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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.


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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.


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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.

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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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It’s incredibly exciting to have such interactions with even the language of our pops which makes this game fitting to “grand strategy” theme paradox is expert at.

However I think there should be more influence over language of church. While it’s true that catholics and Muslims in that era all accepted the authority of their respective language for their religion no matter the culture there always been exceptions and I think we should be capable changing our church language with it’s consequences. For example as a germanic nation in HRE you can start using german as your church language but pope would declare you heretical or as a turkic beylik in eastern black sea you can use Turkish as the language of mosques in your realm but your neighbors would accuse you of heretic practices (this really happened by the way).
 
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A culture has 1 dialect.

So then what you call dialects are not dialects, they are languages.

I love the system, but the terminology is all wrong and might confuse a lot of people in terms of good feedback.

This game does not include dialects, it includes languages, language families ( Germanic, Romance, etc.) on the broadest sense...and something in between, like Languages Groups. And the Languages are the ones that are just for flavour, and the gameplay is focused on broader language groups like Gallo-Italian (Cisalpine) or West Slavic.

Looking at it this way makes it make more sense to me in terms of understanding the divisions you are making. If you really want language featured at the mid level and not bottom "flavour" rung you'd need to make is to there can be multiple dialects in a culture, then it can truly be dialects.
 
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Complexity has grown I see. I love language is now part of the system.

Also, nice, I love these particular divisions got implemented. :) Though I wonder if the common language of the two dialects being 'Portuguese' is really something that would satisfy Galician players.

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Finally,
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Implying Johan is soon to change name. Make your bets to what, people.
as a portuguese I think western iberian should just be one thing, the level of complexity of the map isn't too big so I think that would make more sense in a standardization POV
 
As a Portuguese person I really don't think the map of the individual languages makes sense for Iberia:

Aragonese is much closer to occitan and catalan and thus should be a dialect of that language;
If castilian and asturleonese are a part of the same language, so should be galaico-portuguese (or whatever you want to call it);
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The cisalpine classification for Venetian is also highly debatable, but it's acceptable, but I really don't see why sardinian isn't it's own language;

Also the "baltic" label is probably a bit too broad since that is the oldest branch of Indo-european and should definitly be more developed by this point;

I'd also like a more detailled explanation why norman is detached from french;


Other than this few issues I think the maps are very great and well researched, congrats :)
 
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Are society of Pops represented as following the dominant culture of a province? or they will have their own culture, and will be able to flip a province's culture if the SOP becomes dominant enough?
 
Why silesian is different dialect than Polish if seperation from Poland havent happened yet (happened but that happened 10 years before start date)
 
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The relationship between various languages of the Uralic family is very distant where I'm not sure if they should be classified under the same language family in game.

Speakers of Germanic, Romance, or Slavic languages can to this day understand some things that speakers of other languages say. This isn't really the case with, say, Finnish and Hungarian, which split much earlier.

But if we really have to keep them under the same language family, then I propose that Slavic language family should incorporate Baltic language and be renamed to Balto-Slavic.
 
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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)

At this point the liturgical language Church Slavonik was only called that way in the east Slavic Language areas. The reason for that is, that the church Slavonic was a south Slavic language adapted to Russia. If you type Old Bulgarian in Wikipedia search, you will notice, that you get automatically redirected to the old Church Slavonik page, because Old Bulgarian was exported to Rus after christianization and even before that, by Bulgarian missionaries.
As long the south Slavic State like Bulgaria and Serbia still existed, their liturgical language should be the same as the primary language.
Historically the Russian redaction of church Slavonik was reintroduced in Bulgaria and Serbia during the Ottoman rule because this language provided Study Materials for the clergy and the spoken Language in the Balkans began to significally diverge.

At least in Bulgaria the Lithurgical Language should be Bulgarian in 1337.
 
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languages.png

The dominant language in each location is shown.

The term Pahari is often ambiguous and can lead to confusion. For instance, Pahari can refer to an endangered Tibeto-Burman language spoken by around 3,500 people in central Nepal. However, in the context of Northern Indo-Aryan languages, Pahari languages generally refers to languages spoken in the Himalayas, including Kumaoni, Garhwali, Jaunsari, Mandeali, Kangri, and others. Historically, even Nepali (often called Gorkhali Bhasa after the rise of the House of Gorkha ) falls within this group. Yet, only classifying Nepali separately makes little sense, as it shares the same linguistic heritage as these other Himalayan languages.

