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Tinto Flavour #1 - Types of Content & Guidelines

Hello, and welcome everyone to the first post in this new series, Tinto Flavour! It will be the happy Friday in which we will be sharing with you the flavour content that we’re adding to the super secret Project Caesar. But before we start, for the map lovers, we will continue with the Tinto Maps review, although following an irregular schedule.

Today we won’t be taking a look at any country (surprise!), but instead I will talk about the types of flavour content that we have in the game, how it works, and how we approach it (although you might already have a good insight from previous Tinto Talks), using some specific examples. This way, we want to share with you a clearer picture of all the different scripted content assets available in the game, and how we use those assets.

So, let’s start by looking at the list with all the different elements, and then we will be talking about them individually:
  • International Organizations
  • Situations
  • Disasters
  • Events
  • Government Reforms
  • Laws & Policies
  • Estate Privileges
  • Advances
  • Parliament
    • Parliament Agendas
    • Parliament Issues
  • Works of Art
  • Characters & Artists
    • New characters & artists
    • Character Traits
    • Character Interactions
    • Heir Selections
  • Buildings
  • Units
  • Ships
  • Cabinet Actions
  • Diplomatic Features
    • Casus Belli
    • Peace Treaties
    • Subject Types
    • Subject Interactions
  • Religious Features

Quite a lot! This makes for a very varied menu, in which we can pick the different elements that fit better for the content of each country or region, making it diverse enough. I will be linking each flavour asset to its related Tinto Talks, so you get a clear overview of how they work, and also of how it’s all coming together towards making all the different features part of cohesive game systems. So, let’s start checking them.



International Organizations -> Tinto Talks #12

There are plenty of International Organizations, both unique and generic. They may also appear throughout the game, either organically by some game mechanics or as scripted content.

Guelphs.png

Italy is divided in 1337 into two rival IOs, the pro-Papal Guelphs, and the pro-Imperial Ghibellines.



Situations -> Tinto Talks #14

Situations are ‘content containers’ that allow narrative content to affect different countries at the same time. They usually have some actions that can either be performed in the situation’s panel, or that are unlocked by the situation (e.g. diplomatic or character-related actions), and they may also trigger other types of content, like events or disasters.

Nanbokucho Jidai.png

'Nanbokuchō Jidai' is a situation that will trigger in Japan in the first month of the game, dividing the country in two sides, one supporting the Northern Court, and the other supporting the Southern Court.



Disasters -> Tinto Talks #42

Disasters are usually a negative type of content that impacts one country. In Project Caesar, they get a separate panel in the UI that can be used to interact with them, although we will show them in future Tinto Flavour.

Crisis of the Chinese Dynasty.png


‘Crisis of the Chinese Dynasty’ is a dynamic unique disaster for China, that can happen multiple times during a playthrough, to represent the fall and replacement of the Imperial Chinese dynasties. We will talk in the future more in-depth about the Middle Kingdom IO, and all the content we have created for China, and how all the assets interact with each other.



Events

The humble event is the most common type of content present in the game, as we already have some thousands of events scripted and implemented. There are two types, as in other Paradox GSGs: random events, and unique events. Of this second type, the most common is the Dynamic Historical Event (DHE), also well-known from other games.

Invite German Settlers.png

This is a recurring event that can happen to countries with their capital in Eastern Europe, that have enacted a specific privilege for the Peasants, ‘Invite German Settlers’, to portray the Late Medieval ‘Ostsiedlung’. You have three options to deal with them; the last one would directly revoke the privilege, and no more German peasants would be invited to migrate into your country.



Government Reforms -> Tinto Talks #40

Government reforms define the shape of a country, thus being a very valuable flavour asset, especially the unique ones. It’s also one of the ways we use to hook permanent modifiers, as there aren’t many sources in this game.

Anatolian Beylik.png

Turk Beyliks rule over Anatolia. And it also unlocks other interesting content, such as a unique Succession Law…



Laws & Policies -> Tinto Talks #18

Laws also define a society, and we have several spread over 5 categories: Administrative, Religious, Socioeconomic, Estate, and Military. And you may already know that each Law have different policies to pick one upon, some of them being generic, other unique ones.

Types of Laws.png

Order of Chivalry.png

Here you have a unique Military Law for European countries, the ‘Order of Chivalry’ one. It always unlocks a unique Policy, which is country-driven. So, for instance, here we have the Castilian ‘Order of the Band’, instituted by King Alfonso XI ‘the Avenger’ in 1332. (Note: This is WIP content, so these are obviously not all the Chivalry Orders that will be available, only the ones that we’ve implemented so far)



Estate Privileges -> Tinto Talks #5

There are several privileges that you can grant to the different estates. These might also interact with other forms of content, either being unlocked or unlocking them, which makes it key to select them wisely.

