Hello there, dear mapmakers and warmongers!
I hope everyone is fine and that 2025 is profitable to everyone, as these last days brought joice to my heart, with the announcement of Europa Universalis V.
I've been advised to post here this whole letter, which may be more appropriate indeed.
After nearly two years and a half of mapmaking on a specific project, though yet unfinished, I think it's time to show you the current state of my Santonie /Santony map.
You will probably ask: hey friend, what's Santonie, actually?
The answer is simple: it's the region I call this way, which encompasses the traditional French provinces of Aunis, Saintonge and Angoumois.
The region name itself derives from the Gallic tribe of Santones / Santoni, who gave their name to the province of Saintonge, and to the city of Saintes, nowadays a medium-sized locality of about 25 000 inhabitants.
How the region is depicted by Paradox Tinto, according to Tinto Talks #3: France Feedback.
As a mapmaker for seven years now (let's say a bit more, but I began seriously making maps by Spring 2018), I gathered mapping experience, which should help me progressing quickly, but in the same time, my map projections have become even more complex, displaying tons of details.
Nevertheless, despite this ongoing project, I decided it was time to share with you its current state, as to present the way I imagine a historical simulation, on a deep geographical level. As said, the map has been started in early 2023, thought as a hyper granular map fit for Grand Strategy Games.
By this time, Europa Universalis 5 was not announced, and we were one year and a month before the publication of the first Tinto Talk.
So, as promised: here is my current map of Santonie. Enjoy!
Until recently, the symbols of habitats were larger, but I had to resize them, after revisiting an old map of Malta, where the population density is one of the highest in Europe. Also, no regional borders at the moment.
I added a map legend to bring better information, so that you will better understand my vision behind this map.
Each terrestrial tile is equal to an area, which owns a locality. Or not, depending on the time period represented (aka those famous tiles you have to colonize in CK3!).
This project is also serious in its territorial division, since it is in majority based on the French communes (inherited from historical parishes), as well as it reflects authentic countrysides and historical entities (examples: county of Benon in Aunis, county of Cosnac in southwestern Saintonge, represented here as viscounties). I've also taken some liberties, as you'll find with the area of Sauzelle, on Oléron island, which isn't a commune but represents an habitat, which historically was dedicated to salt exploitation in the surrounding marshes.
The map is intended as the base of a simulation, with three different levels of control over territories: the area / locality on the deeper scale, the viscounty / viguerie on a medium-sized scale, and the provincial, wider scale. I've also found some balance, thanks to the observation of managing and administration: that's why I put a maximum limit of twenty five locations per viscounty, and more or less the same number of viscounties per province. Although I've not tested this on other parts of the world yet, it seems to me reasonable, as the more you have to manage from one place, the more tedious it becomes. In these various types of management, localities would be managed as local territories, focused on economy, population (and maybe more) ; viscounties would be the kind of place for regional governments, like a first step of centralization ; and finally, provinces would be managed in the same way than states are in Europa Universalis IV, like proclaiming an edict, or maybe putting taxes (on salt or something else). This way, I believe, would faithfully depict low, medium and high jurisdictions.
In this territorial system, viscounties would sometimes stretch over multiple provinces (for instance: viscounty of Aulnay, northeast of Saintonge, which was both part of Poitou, to the north, and of Saintonge, to the south).
Though this map project is not over yet, it is influenced by Paradox games since I make maps and even before. As such, I also want to represent commercial goods, and especially plenty of local, diverse resources, not limited to one per area / locality, but up to five per terrestrial tile. Yes, FIVE.

That is due to personal research lead commune by commune, which let me see how much settlements economy could be complex in the past, and still is today...! Although it might seem too much, I believe this kind of representation would simulate realistic, diverse economy, instead of the traditional one per province (or one per locality as projected in Project Cae... ahem, Europa Universalis 5

).
Making this kind of well developped maps takes a lot of time. So, take this in consideration, as I present to you other maps, depending on progress made.
Here is one dedicated to local resources in Aunis. It's quite unfinished, even so as I hesitate about the exact resources showed in the center, as well as the exact number of resources to display depending on the area / locality (three is too much in some of them, but not enough in some other ones). Among these resources are fish, grapes, salt, clay, sand, crustaceans, shells, fruits, legumes, cattle, wooden logs, wheat / cereals, honey bees, horses, deers, marsh birds (both meant for hunting), sheeps and goats, poultry, stone, and finally fiber crops. All of these for the moment, for the province of Aunis. This may seem a lot, but I would ideally add more, like cutting stone into different types, depending on its nature (sandstone, limestone, granite, shale, slate...).
These resources would be exploited by workers, or pops, in order to produce goods. Cereals would remain cereals, for example, but cattle would give meat, milk and hides ; of which, milk would be turned into cheese, and hides into leather. On these ones, maybe shortcuts could be useful, but my preference goes to simulating a deep economy. Honeybees, on their side, would produce honey. Clay would be used for bricks, and salt... would remain salt, ah-ha, ready to be used and consumed.
To add some context about demographics, here is how population was distributed in the sole province of Aunis, first around the year 1800, and second as it is today, around the year 2020. I didn't gather much information for the centuries before 1800, but as far as I know, Ré island was already quite populated inhabited in the middle ages (estimations between 8 000 to 10 000 people in the middle ages, 14 500 people in 1700, 16 700 in 1774).
And finally, a map about cultures and dialects: this one focuses on Saintongeais and its variations. To its north are Poitevin dialects (or at least, how I saw them several months ago - it needs to be reshaped), and to the south, Medocan represents a part of Gascon language.
I'd like to specify I'm no linguist, however I came to this result after all the time spent on this project, trying to understand how these different areas behave through time. As such, maybe someone with better local linguistical knowledge would do a better job. Thus, I still am proud of it. The various saintongese dialects of Angoumois also are displayed. One thing can be noticed due to the spreading of Pontese dialect: it highlights the town of Pons as the center of Saintongese culture. Since two thousand years, the provincial capital is the city of Saintes, to its north, chosen by the Romans, but before Roman domination, Pons was the capital of Santones tribe and a noticeable oppida. Funny to see how much it still prevails in its legacy.
And this means the end of this topic, aimed at sharing you my works, as well as to bring several ideas to anyone wanting to create maps, and dream of the ways to manage areas, or even more! Create a mapgame of its own!

I hope you did enjoy it. If you've got any question, don't hesitate to ask! It will be a pleasure to read you.
Some small things I'd like to add here, as I believe Tinto Team will read this post: I've got some ideas for you, about naval management. I've learnt shipbuilding will only be available in towns or cities, which is great. May I give you the following suggestions? I think each port should have a limited capacity of boats it can welcome. But also, that each port should condition which boat can be welcomed, depending on boat's draft, as well as its tonnage. Because EU5 is meant at being amplified on economic and trader matters, I believe boats should have a capacity of trade goods they can bring aboard. Which would enhance maritime gameplay, if not already implemented.
As the night stretches, I have to go. See you, fellow historians and commanders, take care of yourself... and remember, as some great people said before me: Be ambitious!