Historically, what we now call Nepali was descended from Khas Kura (the language of the Khas people) and even earlier as Khasa Prakrit, Sanskrit Khasa, or Himalayan Prakrit. This medieval Prakrit served as a common linguistic ancestor for these languages and was shaped by centuries of Khas rule across the Himalayan region, particularly under influential dynasties like the Katyuris and the khas mallas. The term Pahari is therefore too vague and should be replaced by Khas to better represent the shared linguistic roots.

In 1337, Khasa kura (also known as Khas Prakrit, Sanskrit Khasa, Himalayan Prakrit, Northern Prakrit, Khas Kura) was the language spoken by the Khas people and evolved over centuries into the various Pahari languages, including Nepali, Kumaoni, Jaunsari, Mandeali, Kangri, and Garhwali. The Himalayan range was ruled by the Khasas for multiple centuries, particularly the Katyuris and khas mallas.

Additionally, it is important to distinguish the Newar and Magar communities from the Tibetan language group. Newar had their own distinct languages and scripts well before 1337. The Newar people, indigenous to the Kathmandu Valley, developed Newari (Nepal bhasa), a language with its own unique script (Ranjana script) and cultural identity. Similarly, the Magar people, who reside in the hilly regions of Nepal, have their own language, distinct from Tibetan, with its own linguistic and cultural traditions. Given these distinct linguistic and scriptural traditions, it is not appropriate to group Newar and Magar languages under the Tibetan category.

I have written multiple posts about this on Tinto Maps, and I assume it will be reviewed there, but just in case, I wanted to reference it here. Replacing Pahari and Nepali with Khas is a more accurate reflection of this linguistic and historical context, and the separation of Newar and Magar languages from Tibetan is equally necessary for historical and linguistic accuracy.
 

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@SaintDaveUK the language feature seems to address many of the points brought up months ago when the UK map was presented, where people were discussing dividing English into many cultures. On reflection of the feature, can we get a confirmation that England will remain as one culture, but with English being divided into 2 or 3 distinct dialects within England, or it the dev team still going down the route of dividing England into English and Northumbrian culture?
 
Dialects sole purpose is to provide their own name pools. How would Northumbrian names be distinct from the rest of England?
If you look at Middle English dictionaries/compendiums of family names and first names in England, you'll see regional variation. But even if you couldn't be arsed to programme this in (I wouldn't blame you, there are far more important things to do than coming up with 5 different ways to spell every English name under the sun) and the dialects did nothing functional, surely just for flavour having the dialects recognised makes sense as the feature exists anyway.

There are 5 main recognised dialects of Middle English, and because I have too much time I will briefly explain how names would have varied across all of them, if you want more exposition and/or sources, I'm happy to provide.

The Northern dialect, influenced by Norse and Old English roots, retained several Old Norse vowels and consonant sounds. For instance, Northern English exhibited a notable lack of diphthongisation in certain words, leading to clearer vowel sounds. Impact on Names: Names such as "John" and "Robert" often appeared as "Jon" and "Robart." The Norse influence meant patronymics (e.g., Johnson) and simplifications like "Jan" instead of "John" were more common.

The West Midlands dialect retained many archaic features, including rounded vowels that were less prominent in other dialects, and often placed emphasis on syllabic clarity. Impact on Names: Common names like "Alice" appeared as "Aliz" or "Alis," maintaining the archaic '-iz' suffix. Similarly, "Thomas" was often spelled phonetically as "Tomas" or "Thomaz."

The East Midlands dialect formed the foundation of the emerging standard English, especially around London. This dialect favoured a more "continental" vowel system due to its Norman influence, particularly in urban areas. Impact on Names: French names such as "Geoffrey" and "Isabel" were common, with spellings reflecting French pronunciation, such as "Ysabel" or "Geffrey." Suffixes like "-ton" (e.g., Ashton) in surnames became popular in place names as well.

The Southern dialect was known for broader diphthongisation. Southern English vowels evolved, with "a" and "o" sounds pronounced more openly, as in "clark" instead of "clerk." Impact on Names: Names were often influenced by Norman spelling and pronunciation. "William" appeared as "Wyllem" or "Willem," reflecting a blend of Norman orthography and Southern phonology.

