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Tinto Talks #14 - 29th of May 2024

Welcome everyone to where we talk about our completely secret, not yet announced game. In today's Tinto Talks we will delve into a completely new feature.

A small reminder, this is very much a WiP, and nothing is final.

The core of this system was one of the first things I designed back in the spring of 2020, a feature that could be described as both a narrative and mechanical guide for the game. This is something that has been inspired by the Incident System from EU4, and also by the International Crisis mechanic of Victoria 2, but it is not really like any of those.

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Today is when we introduce our new Situation System.

So what is a “Situation” then? Good question. You could describe it as content that involves multiple countries over a period of time. In Project Caesar, we are using this feature to create a historical narrative that creates different experiences, as our goal is to have an immersive and varied experience for the player.

A Situation can have unique actions, events that trigger, and other types of unique content, and each of them will have its own UI and mapmode.

If a situation may involve or affect you, it will show with an alert, in the new color of purple!

Let's take a look at some of the situations we have in the game right now.

Black Death
This was the first situation we created, and it has been going through many revisions during the last four years.

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Black death can be 1346, random or off, and origin can be historical or random.

Usually, it will happen from 1346, as the Bubonic Plague appears somewhere in Central Asia and starts spreading through the old world, killing 40-60% of the population of the affected areas.

It spreads through adjacencies, moving armies, or through trade. There are ways you can attempt to alleviate this, but the efficiency of it is low, and the cost is high. You can try to isolate your court, expel the sick, blame minorities, and other very efficient ways to deal with the problem.

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Slowly spreading centrally, but some traders have already taken it into Italy...


Italian Wars
In the Age of Discovery, this is probably the most important situation for anyone in Western Europe. It is about control over Italy and will happen as soon as a French or Iberian Major Power or the Emperor declares war on an Italian Power.


There will be up to six different leagues that will fight over control of Italy. There is a French league, an Iberian league, the Emperor's league, and up to 3 Italian leagues. The first two will dynamically select their leaders based on strength calculations.

If one league gets hegemony over Italy, i.e. owning over 60% of the region either through conquest or diplomacy, then they will win. The Italians can also win by making sure the foreign leagues are destroyed through a special peace deal.

Leagues can be abandoned and anyone owning locations in Italy can join one of them.

The situation allows enemies and rivals of foreign league leaders to intervene and assist the defending Italians and it also grants access to unique interactions in order to send aid of any kind, attract cheaper condottieri and even create a new Italian league.

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This is how the situation would look if it fired in 1337 if Austria was to be the Holy Roman Emperor and Aragon was the dominant power in Iberia with vested interests in Italy.

Red Turban Rebellions
This is rather likely to happen as soon as the Yuan Empire ends up at low stability.

It will create an international organization called The Red Turbans, which will get a lot of rebel countries.

The situation can happen to Yuán after 1350 if their stability drops below 25 while also either of their estates is not satisfied. The requirements are harsh, but once you reach the Age of Discovery you have avoided the situation.

With that being said, the situation will most likely fire in a playthrough. During this period, the Red Turban Rebels will spawn as an international organization which is in direct opposition to the Huángdì, the Chinese emperor. While the situation is going on, events will pop up that force Yuán to release historical Chinese tags in their historical order (so the first Sòng is released, then Wú, then Tiānwán, etc.), which join the IO and immediately declare their own, independent war on Yuan.

Each rebel nation is playable when it spawns, and they can wage war with each other too.

The countries spawned during this situation have a custom loyalty value which describes how, well, loyal they are to Yuán which goes from -100 to 100 and grows or shrinks depending on their opinion of Yuán. Most rebel nations will start at -100 as they actively fought against Yuan. However, some nations spawned through the situation represent the Mongolian generals who gained a lot of autonomy, but were still fighting for Yuán’s cause. They would spawn with +50 Loyalty. If any rebel country reaches more than 0 loyalty, they will automatically leave the Red Turban Rebels IO.

In order to end the situation as Yuán, you have to regain internal stability, but also ensure that the Red Turban Rebels have no members left anymore after 20 years of the start of the situation. All states spawned through the situation with over 50 loyalty will then automatically be annexed by Yuán.

On the other hand, the situation also ends once any rebel tag owns the majority of China (around 70%) of all the locations there. If that happens the rebel tag which fulfills this requirement will assume the Imperial Throne and take over the tag of China.

The situation unlocks special diplomatic actions for Yuán and the rebels alike. Yuán can grant titles to any released state that is not at war with it, giving a significant loyalty and opinion boost in exchange for a hefty fee. They can also negotiate with local rebellions which decreases the process for a rebellion to break out and they can call loyalist countries (those with +50 loyalty) to their wars against the Red Turban Rebels. Meanwhile, the rebel states have a special cb against Yuan and other rebel states with a vastly reduced warscore cost for Chinese locations. They also get access to an action that allows them to rein in a conquered area, greatly reducing the local integration speed.

