixing with Indigenous people's. Imo settler colonies shouldn't produce colonial cultures at all, there are so few good examples during the period
Uh, "the end of the game" is well into the 19th century. While it may have been to an extent true before the Revolutionary War in America - indeed, the war was to some extent because they believed they were being treated as a different culture by fellow Brits and they didn't like that - it certainly wasn't true by the 1830s, when at least Yankee and Dixie had emerged, not to mention African American.
 
I noticed the map of languages in SE Asia, I have a few comments.
IMG_2949.jpeg

1. I doubt that Khmer as a language was spoken over an area that expansive. As a Cambodian, I assure you that there were pockets of Pearic and Bahnaric languages.
2. Why is Khasi randomly representing what looks to be the Katu people? Their languages are pretty distantly related, about as distantly related as Khmer is from Vietnamese.
3. Assamese is seperate but unrelated to Tai? I don’t know what else to say, that’s a weird decision, unless Assamese is supposed to represent something else (which could be the case, since Tai is there).
4. Khmu and Bai also seems to be missing.
5. This one is more nitpicky, I’d love to see an Andamanese culture.
 
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A bit off-topic, but will there be options to customize the appearance of troops, such as armor styles and colors? Also, are there plans to add more varied combat animations instead of a single repeated one? And when can we expect to see in-game footage of combat/battles and sieges?
 
Do I understand correctly that tradition is defense, and influence is attack, in relations between cultures? In the spy network and integration, the traditions of a defender and the influence of an attacker are compared and if the influence is greater, then the attacker gets bonuses
 
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I guess the different individual cultures and dialects should compete against each other , whose culture gets most prestige and ends up being the standard language in the thing that is called language in this dev diary.

Its a competition of whose dialect becomes the standard German? Will it be the one spoken in Frankfurt, Cologne, Berlin or Munich?

So what I suggest is that once the prestige of one culture reaches a certain value or share among the various cultures in the "language" , it becomes a prestige dialect, which then gradually gets adopted by burghers and the nobility, before ultimately becoming a Standard Language.

Lets imagine the situation in Italy. I guess Tuscan, Venetian and Lombard become prestige dialects. Once standardization occurs, then countires may choose whether they agree to use Tuscan as the Standard variety of Italian, or seek to promote their own variety as standard ( this should be more costly the smaller your country/culture is).
 
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@SaintDaveUK two questions:
1. can you confirm or deny that a single culture can have only one dialect? There seems to be disagreement about that in this thread.
2. is it possible to "half-assimilate" a culture, so that they lose their language (in favour of the primary culture's) but still retain their cultural identity?
 
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Is the albanian language split into 2 dialects?(Gheg/North albanian and Tosk/South albanian/Arvanitika). Based on differences in vocabulary the divergence is thought to have happened after the spread of christianity in the region(4th-5th century AD)
We need to divide Albanian into two cultures, also Tsakonian Greek and Cypriot Greek
 
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3. Assamese is seperate but unrelated to Tai? I don’t know what else to say, that’s a weird decision, unless Assamese is supposed to represent something else (which could be the case, since Tai is there).
Assamese isn't a Tai language, you're thinking of Ahom which is already represented
 
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EDIT: This was a reply to the thread about writing systems as a mechanic, which I've just found it has been merged with the TT.

I can't see what's the point of it. Writing is already an advance (currently called Written Alphabet).

With the system you're proposing, half of Europe would just have debuffs, as the only languages that could use the Latin alphabet without penalty would be the Romance languages, but it was also used to write English, German, Hungarian, various Slavic languages...
Some languages used multiple writing systems interchangeably (there are cases of this happening even today, look at Serbian, which before 2006 had two official writing system and is still written in both the Latin and Cyrillic alphabets for non-governmental purposes).
Also, what about those which do not have a writing system at game start? If I, playing as Kongo or some Andean guys or the Haudenosaunee, develop writing independently, what system would I start using?
Finally, how exactly do you define which type of system is better for a certain language? An alphabet is clearly the best option for a language like Russian, Polish or Georgian (look at those consonant clusters), and the fact that many Brahmic scripts have a as the implicit vowel (meaning that any consonant letter is by default followed by a if no other vowel or the absence of a vowel is overtly expressed with a diacritic) was definitely great for Sanskrit, which was full of a's. But for a language like Hawaiian, is an alphabet (which is what it currently uses) the best system it could use, or could a syllabary be fitter, given its small phonology and its extremely simple (C)V(V) syllable structure? What about those with a CVC syllable structure, like many Indigenous languages of America? Do they benefit more from an alphabet than from an abugida or a syllabary (like the one Cherokee uses)?

There are obvious problems with the system you're proposing, and I don't think it's really necessary to the game. I'm not saying that I wouldn't like it, but I can't see why it should give bonuses or maluses. The only possible uses for it that I can think of and that could potentially make some sense are a small opinion bonus if you adopt someone else's script, a modifier to the spread of the printing press and some kind of modifier to literacy, but other than that it would be purely for flavor (and by flavor I mean that it would only ever appear in phrases like "[languege/country name] uses the [script name]"). There are too many issues to solve before it can be introduced, and even then it wouldn't add much to the game.

What I personally think must be changed is the name of the advance. Written Alphabet is just wrong, which is something I've already stated and the Johan himself replied that the name might not be the best.
 
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View attachment 1212853
Dividing West Salvic into Czech-Slovak and Lechitic could be a better choice for the time in the same way they separated Bulgarian from the other South Slavic languages but not Slovenian, the problem here though is where to put Sorbian.
Sorbian could actually be its own language, because its two "dialects" are actually very different, Lower Sorbian has characteristics of Lechitic languages and Upper Sorbian has characteristics of Czechoslovak languages. Archaeology also confirms that these were two cultures that influenced each other and not the other way around, that the Sorbians are a transitional people between Lechitic and Czechoslovak.
 
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The Danish kings spoke German in the middle ages and it would make sense for Denmarks court langue to start as German.
Also, South Schleswig would have to be Danish culture, not German. You have devided the cultures of Schleswig according to the modern border, but back in 1300s almost all of Schleswig was Danish.
 
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Why don't isolated languages have their own mono-language language group instead of being part of none? It makes for a better rapresentation on the map rathern then having blank spaces
They were probably inspired by World Atlases, where isolated languages are often represented in gray and only have their name written on the map.
 
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