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Tinto Talks #13 - 22nd of May 2024

Welcome to another Tinto Talks, where we give out top-secret information about our upcoming unannounced game with the code name Project Caesar. This time we will touch a little bit on the aspect of religion in this game.

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Every country, pop, or character has a religion they adhere to. This impacts their relationship with the place they currently are, and their relationship with others in the world.


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This is the religious setup of Aragon in 1337.

Every religion in Project Caesar belongs to a Religion Group, such as Christianity or Paganism. Fellow religions in the same group consider each other to be merely Heretic, whereas religions in different groups condemn each other as Heathen.

Every religion has a specific view of other religions as well, that ranges from Kindred to Enemy, which impacts relations between countries of different faiths, and how populations of another faith view your country.

Each country also has their own tolerance of their true faith, of heretics, and of heathens, which impacts how happy or angry the population will be depending on which country they belong to.


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The Same Religion here, is from the law relating to valid heirs.

The religious unity of your country has a really large impact on the satisfaction of your Clergy Estate.

Important to know is that in Project Caesar, you just do not send missionaries to your locations and eventually they have changed religion. Here conversion is a slower process, which relies on government activities and infrastructure.


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A unique building for Muslim countries that has a tiny impact on conversion.

Each religion belongs to a group, which impacts which tolerance is applied and how religions interact with each other. Religions in the same group are viewed as heretics, but those of another group as heathens.

The groups we currently have are, but that may change as we continue to develop the game.
  • Christian
  • Muslim
  • Eastern
  • Dharmic
  • Zoroastrian
  • Manichean
  • Judean
  • Andean
  • Pagan

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The current Christian religions. Take into account that they are very much WIP!

In some games we have made there have not been any major differences between religions, merely being different modifiers, and while some religions in Project Caesar are still only a few modifiers, many will have mechanics. Right now, we have made unique mechanics for Catholicism, Orthodoxy, Miaphysitism, the various Protestants, Muslims, Buddhists, Shinto, Nahuatl, Hinduism & the Inti religion. Each of these will get their own unique later development diary.

Now every religion will still have some modifiers that describe them, in many cases it is things that enable or disable certain mechanics. Some examples include the fact that countries with Jain as their state religion can not start wars without a casus belli, and that Calvinist countries will never reroll the dice in a battle, as everything is preordained.

Stay tuned for next week, where we talk about another completely new feature that adds flavor to the game.

Sadly, I can’t reply today, as I am at some management thingie in Stockholm, but @Pavía will help you out!
 
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It had been stated before, i think, that the religions are going to be more changeable by the player, is this going to be more like passing or removing things like the tithes or for Islam pork bans? if so will they have different modifiers to incentives different play? And if this is true will there be different amounts of unrest associated with each law to prevent or more naturally cause religious schisms when to many negative laws (for one class of people) are passed?
 
Hinduism, Jainism and Sikhism, as Buddhism is considered 'Eastern', correct. We don't like much that 'Heathen' division between Hinduism and Buddhism either, so we're looking for a better solution, although it's complicated.
There already seems to be a system for modeling individual relations between religions (the "kindred"/"negative"/"enemy" thing). Why not lean into that and scrap the "true faith"/"heretic"/"heathen" system altogether? It's an extremely inflexible way of modeling (and viewing) inter-religious relations that seems like a holdover from EU4 more than anything else.
 
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Would not be better to rename "Myaphisite" to Eastern Orthodox, and "Nestorian" to Syriac or the Church of the East? You don't use Christological terms to name the other sects.
Eastern Orthodox is already the name of the Orthodox communion. Miaphysite is generally called the Oriental Orthodox Churches. Also, the reason why Christological terms are not used for the other churches (Catholic and E. Orthodox) is because they share the same Christology.
 
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It looks like you're sharing details about a new feature in an upcoming game, Project Caesar, focusing on the intricate system of religion within the game. This approach to religion, where each group has unique mechanics and impacts on gameplay, seems to add a rich layer of depth and strategy. Here are some highlights and thoughts:
  1. Diverse Religious Groups: The inclusion of a wide variety of religious groups like Christianity, Islam, Eastern religions, Dharmic faiths, and others suggests a comprehensive and inclusive design. This could appeal to players who appreciate historical and cultural accuracy.
  2. Inter-religious Dynamics: The differentiation between heretics and heathens, and the specific views religions hold toward each other, could lead to interesting diplomatic and conflict scenarios in the game. This system encourages players to consider religious relations in their strategies.
  3. Unique Mechanics: Providing unique mechanics for different religions, such as special rules for Calvinists and Jains, enhances replayability and encourages players to experiment with different religions and strategies.
  4. Conversion Process: The gradual conversion process relying on government actions and infrastructure rather than just sending missionaries adds realism and depth, making religious management more engaging.
  5. Impact on Society: The emphasis on religious unity and its impact on the Clergy Estate and overall societal happiness ties religion closely to the game's socio-political mechanics, adding another layer of strategic consideration for players.
Overall, this feature seems to offer a nuanced and immersive gameplay experience, reflecting the complex role of religion in historical and societal development. Players interested in historical strategy games will likely find this approach both challenging and rewarding.
Oh god, not AI-generated comments now. Can somebody please ban this fool?
 
