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Tinto Talks #11 - 8th of May 2024

Welcome to another Tinto Talks, and now we are up to the eleventh of these about this super secret game! This time we talk about military matters, and the differences between levies, mercenaries, and regular regiments.

But first..

Today, we at Paradox Tinto are releasing our Winds of Change expansion for EU4! Check out the video my team made at

And if the launch goes well, I can ask the team to start the map feedback posts later this week!


Military Organization
While there is a very large number of different types of units, they all belong to one of four different categories: Infantry, Cavalry, Artillery, or Auxiliary. Infantry is usually the bulk of most armies, and the other categories have specific roles in a campaign.

The size of a regiment varies over time, with the earliest Infantry Regiments using 100 men, while at the end of the game, there are around 3,200 men in each infantry regiment. Cavalry, Artillery, and Auxiliary units have different sizes.

We also categorize a regiment as either a levy, a mercenary, or a regular regiment. Any army can freely rearrange those into any stack they want, and split up their regiments as the player sees fit. So if you want to have half of a mercenary company in one army and the other in another army, then that is perfectly fine in this game.


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This is a unique cavalry unit from the first age that some cultures have access to.

Levies
First of all, we have levies, where you can raise your able-bodied fighting men into a fighting force. This provides you with a lot of people who can fight for you, but the levies have a few slight drawbacks. First of all, you can only raise them when you are at war or facing rebels. Secondly, when you raise your levies those pops you raise them from are decreased in size to represent the pops going off to war, and any dead men in a levy is population permanently lost.. Speaking of that, levies do not spawn with any experience to speak of, and you have no direct control over the type of units you get. Another slight drawback is that levies do not reinforce during a campaign either. A province where the levies have been raised will also produce less food and raw materials.

You can either raise all your levies, or from any province individually.

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Raising all able-bodied men in the Kingdom of Sweden will get us 12,000 men!

Mercenaries
There are many mercenary companies available in the world, and each area has at least a few possible to recruit. However, these are not endless free manpower, as other nations may be recruiting them before you can. A Mercenary Company signs up for at least a 2-year contract, but you can extend the contract if you so desire. More on how mercenaries can be recruited in a later talk.


Regular Regiments
Your regular army consists of the regiments that you do not want to disband and they require manpower to recruit. This recruitment can not be done everywhere though, as you need special buildings to allow recruitment of military units. Usually, these are the same type of buildings that also provide you with manpower. As the ages go by, you go from only some special buildings providing a minuscule amount of manpower to being able to build Conscription Centers in your core culture locations.

Manpower
Speaking of manpower, in Project Caesar this is primarily generated by buildings. Now you may ask, why do we need manpower when we have pops? Well, for us, manpower represents the more or less semi-trained men that can be used in a military force. And what is important, whenever a regiment loses strength, be it from attrition or combat, you will lose pops as well.

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This is a unique building for Mongol steppe hordes.

One other aspect to take into account when it comes to manpower is that Project Caesar does not have force limits, but instead, you are limited by how many regiments you can maintain. Every regiment requires some manpower each month to maintain the current level of troops.

It also requires a fair amount of goods each month, and if it does not have access to it, morale will drop, and it will not be able to reinforce or maintain its current strength.


As you may have noticed in some of the screenshots above, units do have a fair bit of unique attributes. There are some common ones for your entire country.
  • Discipline, which impacts damage taken and damage done.
  • Military Tactics, which impacts damage taken.
  • Army Morale, which impacts how long your armies are willing to fight before breaking.
  • Infantry, Cavalry, Artillery & Auxiliary power, which impacts damage done for that category.

There is also the Army Tradition, which is gained primarily from the average experience of your armies, which can be increased by drilling them, and impacts the morale & siege ability of your armies, while also slowly pushing you towards land on the land vs naval societal values.

This is not everything related to military, as we have a talk about the navies, a talk about logistics and a talk about our combat system planned as well.

Next week, however, we will be back with something completely different, and rather new and unique features.,
 
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Presumably, the Frontage value changes depending on the unit Category/type. But does an individual unit's Frontage also change over time as a result of their getting larger through technology, etc?
 
