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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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But there were many collapses throughout history, will they all have situations? Why do some collapses get special mechanics while others don't?
Since the collapse of Delhi was under way at the start of the game, according to what I learned during the time people were discussing about the date of the start of the game, this is probably the Situation I'm the least concerned by.

The one which concerns me the most is probably the Italian wars...
 
Please add the Pragmatic Sanction and the War of the Austrian Succession as a Situation. Charles VI put major diplomatic efforts into the foreign recognition and made various concessions to European powers (territories, ending the Ostend Company, etc.).
 
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One thing that does concern me, is that will the mechanics and disasters be enough to cause the potential collapse of empires? Because the collapse of many starting empires (like Yuan and Delhi) seems to be scripted to happen through a situation. Will those empires have mechanics-related problems to deal with too? So you dont just ”win” the situation and blob endlessly afterwards.
 
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Please add the Pragmatic Sanction and the War of the Austrian Succession as a Situation!
How is that a situation? Austria enacts an HRE law and an internal law allowing it to have a female heir. Said female heir still has low legitimacy and on the death of the Emperor, an ambitious young king decides to invade Silesia, while pretendants circle like vultures around the realm.
 
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Disaster is primarily involving ONE country, and some are dynamic and can happen repeatedly like a Succession Crisis etc.

Situations involves MANY countries.
If this means a succession crisis is a disaster, would that make things like the burgundian inheritance and milanese succession dynamic? And most importantly, does that mean that any ambitious power can stake a claim to the throne of another country in a succession crisis provided that they have some kind of pretext to claim the throne by, like a marriage? Would that claim need to be particularly strong in game, or could it be as weak as some historic claims that caused conflicts were?

Also on an unrelated note it would be cool if the HYW created a sort of power vacuum that would allow French subjects an opportunity to grow in power greatly due to the conflict (like burgundy historically).
 
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. Wouldnt it be epic if asian nation woud have an asian font for their names (The letters would still be roman alphabet but with a asian touch to it), arabic font for Arabic nations and European fonts for European nations obviously. This would add way more variety and an more immersive gameplay experience
HoI 3 exists and the way it handles different fonts for different alliances is the thing that aged awfully

noBepb MHe, He cToNT
 
But you said collapses are their own mechanic. Why are certain collapses a mechanic, and others a situation?
Disasters are their own mechanic, is what he said. Collapses, in that they split off their own countries, naturally are things that involve multiple states (the collapsing country and the ones that got split off). Hence, a situation.
 
Aaand here I come with another concern of mine.

Let's suppose I play Yuan and try to make Song my main industrial region. I am aware this is an important region so I try to integrate it into my core as much as possible: control, infrastructure, roads, what else you made for us to manage internal politics, while doing this in exchange of neglecting whatever province rebels the last in the Situation.

Then with keeping those circumstances I still mess up and trigger the situation. So, from in-game perspective Song, the region I tried to appease and ally the most breaks away, while the neglected ones stay with me... because aubergine, that's why.

In my opinion such situation (as a common noun, not the narrative mechanic) would rather break the believability of the game
 
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