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Green are your loyal servants, orange are the rebels, red is the strongest of the rebels.

Other situations include things like the Western Schism, the Hundred Years War & Sengoku Jidai. We will talk more about those in future Tinto Talks.

If you have a suggestion of what you think would be an important historical event that should be a situation, then please post them here!

Next week though, we will talk about something that many people have asked for repeatedly.
 
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Really interesting development - can't wait to play around with this!

Out of curiosity, and apologies if this question has already been answered, but you said that the Red Turban Rebellion will be avoided if you last until the Age of Discovery.
The requirements are harsh, but once you reach the Age of Discovery you have avoided the situation.
Does that mean you're in a different age beforehand, then? Do ages have a major role in the game, even if only for deciding the time in which certain situations can occur?
 
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"The requirements are harsh, but once you reach the Age of Discovery you have avoided the situation"

Does this mean that we are going to have Ages like in eu4?

yes
 
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What's the guarantee that the ammount of situations doesn't just fizzle out as the game becomes increasingly ahistorical as time progresses?

I think the Partitions of Poland would make for a good situation, but 18th century Central Europe will likely not look anything like what it did historically, so it'd either have to be really vague or on the contrary really forced.

All of the situations you mentioned have one worrying thing in common: They happen within the first 100 years of the game. So then are situations just going to be something we play with for a century before we deviate from history too much and they no longer happen/make sense?
 
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I like the idea of more generic Revolution or Religious Wars situations but things like the Italian Wars, despite having their own pecularities, could happen also in other places (with similar conditions) and the game would benefit from it in terms of replayability and dynamicism.
 
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This is a great opportunity to simulate the great Succession Wars of the 17th and 18th centuries. For ex., in the War of Spanish Succession, a large part of Europe divided between the Bourbon and the Habsburg faction, well before the the actual war started. Same with the Austrian Succession, which was in part triggered by the Pragmatic Sanction.
 
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Wow this looks really cool, and love to see all the Shan States! Just wondering since Japan looks united - will the Nanboku-cho be represented in the new release and will we be able to restore the Emperor?

Also looking forward to Joseon rise when Goryeo inevitably intervenes in the revolt and loses to Red Turbans in Liaodong lol.

Also what is that thing starting with M in Laos?
The game implies Japanese Empire is not the Shogunate imo. Look at the map, it's only the southwestern part under the shogunate.

As for Laos, I am afraid it's an ahistorical, weird pre-Lan Xang blob that is just called MUEANG. I think they will break it up eventually, as it should be.
 
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Are there any generic dynamic situations? For example, by allegory to the Black Plague or Italian Wars, could there be another large plague (at least conceptually) or 'The German Wars' given the right conditions (e.g. HRE dissolved, strong Poland, unified Italy and France vying over control in the remnants of the Empire)
 
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Would really like to see some kind of mechanic that allows for disasters or small-scale conflicts to spill out and escalate into full-fledged situations. For instance, when multiple great powers begin to interfere in wars fought by other minor powers. Succession wars too have been brought up - but perhaps a situation only develops once a multitude of claimants strike out for the throne, or when other powers (minor or major) jump in to try to carve out their share. You could even consider peasant revolts, or religious revolts, spilling into neighboring countries and spreading like wildfire through a region as giving rise to a situation. Or mass separatist outbreaks leading to situations like that of Yuan.

I think this would go a long way to satisfy players who are keen or more dynamic events.
 
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Is that "yes" to ages in general, or yes to ages like eu4? EU4 ages were a silly mechanic, with arbitrary bonuses and maluses for all players everywhere, based on little but date. The best way to 'square the circle' if you must have them would be for ages to apply to countries rather than the entire world being in the same age always.
 
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Succession wars.
If some great Christian power, the monarch dies without clear descendants other great related powers can try to put his relative or take him under personal union. See the war of Spanish succession.
Moreover if the dead king ruled over several states in union these can ally themselves to some or another side according to opinions.
There must also be an outcome where a third candidate gets chosen in case of stalemate, or as a way to avert a war. Typically, it would be a candidate that avoids personal unions. In EU4, succession wars were binary, ending in a personal union for the winning side.
 
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Also, about Italy: any chanche to see "guelphs and ghibellines"? It was kind of an important thing down here for about two centuries...

yes :)
 
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I'm curious how serious the columbian exchange will be as a situation. The Americas will have a lot more time to develop (albeit more slowly due to the lack of pack animals) on their own before Europeans arrive. Will it be possible to take measures that will lessen the impact of the eventual arrival of disease from europe?
 
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