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Johan

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Welcome to another Tinto Talks, you know, the happy Wednesday, where we talk about the top secret and very much unannounced game we refer to as Project Caesar. Today we’ll talk about another rather new, and more or less, unique system.

The Cabinet is one of the core functionalities in the game, covering areas which in previous games have been handled by envoys or mana, or may not have scaled nicely. The Cabinet in Project Caesar is a core part of many aspects of the game.


Last week we talked about characters, and we inferred roles like generals, admirals, rulers and regents. We also mentioned two roles we were not ready to talk about as well. Being in a cabinet, while being a good use of a character is NOT one of those roles, so you still have two other things to look forward to regarding characters.

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Can you trust Sir Robert???

The size of your cabinet varies depending on several factors, the most important though, is how advanced your country is. At the start of the game, most countries will have a cabinet size of two, while every age will add at least one. Some government reforms or laws may also grant a bigger cabinet size, for some other drawbacks.

Who you pick for your cabinet matters as well, as each cabinet member from an estate gives +10% power to that estate. And it may not always be ideal to have a cabinet member of the wrong religion or bad culture, no matter how great they are. One example, includes the fact that the Pope might be upset if you employ an heretic as a Catholic ruler.

There are currently 45 different actions that can be assigned to a cabinet position, and more are added as the game develops. Some of these are always available, some require more advances, and some are unique that only a few have access to. Each action belongs to one of three categories, administrative, diplomatic or military, which determines which attribute is used for it.

Some actions impact the entire country, and some impact a province.

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Increasing control in a single province may be good, but it's but a single province…



How efficient is a cabinet action then? The relevant attribute from the ruler and the cabinet member has a big impact, but your societal values, laws, reforms and even some estate privileges can affect it. Not to mention your crown power.


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If you want people to leave Stockholm, winter is not enough.

Speaking of migration, next week we will talk more in detail about how the pops function when it comes to migration, growth, how they change, and what they need.
 
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I hope there will be option to execute all cabinet.

Not planned, but sometimes you feel like "OFF WITH THEIR HEADS"
 
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What is the maximum number of cabinet positions you can get? Is it hard capped?

no hard cap.. depends on factors, but the design is currently 8-10 at the final age.
 
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Two questions:
1) Can we expel people from certain areas, or invite migration from specific areas, or is it a blanket thing?
2) If you get the effects of certain tasks immediately (looking at the diplo rep one specifically here), what's to stop someone from grabbing the modifier, completing what they want to do (getting an alliance, vassalage, whatever) and then just switching to something else?

1) those are per province.

2) not all cabinet actions are instant in impact.. many take a while to be effective.
 
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How exactly will “develop province” work in the context of this game. What will it do?

it makes development tick up in a province over time.
 
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Is there costs to removing a cabinet minister and can there be situations where we are forced to keep one?

yes, it costs gold to assign a new character, and it costs stability to replace a character
 
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How do we pick cabinet members? Are they in a pool of three like eu4 or can we pick from every character in our nation like Imperator rome?

You pick from any eligible character (if busy with other things they can't, and some estates may be blocked from cabinet depending on X or Y)
 
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45 Cabinet actions is a lot to do. Can each cabinet member work on multiple action at once?

Not all are things you'd pick, and over 50% you will not see as they are tag, culture, reform or religion specific.
 
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Question on DD: will some countries have laws preventing "heretics" from accessing the throne (like in France or the UK after the revolution). A

Yes
 
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Is the 8 the number of members of your dynasty currently alive? And is the (small) child above the heir?

8 is how many eligible characters that can inherit the throne with the current inheritance laws.
 
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Character stats seem to very rounded or just fractions of 100 which doesn't feel right. We mostly see 33, 50, 66, 80, 90 etc. I hope they will be more varied.

Setup of historical characters are more rigid numbers.
 
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It's just me or Tinto Talks are getting progressively shorter each week? :eek:

I thought the bigger screenshot would hold LOTS of you to analyse and find out from :)
 
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How does expel pops work? I imagine a nation make a list of peoples, religious and ethnic minorities, and expel them from the province. Can you tailor the list of peoples you want to get out so that you keep for example jews in say Madrid, but they would be thrown out of Seville? Can you encourage migration for specific people like how Gustavus Adolphus invited walloons, or is there no reason to do that?

I will talk about how migration works next week
 
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Is some people in the realm would want a certain position in the cabinet and if we don't give them what they want they will give debuff (like ck3) ? Or the cabinet is realy a player choice for advisor ?

Its a player choice in 99% of the case. There might be events asking you to change them, but those are rather rare.
 
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