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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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This is Project Ceaser. This is super secret project led by Johan who is man responsible for many good games like EU4 and Imperator Rome (it is a good game) . Many people speculate this is EU5 and points are strong but Johan have 70 other ways to say opening so reveal not done.This project is new game of Paradox Tinto.
Sounds really cryptic. I just don't get why the name of the game has to be secret, when they already shown us so much of the possible content that will be found in the game. Obviously it's very much WIP, but still it shows us a lot of how the core game will look. We can clearly see what dates are in there too and what type of aspects the game will focus on. So I ask again - What's the point of pretentiously hiding the name then? If the devs are gonna wait too long the hype that has built around this project will slowly fade out.
 
Sounds really cryptic. I just don't get why the name of the game has to be secret, when they already shown us so much of the possible content that will be found in the game. Obviously it's very much WIP, but still it shows us a lot of how the core game will look. We can clearly see what dates are in there too and what type of aspects the game will focus on. So I ask again - What's the point of pretentiously hiding the name then? If the devs are gonna wait too long the hype that has built around this project will slowly fade out.
Reasone is offical announcments are big things and doing them close to release is better. Beside that they did show outer parts (mostly maps and UI) but not innerworkings like how war will work or how trade and markets work in detail. Colonization and how technology system will work is still a question. We only saw a few points . Other things is they probably don't want make people firget about the game after long time of wait. Long wait will make some people forget and hype will die down at that time , less initial sales basicly
 
Sounds really cryptic. I just don't get why the name of the game has to be secret, when they already shown us so much of the possible content that will be found in the game. Obviously it's very much WIP, but still it shows us a lot of how the core game will look. We can clearly see what dates are in there too and what type of aspects the game will focus on. So I ask again - What's the point of pretentiously hiding the name then? If the devs are gonna wait too long the hype that has built around this project will slowly fade out.
It is 100% EU5.

But saying "we are making EU5" means that everyone very quickly jumps to their own preconceived ideas about what should and should be in it.

Calling it Project Caesar is basically just good community management. It allows the devs to say 'chill out everyone... this game is so early in development that we aren't even ready to announce it yet. Give us you opinions, but tempter you expectations'.

It allows people on the forum to suspend their disbelief and be slightly more open minded. And it allows the devs to introduce more radical gameplay changes without people on the forum losing their minds.

At this stage, its also a running joke and a bit of fun.
 
I think it’s a marketing thing. Announcing it as EU5 will blow their only chance at “EU5 announced!” making big headlines.

It absolutely is EU5. At best it might release under a different name to get rid of the “Europa” part of it, but I don’t think it will.
 
Agree 100%.

Players want to see an Ottoman Empire, and strong Russia, and want to experience the Reformation and Wars of Religion.

Playerswant THEIR choices to change history.


I've been doing these games for 25+ years now, and many times I've been suckered in by "we can simulate everything, we don't need narrative guidelines" only for game launches to be rocky, and having to readjust and making sure historical narratives are happening often enough.
I hope this is doesn't imply that many historical events are artificially railroaded and cannot occur organically. Also, I don't really want to see all of these every time I play a campaign. I don't just want MY choices to change history, but I want the world to naturally evolve on it's own. Otherwise, every game is going to play out basically the same, with the same big players
 
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Tordesillas et al.: A situation that arises when more than one European Catholic country begins expanding into places outside Europe and the Med. Involves the Papal States, which would naturally seek to resolve things peacefully, and the relevant colonial powers, but other Catholic countries also have a choice as to whether or not to respect the division. Non-Catholic countries will obviously just ignore it. Sooner or later one of the relevant colonial powers will expand outside of its assigned sphere (hemisphere?) of influence, like the Portuguese in Brazil and the Spanish in the Philippines, putting them technically in violation of the word of the Vicar of Christ. The situation ends when one of them recognizes the other's sovereignty over territory within its own sphere. This one may be a little tricky to implement, since part of dividing the world is dividing unknown portions of the map.

Partition Treaties: It happened to Poland-Lithuania. It almost happened to the Spanish Empire, but there was a succession war instead. When a great power declines, other great powers can negotiate among themselves to divide the assets and maintain a balance of power. Let's hope those who were not invited to the negotiating table can be pressured to go along with the scheme. And let's hope the prospective victim doesn't resist.

Slave Raids: What happens when there is a market for humans as property but no willing exporter. Not a prerequisite for the slave trade, but it helps. Your country can find itself the victim of it if you have a porous frontier, or as a side effect of piracy. If you have agents in a slave market, you can ransom people who were kidnapped from your locations. Or you can pay to not be raided. Or you can invest in a military solution, which can be defensive or offensive - nothing new here, except your people will be far more eager to pay for it. Or you can build coalitions with other countries that face the same raiders.

The Black Death, but Worse: Smallpox in the Americas. Enough said.

Claiming the Mandate of Heaven: What the Manchus did historically, but open to any country culturally influenced by the Chinese. This is what the Japanese were actually going for when they invaded Korea under Toyotomi. Should the Yuan be overthrown, other Mongol countries would have this option as well. Think of it as a Red Turban Rebellion in reverse, as rebels will start defecting from the Yuan/Ming once the invasion of China begins.

Restoration of Rus': Open to countries with one of the Rus' cultures, but also to Christian or pagan countries that control substantial territories which had belonged to Kievan Rus'. (You know who the pagan one is.) It's how you start off by annexing Galicia and eventually end up occupying Moscow.

Chambers of Reunion: Inspired by that trick Louis XIV tried to pull around 1680, though Sweden had tried it even earlier with Bremen. When you annex a country, you can lay claim to some or all of the territory that had belonged to that country in the past. (Obviously this requires the game to keep track.) Others probably won't approve, but if you limit yourself to carefully timed nibbles they might not go any further than loud protests. And if you take a big bite all at once, they might form coalitions with the express purpose of forcing you to spit out some or all of what you just consumed.

German Mediatisation: The Holy Roman Empire is coming to an end, and the largest German countries are gobbling up the smaller ones.

Act of Union: Transforming a personal union between 2 or more countries into a brand new country. What happened between England and Scotland in 1707 and between Poland and Lithuania in 1569.
 
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Reasone is offical announcments are big things and doing them close to release is better. Beside that they did show outer parts (mostly maps and UI) but not innerworkings like how war will work or how trade and markets work in detail. Colonization and how technology system will work is still a question. We only saw a few points . Other things is they probably don't want make people firget about the game after long time of wait. Long wait will make some people forget and hype will die down at that time , less initial sales basicly
Cp2077, i want remember was announced 7 years before out, included 2/3 years before they start work it.
 
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!
Is such supposed to be for one-off events or can it keep track of decade-long happenings? If it's the latter I recommend a situation for the Frankokratia states and maybe the wider struggle over Greece and the Eastern Roman crown. For the Frankokratia such would be both how they view each other (I expect you'll just make Robert II, Prince of Achaea and leave it at that but I suggest some kind of IO and/or extraterritorial country ala the HRE for all the Latin states with Catherine as the empress) and all of their - stated - goals of resurrecting the Latin Empire.