Libro d'Oro.png

The Libro d’Oro is a starting estate privilege for the Venetian Patriziato (Nobility). It gives +5% Estate Satisfaction and +10% Estate Power to Nobles, plus a couple of additional modifiers. It also triggers a recurring event, that adds new noble dynasties to Venice, making Nobles even happier, at a certain monetary cost. It might be costly to get it revoked, though…



Advances -> Tinto Talks #20

The also humble advance is the second-most common flavour content, after the event. There are plenty of unique advances, usually from 1 to 3 per age in those countries with unique ones, plus specific regional advances, plus specific religious advances.

Epic of Sundiata.png

One of the starting advances of Mali, tells the legendary tale of its founder, Sundiata Keita.



Parliament -> Tinto Talks #41
  • Parliament Agendas
  • Parliament Issues
As part of the mechanics for the parliament, we’re getting agendas and issues. These can also be unique and adapted to the situations experienced by different countries.

Presbyterian Education Act.png

The ‘Presbyterian Education Act’ is a Parliament Issue available for Scotland if they embrace the Calvinist religion. As you may see, it impacts the Societal Values of the country, and it also unlocks a new available unique Policy for the ‘Education of the Masses’ Law.



Works of Art -> Tinto Talks #37

There are plenty of scripted works of art at the game start, and more from DHEs! Besides the randomly created ones, of course. This will make the game more immersive, as you will be able to recognize a bunch of them, and they will also have the effects described in the TT.

Tripitaka Koreana.png

‘Tripitaka Koreana’ belongs to the ‘Scripture’ type of WoA. Its long-lasting impact on Korean culture is marked by its ‘Great’ condition, which gives more benefits than, let’s say, an ‘Average’ WoA.



Characters & Artists -> Tinto Talks #15 & Tinto Talks #37
  • New characters & artists
  • Character Traits
  • Character Interactions
  • Heir Selections
We have tons of historical characters not only at game start, but also appearing throughout the gameplay with DHEs. Besides that, character traits and interactions are completely scriptable, making it easier to add new types, as it happens with heir selections. Thus, we also have a bunch of unique ones.

Partition Inheritance.png

The ‘Partition Inheritance’ is a unique Succession Law that is unlocked by having an active Estate Privilege for the Nobility, the ‘Right to Inherit’, which is only available to countries of the German culture group. This is one of the historical reasons behind the fragmentation of the lands of the Holy Roman Empire, as principalities used to be split among the heirs, creating several branches of the same Dynasty. A good example of this at the start of the game are the Wittelsbach, the ruling Imperial dynasty, spread over several different countries, like Brandenburg, the country shown above.



Buildings -> Tinto Talks #9

As shown by Johan, we have tons of different buildings in the game. But more importantly, we can also have unique ones, that are either unlocked by conditions (e.g. playing with a country of a certain religion or culture), other content assets (e.g. government reforms), or events.

Versailles.png


This is an example of an event-created building: the Palace of Versailles. It is not created automatically, as you need an upfront cost of 500 gold, some materials that are taken from the market Paris belongs to, and a Default Building Time of 360 days (1 year). The benefits of the building are increased Cultural Tradition and Influence, and it employs a lot of Nobles (you need to have them occupied!).



Units -> Tinto Talks #22

Besides the generic types of units that compose an army, we also have unique ones, that, again, are completely scriptable. They are usually available for an Age, and afterwards, when a new unit type appears, it’s up to the player to either upgrade them, or keep them.

Elephant Cavalry.png

‘Elephant Cavalry’ is a type of cavalry unit available for Indian countries. It has some interesting stats, and it employs a lot of Elephants (logically), which are only present in South East Asia (as the African elephant was not employed for warfare in our game’s period). It is a unit that performs very well in Jungle terrain, thus making it very valuable in Southern India, but not as much in Gangetic Plain.



Ships -> Tinto Talks #24

Similarly to units, there are unique types of ships, that also usually last for an Age.

Catallan Galley.png

You may have seen this ship before, but not its stats, nor its flavour description!



Cabinet Actions -> Tinto Talks #16

Certain countries may have unique cabinet actions, for various reasons. This is not a feature that we use much, as we need to keep balanced the available number of Cabinet Actions with the available number of cabinet positions; but in general, this introduced an interesting trade-off, as you may usually not be able to use all the Cabinet Action you may want at the same time, therefore having to prioritize which to perform.

Support New Farms.png

Sweden has a unique Cabinet Action at the start of the game that helps the country to colonize the vast lands to its north and east, mostly inhabited by Sámi and Finnish SoPs.



Diplomatic Features -> Tinto Talks #33
  • Diplomatic Actions
  • Casus Belli
  • Peace Treaties
  • Subject Types
  • Subject Interactions
All these diplomacy-related features are also scriptable, which means that we can have unique flavour for all of them, besides all the generic actions (which are also scripted ones…).

