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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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It seems like unique buildings are sort of like a mix of general, culture-specific buildings like Dutch polders, along with wonder type buildings we had in EU4. Is the criteria to rank as a wonder as harsh as it was in EU4, or will we see relatively minor landmarks splattered across the map with smaller bonuses?
 
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I don't know if the "celestial authority" is a placeholder icon or not, but it should probably be changed to something like the Chinese character for heaven (天, tiān).

Even if that star represents general government authority, it would be a wonderful addition if some UI icons could change depending on cultural/religious aesthetics like they did in CK2, where the piety icon could change between crosses, moons, etc.
That star icon is our placeholder icon, which you might see in other places.
 
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Soooo, is ere also able to ask germans to move in? Or does Ostsiedlung not go further south than Hungary?
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).
 
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It might make sense to change “Chivalry Order” to “Chivalric Order”. Just makes more sense in English that way. Very cool bit of flavor there though!
True, it should be either 'Chivalric Order' or 'Order of the Chivalry'. Good catch, just fixing it.
 
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1) Will characters be part of Chivalric Orders?

2) How do you interact with characters? Right click on their portrait like in CK? Wasn't expecting PC to have character interactions, so was surprised to see this.

3) How many total options can an event have? As in, is there a limit for modders or can many options be scrolled through like in EU4?
 
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This may not be the appropriate TF to ask but I need to know the answer or at least if it will be discussed in the future

How does inflation work?

The answer may seem obvious but I still don't know how it will specifically affect the game. I also hope that to eradicate inflation there is not just a button to press, because after all it has been the destroyer of empires.
 
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Great job, as usual.

One minor dilema, Versailles default building time of 360 days, how much is it changed by different factors, cause one year seem to quick for such monumental building?
 
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How will Personal Unions work with this then? Will the union break before any countries are split off?
We will need to explain the PUs more in detail in one of our future Tinto Talks before being able to answer this.
 
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Wait WHAT? Subject types which can have specific triggers to whether they join for defensive or ofensive war? Can this be a dynamic trigger? Like needs to have +150 opinion to join offensive wars or the offensive war can only be against someone of a different culture or countries of a certain size?
 
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How do event based buildings work exactly? The event fires if you have the conditions fulfilled, and then the building gets built in the time it requires, or it fires when its conditions are satisfied, basically unlocking it, and then you can build it whenever you have the resources for it and feel its an opportune time to do so?
The first.
 
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There's something slightly off with this UI. Like how the ticks and crosses feel too stylized, or how the blue buttons in the invite german settlers event seem to be missing a little clutter such as an icon with a +5 at the right of the button or perhaps a bit of a shadow behind them. The font (in general not in the buttons) seems ever so slightly too grey (as opposed to whiter) as well which might be an issue for legibility. The laws and policies section is gorgeous though please give whoever made that a high five and/or a hug (hug five?).
 
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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).
Interesting, thank you fo the answer, i didn't expect catholicism to be mandatory, since we also had migrations of saxon miners to serbia, and volga german migrations to russia should be within the games time span.
 
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As stated by @Johan , around 60 countries have received more detailed content, but there is some more flavour content. E.g.: Navarra is not one of those 60 countries, but has received some country content.
Will all of those receive their own TF? If not, will there be a list of which countries have flavor or will it be a surprise to be found when playing the game?
 
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