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Can my location be depopulated because they all joined The Merry Company that was slaughtered somewhere two Irelands away?

yes
 
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yes, timur will be in.
Do you have plans for Lithuanian rulers as well? Because it was exaclty time of growth with great rulers.
It would be nice to have something simulated of what happens after Gediminas death in 1341, to get Algirdas on throne possibly, with Kestutis on his side.
And also possible option for Vytautas later. Those rulers were the key.
 
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What is the benefit of moving these to a different file? Is it really better to have all demands for military units in one file, rather than having each unit's demand right there with the rest of the unit?

because MANY units use the same maintenance and construction..
 
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The size of a regiment varies over time, with the earliest Infantry Regiments using 100 men, while at the end of the game, there are around 3,200 men in each infantry regiment.
This is such a small detail but I love this little representation of military and organizational developments.
 
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it would take 25 men from the pool
Does that mean that the monthly maintenance of a 100 men sized regiment is also 100 mp/month? So using the building and the unit from the TT as an example, we'd need two Kurultai buildings to maintain a single early game horse archer regiment?

Edit: never mind, I saw that regular maintenance will be 1 mp/month.
 
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Is it possible to conscript so many men into the army that there are not enough left to work the fields and you end up starving yourself? Or is it impossible to do build that much conscription centers?
From previous screenshots it looks that the values, at least right now, are like this:
Each person consumes 0.001 food. Each peasant/slave working on basic food production produces 0.001 food.

So you need to rely on modifiers (commoner estate happiness, fertility) or food-related raw materials to produce a surplus of food just to feed burghers, nobles, clergy and peasants/slaves working on producing other raw materials.

Add to that recruiting lots of the peasants into the army, and yes, I'd assume it can be a challenge to ensure a stable food supply.


because MANY units use the same maintenance and construction..
Ah of course, that makes sense when there are a lot of special varieties of units.
 
Will there be an officer corps system? Historically a key part of transitioning to a professional military was the establishment of an effective officer corp, draw mainly from the nobility through commission buying but also from the burghers.
 
Will levies experience be reduced to 0 after disbanding them or will it decay with time? Can you drill levies?
yes, it will be 0, and no you cant drill levies
 
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[CODICE]a_steppe_horse_archers = {
categoria = esercito_cavalleria

copy_from = a_age_1_traditions_cavalry
forza_massima = 0,1

morale_danno_fatto = 0,2
iniziativa = 5

velocità_movimento = 1.0


combattimento = {
praterie = 0,2
sparso = 0,2
}

richiesta_manutenzione = steppa_cavallo_arcieri_manutenzione
domanda_costruzione = steppa_cavallo_arcieri_costruzione


gfx_tags = { tag_arciere tag_luce }
}
[/CODICE]
This mean are possible "tanks" "airplane" etcs?
 
Is tradition meant to me closer to EU4 tradition, which can be quickly risen too above 80 within the first 50 years of game time, or is it supposed to be closer to drill where it takes most of the game's run time to get it to max?

neither
 
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Yeah, I can understand all basic weapons being represented by weaponry (although having bows and halberds being the same good is weird), but muskets and massive cannons made entirely out of metal being represented by the same good sounds less than ideal to me.

yes, we are talking about splitting guns to "firearms" and "cannons"
 
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Will it be possible to truly play tall in this game? By this I mean having

1) a huge income (presumably from trade)

2) a huge population (from high tech + high standard of living + etc)

3) fitting everything into a small land area (no larger than Brittany, say)

but with enough resources to field the biggest and most powerful army/navy on the map.

yes
 
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So, just to make sure I understand. Manpower is "abstracted" in the sense that it isn't assigned to a specific pop.

BUT using/losing manpower should decrease population proportionally(ish) from provinces that produce manpower manpower. Is that more or less correct? Because that seems like a genius way to go about it.

yes, thats exactly how it works.
 
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Oh hey, I'm actually really happy that drilling your army effects army tradition & experience, instead of creating a completely different system for no reason whatsoever.