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Tinto Talks #12 - 15th of May

Welcome to another Tinto Talks, where we delve into the details of the most top-secret project ever made.

This week we talk about something that is rather new to our GSG, and that is the concept of international organizations. Now this may sound like an anachronistic term, and when you read further in this Tinto Talks, you’ll go “but you already have this in previous games”. Yes, we did have some hard-coded systems in previous games, like the Holy Roman Empire, but what we have here in Project Caesar is a completely dynamic system, 100% scriptable and extendable for modders, which allows for many of these, and with far more flavor.

What is an international organization? Well, at its heart is a group of countries that share some common things, and then quite a few attributes that can be defined for them. The instruction file right now is 140 lines long, and it will keep growing.

Some examples of things that an IO can have are the following.
  • If it has a leader or not, and if the leader is a character or a country.
  • If it's unique or there can be multiples of it.
  • If locations can be owned by it or not.
  • Member benefits or penalties.
  • Laws and Policies it can have.
  • Special statuses inside the organization
  • How members will behave during wars
  • And dozens more unique attributes.
Membership in some of these can take a diplomatic relations slot.

As we continue our development of this game, we keep adding more of these, adding more unique flavor to the game.

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We have “control-groups” like every PDS game has had since EU1, and Stellaris added icons for quick selects… The one for Project Caesar can be pretty much anything in the game, and if you start as a member of an organization, you get a control group for it from the start.

Common Organizations
Let's take a look at some of the generic ones, some of these have been hard-coded systems in previous GSGs, and these are not unique organizations in a campaign, but can exist in multiple instances.
Coalitions
These can be created, with a country as a target, when the target has an aggressive expansion beyond a certain threshold.
Unions
This is a sort of defensive alliance between countries that share the same ruler. They may or may not have different levels of integration.

There are a few others like this, including defensive leagues and tribal federations.


Religious Organizations

Catholic Church
Every country in the world that is part of the Catholic faith is a part of this organization. They have issues that the cardinals vote on, and being a member has implications and restrictions. Of course, this has the added benefit of having Catholic pops in Catholic countries paying a tithe to the Church, which eventually finds its way into the Papacy.

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One reason to go Lutheran?

Crusades & Jihads
These are temporary international organizations that will be created when a Crusade or Jihad is called. They have a target set and act like an alliance against that country.

Autocephalous Patriarchates
Meaning self-headed, an Autocephalous Patriarchate is a metropolitan bishop in the Eastern Christian confessions which acts independently and does not depend on or answer to any other hierarchically superior church authority. The different patriarchates then have their own synods of bishops to decide upon anything affecting their own religious jurisdiction.


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WiP grahics etc.

There are many of these, for Orthodox, Miaphysite, and other Eastern Christian confessions.

There are many more, some other religions have a central organization, and others have fragmented ones.


Specific Organization
There are also a fair amount of completely unique and flavorful organizations.

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What's this then?

Tatar Yoke
The Tatar Yoke consists of various principalities of Eastern Europe that are subject to Tatar Rule following their invasion in the 13th century. The most prominent of rulers is awarded the title of Grand Prince, and is tasked with collecting tribute from the other tributaries on behalf of the Golden Horde Khan.

Middle Kingdom
The Middle Kingdom is the meaning of China and has been considered the cultural center of East Asia since Antiquity.

This organization is led by the Huángdì, the Emperor of China, who has a number of Fēng Chén, akin to vassals or tributaries, that can be promoted to Celestial Governors, equivalent to the Secretariats that the Yuán dynasty used in the administrative organization of their empire. Its members have a unique societal value, Sinicized vs Unsinicized, and there’s a Tribute system that determines how much Celestial Authority the Huángdì gets, which is used to enforce Laws and Decrees.

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The Tribute system is a system where the Huángdì sends gold to the other nations in the Middle Kingdom, depending on their size.

Holy Roman Empire
The glory of the ancient Roman Empire lives in the memory of all in Europe, Charlemagne was crowned Roman Emperor, but it was not until the coronation of Otto the Great that the current Holy Roman Empire was born, once again recovering the ambitions of a revived and unified European Empire.

This organization, of course led by an Emperor, has different statuses for countries like secular and religious electors, secular princes, free cities, and imperial prelates. It has laws that impact the organization and its members, the most important at the early game being the Golden Bull, which is a must to get approved in order to further develop the institutions of the Empire.

There are others in the game at the moment, like the Shogunate, the High Kingship of Ireland, and many more, as the system is very flexible to use.

Next week we will talk about what Religions we have in the game.
 
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hre map mode i assume. with electors? with kingdoms? with free cities?

and moldavia does exist apparently
So where did you find these maps? :)
 
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Pls paradox, tell me that brescia is a releadable nation. I promise we are an important city, from the victory against frederich ii, to the extensive manufactories present in the city during the serenissima age. The city was actually indipendent from 1404 to 1421 where Pandolfo III Malatesta took brescia as a reward from Giangaleazzo Visconti, and proceded to decleared indipendence :cool:.

I am part of a historical reenactment group from brescia an it would be really a bummer to see such a beatifull and history reach city go to waste.
 