Samanta Status.png

Here we have two unique features at once. The first is a Diplomatic Action, ‘Demand Samanta Status’; as you see, I’m trying to perform it as Delhi, against Orissa. The second is the ‘Samanta’ itself, which is a type of Subject, unique to countries in the Indian culture groups.



Religious Features -> Tinto Talks #13

Religious Features are a mix of hardcoded and scripted features. The second allow us to add unique flavour that intersections specific countries with the religions that they historically worshipped. We will talk more about the different religions in future Tinto Talks, during the year.

Ibadi.png

A little spoiler here: Religious Schools are a scriptable feature of Islam! More about that in its future Tinto Talks, though… In any case, here you have the Ibadi school, which is unique to countries of the Ibadi religion. Thus, this is the starting Religious School of Oman, one of Johan’s favourite playtesting countries.



So now that we’re done with the different types of flavour content, let me add an addendum about a couple of topics, as I think that they would be thoroughly discussed in the comments in any case.

The first topic that I want to address is ‘modifier inflation’. Yes, we have a bunch of modifiers in the game, as it’s not always possible to unlock other content features or more mechanical flavour with our content assets (although we usually really try, as unlocking, let’s say, a new Succession Law by adopting a new Government Reform makes for great organic content). However, we’re trying to limit the number of modifiers that you can stack (we at Paradox Tinto may have some PTSD regarding this due to the latest phase of development of EUIV, lol). So, the content assets that would usually give permanent modifiers are those ‘structural’ assets that your country has, such as Government Reforms or Policies, which you may want to change to get different modifiers. However, we aren’t giving permanent modifiers by ‘conjunctural assets’, as let’s say, DHEs, which, instead, only give temporary modifiers. This in general makes Project Caesar a game much less based on stacking modifiers, and more about interacting with the different mechanics.

The second topic is the elephant in the room: Missions. You may have noticed that this is a usual flavour content used in Paradox GSGs that we haven’t talked about. Well, I can’t disclose any details yet, as @Johan will be in charge of that in future Tinto Talks. But what I can say is that we don’t consider them to be part of the base flavour content of any country, differently to the content shown above; and that it will be present in the game, but in a different way. Therefore, in the Tinto Flavour posts from now on, we will be focusing on the base country flavour shown above, and we won't be discussing at all about Missions, as, again, that will be a topic for the future.

And that’s all for today, I hope that you enjoyed it! Next Friday I will start showing the content of a specific country, starting with Florence, which will be our regular weekly schedule from now on. Cheers!
 
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No, it only covers the Carpathian region (which Greece doesn't belong to), and it also requires the countries to be Catholic (so the German settlers can't move to, let's say, Lithuania, if it doesn't convert to Catholicism first).
Christian Countries in the Balkans should also be allowed to invite German settlers with the appropriate privilege.

Serbia, Bosnia and Bulgaria all did it, though largely with miners rather than farmers in OTL. Though given that they functionally stopped existing half a century-century into the game, it's entirely possible Ostsiedlung would have been more extensive if they didn't fall to the Ottomans
 
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Just checking if there has been any real mention of how multiplayer will function in Project Caesar?

I have found that with paradoxes recent games such as Imperator: Rome, Vic3, CK3 They have removed some very essential basic features for multiplayer lobbies or completely gone compared to EU4, Stellaris and HOI4.

  • in Lobby & In game Chat box.
  • Server Naming and descriptions
  • Team chat features
  • Working server filtering and features such as "friends online" etc.
I understand the vast majority of the community play singleplayer but I always found multiplayer always refreshed my interest in the game to try another nation and try different play styles and the epic sessions that spring up at random or to simply organize people to get them into the correct chats.

Without these features or simply just stating "let that be organized on discords" is not enough when people don't have voice chat or you need to /w someone in game to try make a betrayal of other players Or need to quickly find the name of the player of which nation..

Just think it would make the game feel a lot less isolating or feeling alone when trying to play multiplayer.
 
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Ottoman Beylik needs unique Government reform
(as they prioritized Balkans over attacking other Beyliks first)

Ottoman Beylik:

Unjustified war cost: -25%
Cabinet seats: +1
Monthly aggressive expansion: -0.05
 
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It splits countries upon the direct successors of the ruler. Thus, making the HRE an even funnier place to play...
So what determines what parts are split off vs getting a control reduction? Is it the presence of a landless core? Do certain heirs qualify for getting independence while others only get a minor title? Seems pretty clear that players will make ditching this a top priority. That much is obvious no matter what.
 
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We aren't in love with the name, either, as it's more descriptive than immersive. However, we've been thinking about better alternatives for some years at this point, and we also read all the feedback when we presented them in TT, and we haven't found yet a better alternative, to be entirely honest.
"Multilateral entity", but I'm not sure that's more appropriate at the time, these are either very generalized names, or names specific to each international organization.
 