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Only somewhat relevant, but still wanna ask it:
Are we gonna see a return of I:R's amazing holy site and relics system?

everytime i see opb comment i sense something bad is gonna happen... ever since he hyped ck3 on youtube and i was stupid enough to buy it. later we all know how he was used by vic3 devs. now, of all the things in imperator he asks about the amazing mechanic of clicking a button to get arbitrary modifiers.

i really dont hope we dont get "you own 3 holy sites, now choose three global modifiers for 5 years"
 
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A little late to the party, but is there any chance deism will be in the game to represent the pluralistic and/secular governments like the US and Revolutionary France?

Two ideas I have: there could be a slider between general pluralism and anti-clericalism, with the US being far more along the “pluralist” side and France embracing the Cult of Reason more on the anti-clerical side. Alternately (or simultaneously) it could have a synchronization mechanic like Confucianism in EU4. That could be helpful for representing that, for example, Catholics were nominally equal in the US in this time period, but there were loads of anti-Catholic policies and attitudes.
 
Are religion names dynamically localizable? That is, can I make it possible that a given religion's name can change depending on some trigger, even if the base game doesn't use this functionality?
 
Shamanist is back! That was one I was hoping for, just to break up some of the tengri. I also notice an extra paleblue religion on the edge of siberia, and like five different religions in north america.
 
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A couple thoughts on South America:



1- Has been said, but is important to emphasize that the wastelands feel pretty weird. Minas Gerais region is basically a wasteland while historically it was one of the most important places in colonial Brazil for its gold. So pretty much liveable.



2 - There was a direct route between Europe and Northeast Brazil through the Atlantic. Which was the main strategic reason why both the Dutch and the French tried to get it from the Portuguese.
 
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I'm wondering, since the Papal State is always the leader of the Catholic church. What happens if it is conquered by someone? Will it pop back into existence from one of the Catholic countries in the world or will it continue to exist as one of the landless countries?
I'm more curious as to what happens if the Papal States stop being Catholic. There should be a couple alternate tags for if that happens (maybe not Orthodoxy or Lutheranism since they theoretically both respect the position of the Bishop of Rome, they just disagree on other theological matters).
 
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Calvinist countries will never reroll the dice in a battle, as everything is preordained.
This is a really terrible suggestion and borderline insulting to Calvinists. The Reformed doctrine of predestination, and more broadly God's sovereignty, says that God does not play dice with anyone, not just them. And it doesn't deny that people should prepare for battle. Calvin once wrote that if he was crossing a forest full of bandits, he would pray for protection and carry his sword. I hope this is reconsidered before launch.

It's like suggesting that all French armies will surrender when battle starts or that Jewish armies won't inflict battle damage on the Sabbath. Please save the daft memes for Achievements, not gameplay.
 
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It looks like you're sharing details about a new feature in an upcoming game, Project Caesar, focusing on the intricate system of religion within the game. This approach to religion, where each group has unique mechanics and impacts on gameplay, seems to add a rich layer of depth and strategy. Here are some highlights and thoughts:
  1. Diverse Religious Groups: The inclusion of a wide variety of religious groups like Christianity, Islam, Eastern religions, Dharmic faiths, and others suggests a comprehensive and inclusive design. This could appeal to players who appreciate historical and cultural accuracy.
  2. Inter-religious Dynamics: The differentiation between heretics and heathens, and the specific views religions hold toward each other, could lead to interesting diplomatic and conflict scenarios in the game. This system encourages players to consider religious relations in their strategies.
  3. Unique Mechanics: Providing unique mechanics for different religions, such as special rules for Calvinists and Jains, enhances replayability and encourages players to experiment with different religions and strategies.
  4. Conversion Process: The gradual conversion process relying on government actions and infrastructure rather than just sending missionaries adds realism and depth, making religious management more engaging.
  5. Impact on Society: The emphasis on religious unity and its impact on the Clergy Estate and overall societal happiness ties religion closely to the game's socio-political mechanics, adding another layer of strategic consideration for players.
Overall, this feature seems to offer a nuanced and immersive gameplay experience, reflecting the complex role of religion in historical and societal development. Players interested in historical strategy games will likely find this approach both challenging and rewarding.
Why do you let a computer do your thinking for you?
 
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