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There's research thatd disagrees with the view that the Chinese tribute system was designed to benefit China at the expense of its tributees. Instead, Chinese tributaries and China benefitted from the relationship. One of those aspects involved China sending money to fund its tributaires' missions to China, which I believe is what is portrayed in that relationship, with Yuan sending money to its tributaries. I don't remember exactly the dynamics, but as far as I know it is accurate for the tributaires to benefit from China's overlordship
I'm not an expert, but I remember Chinese historical records showing that the returning gift from the emperor back to the envoys were typically more valuable then the gifts that they provided to the Chinese court: e.g. receiving some wild beasts and giving back silk or gold.
 
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My CD Team has been doing some additional research for the Chinese subjects, and they think Zhū Hóu naming instead of Fēng Chén is a reasonable suggestion, so they're changing that today .
Let me add to this as a native speaker in both languages. 封臣 is about a 1-1 map for vassal, but its not typically used in a Chinese context. Normally its used to described Feudal Europe in Chinese.

诸侯 is also weird, because 诸侯 (literally meaning "the nobles/ dukes/ feudal princes") is an historical term referring to a specific group within the Chinese state with varying degrees of power across history. This term first described the various warring states during the Zhou Dynasty, which was a purely feudal arrangement, the Zhu of Zhuhou means many/ numerous, and Hou is a specific noble title which maps to Marquis.

After the Zhou, China has had periods where it both had prefectures ruled by a central bureaucracy as well as feudal states at the same time, such as the Han Dynasty and Jin Dynasty, who both famously had their Zhuhou rebel. Zhuhou just refers to the nobles who ruled over the feudal portion of the empire. This term would get less and less use over history as China became more centralized, but it would not apply to a tributary system, since they would not be considered part of the Chinese state, so there isn't any feudal vassalage anyways.

In the EU timeframe, the Fanwang who were relatives of the Ming emperor titled as Kings could technically be Zhuhou, but they did not have enough power to be modeled as an independent state and were solely military governors, they were largely deprived of this right later into the dynasty as well. So this term is largely not used in Chinese history past probably 1000CE.


藩属国 (Fanshu) or 朝贡国 (Chaogong) is almost always the direct term used to describe a tributary.
 
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Bit late but wow this looks amazing!

Couple questions about IO's tho;
1. Will the game have content up to the Napoleonic/late early-modern period? And if yes,
2. Will there be a mechanic for disbanding IOs into individual countries, like how a certain average height for the time Frenchman did to the HRE?

Keep up the great work :)
 
Is it bad that I hope "pure" Conquest CBs will be disabled for the first portion of the game amongst non-heretical Christians? Subjugation should be a thing, but just taking land in offensive wars feels like it should be more difficult politically and game-wise early game.
 
A cool idea would be for the current country that is the chinese emperor to change its country to Great (dynasty name), example great yuan, great ming, great qing.
More accurately, it should be any country that claims to be Emperor, as even the relatively tiny and short-lived Xi dynasty called itself Great Xi. Countries whose title of Emperor of China is undisputed should be called Unified Great X instead, in the model of 大明一統 (Unified Great Ming) and 大清一統 (Unified Great Qing)
 
Could be yes, but its unique per IO if the content designer has designed it that way.
"if the content designer has designed it that way".

It seems like content designers get a lot of freedom in the way they design things, does this mean the designers at Tinto get a lot of freedom in the way the choose designs, and what are the different backgrounds for these designers?
 
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It seems like content designers get a lot of freedom in the way they design things, does this mean the designers at Tinto get a lot of freedom in the way the choose designs, and what are the different backgrounds for these designers?

They are modders & historians.
 
Hi,

I would like to ask why Upper Lusatia is connected to Bohemia, while Lower Lusatia remains a separate entity called Lusatia. I understand that this might have been done to reduce the number of subjects on the map, but it feels somewhat disappointing to me. Bohemia has remained largely consistent in its boundaries since its early history (with some exceptions like the Cheb region and a few smaller areas along the Polish border). The northern "tentacle" is not part of Bohemia, and I believe it should be a separate entity, similar to Moravia or parts of Silesia.

Thank you for your response, and I wish you the best of luck in completing the top secred Project Cesar.
 
I really like a previous poster's suggestion to call these 'International Associations'. An association is "a group connected or cooperating for a joint purpose or common interests", which absolutely applies here. An organisation implies more of a specific structure with well defined roles and functions. Many of your examples here are organisations, but not all of them - whereas all of them are associations.

Speaking of language, I know the term "buildings" have been used in many Paradox games before, but are these not better defined as "industries"? A building is, well, a single building, but on a location-by-location basis are we not tweaking the inputs and outputs of the whole industry in that location? For example, this area produces wood, so we'll intervene in its logging industry. And this location has iron, so let's improve that area's iron mining industry, and perhaps build and grow a steel milling industry in that area too. Those industries might have some size value as we grow them, perhaps lightly representing buildings (though more likely simply the processing size), but they're whole regional industries rather than buildings, are they not?

And that way we can also consider the inputs/outputs of our industries at many levels - the countrywide logging industry (and its laws/PMs) versus local regional logging industries (which might have specialised/different PMs). These are both industries of two scales, rather than saying 'all the logging buildings in the country' or 'all the logging buildings in the region'.

Similarly, other 'buildings' which have previously been called things like 'developments' (for example Government Administration, Universities, or railways in Victoria 3) might be better defined as "infrastructure", being not specifically buildings or industries, but part of the state infrastructure.
 
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