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yeah, we tried that early in HoI1, and multiplicative was more likely to end up huge or small. not a great system
That is true for bonuses of +10% or +50%, but it isn't true for discounts like 50% off or 25% off. In EU4 that meant getting discounts was critical.

For example in EU4 the cost of a general is normally 50, but if you have 100% professionalism you get 50% off. Then you can get another 20%, 10% & 10% off with a couple of ideas and a privilege.
  • Using addition that gives you a 90% off or a cost of 5 military power. That last 10% off effectively halved the cost.
  • Using multiplication that would have given only ~68% off for 16 military power. The last 10% off was only 10% off.
This trivialised the mechanic as instead of getting a general for 50, you spam the button and get 10 generals for 50. Then fire the 9 you don't like.

Meanwhile other mechanics would be completely broken if they used additive mechanics. For example EU4's aggressive expansion was multiplicative (at least in parts) because otherwise discounts could go to zero.

The mix of sometimes using additive and sometimes multiplicative and never explaining the difference creates a lot of traps for new players. "No that discount doesn't work the way you think its much less powerful, but this discount over here is superb if you stack it with X and Y".
 
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Are there going to be events or options for Jewish expulsion and integration, like how there were migrations from Spain proper to the Ottomans, Italy, Morocco, the New World, Holland, and even some to Poland?
 
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So what determines what parts are split off vs getting a control reduction? Is it the presence of a landless core? Do certain heirs qualify for getting independence while others only get a minor title? Seems pretty clear that players will make ditching this a top priority. That much is obvious no matter what.
I would expect that the locations always get a penalty to control and if it falls below some threshold (like Control < 20%) then these locations become new vassal tags with the new ruler's brothers as vassal rulers.
Does not apply when control falls below the threshold during the normal gameplay.
 
Each Shia schools needs to be its own religion, you cant express difference between Alevis and Zaidis, İsmailis by just Country school and chracter school

Country and Chracter school may stay for Sunnis though
 
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1000008308.png

Amazing update as always

looking forward to seeing my faviroute region to play in getting some decent flavour soon hopefully

Hope the folks in paradox managed to pull off the sweet historical marvels that happened in this region irl

We gotta see events such as
- The Rise of Ahmed Gurey/Gragn
- abyssinian wars with Ifat
- rise of the Sa-adiin dynasty
- Explorer Sai'id of Mogadishu
- Fleets of Zheng He

So much opportunity to see flavour from historically accurate events
 
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I have a question about how culture conversion works in the game. Since certain Advances and Buildings are only available to specific cultures or countries, I was wondering:

  1. Will it be possible, for example, for the Ottomans to build unique Austrian buildings or gain access to Austrian Advances? When you conquer the entirety of Austria.
  2. If so, will those buildings be restricted to South German locations, or will they be buildable anywhere?
  3. What happens if you decide to convert your primary culture as the Ottomans to South German?
    • Will you exclusively gain access to South German Advances and Buildings from that point forward?
    • Will you lose access to Ottoman buildings, or will they remain available?
 
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We aren't in love with the name, either, as it's more descriptive than immersive. However, we've been thinking about better alternatives for some years at this point, and we also read all the feedback when we presented them in TT, and we haven't found yet a better alternative, to be entirely honest.
What if it will be called a Bloc?
There would be 3+ subcategories for immersion, organic UI naming and maybe different basic mechanics:
  • Diplomatic bloc (HRE, Guelphs vs Ghibellines, Tatar Yoke, ...)
  • Political bloc (Japanese Shogunate and Northern/Southern Courts, ...)
  • Religious bloc (Catholic Church, Religious Leagues, ...)
  • Maybe also Economic bloc, but I don't know if there are any (e.g. Trade Leagues, ...).
As far as I know, all of IOs are scripted and historical, so every single one can be categorised.
(Also can be a Power Bloc, but I don't know if copypaste from Vicky3 is welcome)
 
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No, it only covers the Carpathian region (which Greece doesn't belong to), and it also requires the countries to be Catholic (so the German settlers can't move to, let's say, Lithuania, if it doesn't convert to Catholicism first).
There were German settlers, mostly miners, in Serbia. I'm aware it's not a scientific source but it'd be a way to start researching the topic - there's a short wikipedia note about this community.

Given this precedent, I suppose there should be a way for non-Catholic countries in Eastern and South-Eastern Europe to woo German settlers, althought the bulk of them should still go to Central Europe (Bohemia, Poland, Hungary, Baltic Sea rim). Similar mechanism of incentivising migration from the West should be available to other countries like Russia (18th century migrations) and Sweden (historically many Germans and Flemings moved there).