The Kentish dialect retained many features from the Old English period. For example, "e" was often pronounced as "y," which led to alternate spellings and pronunciations. Impact on Names: Names like "Edward" appeared as "Eadweard," while "Mary" was often rendered as "Marey" or "Mari," due to Kentish-specific vowel shifts and elongations.
 
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I understand that there are likely gameplay and other reasons for this, but I think having Scots as a separate language to English (which it is) would be a better representation.

Though it's important to say I can't speak to the German dialects (for example), so I am not sure if this a consistent design decision being employed (which would alleviate most concerns) or simply an oversight/simplification for gameplay reasons.
Scots is anglic and mutually intelligible with English, if doesn't make sense for it to be separate
 
Chinese is the name for a macrolanguage which refers to a group of languages whose speakers believe are Chinese, no matter how different their languages are. By intelligibility there are far more languages that can be divided, which is summarized as "五里不同音,十里不同调 (Languages vary in pronunciation every 5 li and in tone every 10 li)".

Though Chinese languages are so diverse in linguistics, I don't see it necessary to separate them in game. Just leave them into one group. Originating from the same city, my family speaks more than 5 unintelligible "local dialects" of Chinese and this does not make much difference in our cultural identity. Separation does not make sense in real world as people speaking different languages does not make difference necessarily, let alone many peoples are multilingual.
From a linguistic point of view, Chinese "dialects" are much more diverse than the German dialects that are represented in the game. I can perfectly understand dialects from other German regions. There is a dialect continuum which even makes it possible for West Germans (Moselfränkisch) to understand Dutch people to some degree, even though German and Dutch are different languages. Just for consistency, Chinese should be put into one language and then be further split into "dialects" such as Cantonese, Hakka, Wu, Mandarin, etc., if we consider Czech and Polish to be different "dialects" of East Slavic.
 
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Some modding questions:
- Is there a way to "weigh" the importance of difference groups a culture is part of?
For example: Will Catalan consider basque as much of kin as Occitan as they share the same amount of culture groups? I assume both Basque and Catalan are in the Pyrenean group while Occitan is not. If not, is there a simple way to mod this in?

- Is it always beneficial to belong to as many groups as possible? I see a potential problem with norse-gael, that due to belonging to so many groups it may become the "meta" culture to play. Victoria 3 has this exact problem, have as many primary cultures as possible, with as many traits as possible.
 
From a linguistic point of view, Chinese "dialects" are much more diverse than the German dialects that are represented in the game. I can perfectly understand dialects from other German regions. There is a dialect continuum which even makes it possible for West Germans (Moselfränkisch) to understand Dutch people to some degree, even though German and Dutch are different languages. Just for consistency, Chinese should be put into one language and then be further split into "dialects" such as Cantonese, Hakka, Wu, Mandarin, etc., if we consider Czech and Polish to be different "dialects" of East Slavic.
The word "dialect" for me is identical to the phrase "local language" however dictionaries define it.

I don't know what consistency you refer to. If you mean consistency in linguistics, we need ultimately more detailed split and division in Chinese languages (for example, one or two provinces may have a unique dialect for Wu and Min "dialects") as much as possible to catch up the intelligibility of European languages.

The diversity of Chinese does not mean it is not intelligible at all compared to Germanic languages. As Chinese provinces have a similiar size compared to Sprachraum or modern Germany + Netherlands in European, the continuum of one single "dialect" of Chinese also exists.

Take Wu Chinese for example. The north boundary with Jianghuai Mandarin of this "dialect" remain unclear due to shared history. Therefore the widely used source, The Language Atlas of China, uses isogloss to distinguish Wu languages from Jianghuai Mandarin, while in the southern boundary with Min languages defined by lower strata because isogloss did not work on them. The very European question arises here again - How to define the boundary of languages in a continuum?

On an European definition a language as "a group of languages related through descent from a common ancestor", Mandarin should split into Xiajiang (Lower Yangtze) Mandarin, Shangjiang (Upper Yangtze) Mandarin, and Northern Mandarin because all of them had different ancestors but eventually evolved convergently into a mutually intelligible language. As shown in Chinese name 官话 - literally officials' language, Mandarin itself is a Koine language based on uniform education-adminstraction system (keju) under one Empire, a shared vocabulary and literature mostly from Classical Chinese, and open geography with little barrier under the Empire.
 
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Forget everything about how languages should lay out like a family tree. I don't want to make this game too academic. Just keep it simple and ensures it makes sense.