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Tinto Talks #15 - June 5th 2024

Welcome to the 15th Tinto Talks, where we ask for feedback on our extremely crazily top secret game which has the codename Project Caesar.

One thing that many have asked for has been a more in-depth dynastical gameplay, so here it is.

Characters
Before we delve into the dynamics of dynastic gameplay, we must first talk about their building blocks, the characters.

european (1).jpg


Here is a European King with an early 18th century background.

While not copying the Crusader Kings mechanics, a Character in Project Caesar is a bit more alive than in let's say EU4. A character is born, lives, and eventually dies.

Every character has Administrative, Diplomatic and Military Attributes ranging from 0-100. Of course, these attributes will not add any sort of mana, but they will impact how well the character will perform certain roles. One example is that the diplomatic ability of an admiral impacts the morale of the navy he leads.

Newborn characters start with 0, but that grows until they are adults depending on what childhood trait they have. You can also assign your rulers’ children and grandchildren a specific education during their childhood

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This is a trait that when on the heir of the player it increases the chance of hunting accidents by 200%.

Characters ruling a country will gain up to 3 traits, depending on how long they have ruled.
They are gained while ruling a country. Characters that are generals or admirals will also get traits after combat. There are also unique traits for characters that are REDACTED or OTHER_SECRET_THING.

Characters also have a culture they come from, a religion they follow, they keep track of where they were born, and where they currently are living. They belong to an estate, which for most characters tends to be the nobles estate.

Many characters will have a father and/or a mother as well. For some historical characters at the start of the game that will not necessarily be true.

The number of spouse(s) a character can have depends on religions and laws, but the number of children they get depends more on the fertility of the parents.

So what can you do with characters? Well, this is not Crusader Kings, so the characters themselves are not as important, and there are no character specific events like in Imperator either. In this game, characters are tools to be used for the greater good. If that means marrying off your daughter to secure an alliance with France, then that's what you have to do. You can arrange marriages in your country, send less useful characters into convents, ennoble great people, and much more.
ashanti (1).jpg


This is an African ruler, in his throne room, which while beautiful, is just a background image…


Speaking of marriages, royal marriages in Project Caesar are not just sending a diplomat, here it is far more limited, as you have to actually marry real characters, and often this is a vital action. If you can’t arrange a royal marriage with a country of enough prestige, that has a young consort, you may be forced to marry a local noble from your country, or worse, even a lowborn.

A Royal Marriage between two rulers will immediately form a union between those two countries. Every country has its own inheritance laws, which if they differ, may cause a Union to break, as the rulers would be different. This is probably not the audience where I need to explain the difference between Salic Law and Semi-Salic Law right?


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And who was the founder of this dynasty?

Dynasties are important, as they impact diplomacy in direct and indirect ways. As some inheritance laws prefer their own dynasty, and having the same dynasty can improve opinions between countries.


As in almost all previous GSG, the game will keep track of who has ruled that country before, just so you can go back and admire them. We have tried to get in as much history as possible here, even if my heathen content designers refuse to have Odin as the original King of Sweden!

ruler_history.png

Of course regnal numbering and actual names depend on many different things..


Stay tuned, next week we’ll be back and we will then talk about how the cabinet will work.
 

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I got question about locations i belive. (or province)

Did you think/consider adding mechanic which would create new location in some cases via event/decision? Like some location which was meaningless at starting date and you didn't add it on the map, but later, due to some historic events it became more popular and would become a "new" location?

For example there is province which has 4 locations, but due to such events (in some cases) there would be possibility to create 5th location via such event or decision after x date/via mission or once some requirements would be fullfiled.

Ofc it would/could have some drawbacks (But would be worth in a long term) like:
- You lose Pops in neighbouring locations and/or less growth for some time (As ppl from neigbhouring locations would move to "new" place)
- Higher autonomy/lower tax in new location for some time
- You "forcefully" migrate some minority to such location. Either cultural/relligion
- Possible new/diffrent resource in location

Ofcourse i am not talking that each country would have x-xx such locations to create, but maybe dozen in total?
It could fix "problem" which you have in some cases, where you decided to make a location of small town at starting date, because you know it will become more important later one since game can last +- 500 years.


Cheers!
 
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Its Sweden & Norway as a Union

Skåne is a Dominion of Sweden.

Iceland and Greenland are Norwegian Dominions
From everything we know Scania was considered its own kingdom. It's not me concluding this but Swedish historian Dick Harrison "Riket Växer" (2020). King Magnus IV had the title "kung av Sverige, Norge och landet Skåne". Scania wrote its own laws, and printed its own coins (unlike Greenland and Iceland)
 
It also mean they can do away with the horrid PU mission mechanics. They are no longer 'necessary', since the game simulates that aspect like it does with others.
You can get the CB 'naturally' in EU4 too, so I'd say the jury's still out on this one. But I have hope that the trees this game will have will be less on the powercreep and just because side, and will try to do something more organic.
 
Could we get Seljuk dynasty back in power?
Mesud II died in 1308 and there are mentions of his son mesud III, and there should be some members still alive 1337

I mean, if Great Seljuk Empire will be formable nation, it should require Seljuk dynasty
 
This sounds good, hopefully the Ottomans will use this system to its fullest. Historically one of the major factors in the Ottomans' rise (and stagnation, reformation, and fall) was their leaders' competency. Earlier rulers were competent marshalls and governors, partly because of their upbringing with being tasked to govern a Sanjak(State-Province) until the padishah passes away. Later rulers didn't benefit from this and instead were raised in the Kafes (Cage) system. Also please allow heathen marriages with non-christians as these diplomatic maneuvers also were a key mechanic in balkans-anatolia in this time frame
 
Not sure about 3d potraits. It probably needs a lot of dev time for little gain. There are not a lot of people like them and 2d ones like old games could have made everyone happy
 
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I like that Dynastic tree. Royal Marriages requiring actual characters like in Imperator Rome is very interesting. Good for the players, but I dread what the ai will do with them.

I assume there will be a fair shair of scripted historical royal marriages. 2 years after the startdate the Hungarian king marries his 4th wife, a polish princess, with an inheritence treaty too which causes a hungarian-polish personal union after the Polish king's death.
 
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I really like the map, but the Portuguese dynasty should be called 'de Borgonha". There's no reason for the other Iberian dynasties to be written in their tongue while the Portuguese one is written in English
 
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The crown shown on the main portrait image is the crown of François I of France, and we plan to make some more.


He will become Juan II of England; behind the scenes he is actually called name_john so its very easy for the game to translate in different contexts.
That's great, exactly what I had in mind!
 
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Oh no! Again 3D! PLS No 3D characters!

They are already ugly in CK3 and VIC 3.

I never understood why Paradox uses ugly 3D characters.

This was what Victoria 3 portraits should be.
(This was planned in a development of Vic 3, but in the end they decided to do 3D)


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And not something like this.



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