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Tinto Talks #16 - 12th of June 2024

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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its all those things you don't build as a player.. like wells, the streets in the cities, etc..

As pops move from one location to the other, will a location's development then drop as a way to show that the infrastructure is not matching the population boom?
 
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That's not really accurate though. The USA for example, would be unfathomably poorer and less developed if it was 50 totally independent states.

I understand why we may not want that type of thing in a game. But we should acknowledge the fact that larger states are often more effective at developing their country.
Have to disagree. Development is not linked to size of a country. One could even argue that size is actually limiting development because you need to spread it around more to prevent to much inequality from tearing your nation apart.
 
Neat ... glad the cabinet is held small. :)
3 Advisors in EU4 was a lot easier to manage... then this neverending timeconsuming Assign-Job to someone Routine in Imperator rome, to have all the countless Jobs occupied :rolleyes:
 
Naive question, but what's the point to expell peoples of a province ? There's an implication that I don't understand.

Can I expect them to go to more valuable province, like prospect mines ? Or will they go to colonies ? Or is it implied that only minorities are targeted ?
 
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There are some risks, but its mostly through events.
If a character gets an event indicating that they are now corrupt, does that make it more likely for them to get similar "corruption" events in the future?
This is where temporary country modifiers will live..
Will we also have a list of modifiers? Or will we need to hunt through the 3D UI to find out what modifiers we have?
probably, but we call it development in so many games.. and then people would say "but roads and buildings are infrastructure"
Maybe a tooltip would be useful here?
 
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Are you planning on making the cabinet member actions filterable by diplo, mil and admin actions? Because it looks like they are currently all in the same list and I imagine it will be quite a pain at the mid-late game looking at 20+ different actions just trying to find one. Also, It would be useful if we could see the cabinet members culture and religion next to them. I understand they're probably in the screen where you select a cabinet member, but if we, for whatever reason, hire a heretical cabinet member by accident and the pope starts sending us angry letters, it will be useful to see at a glance who that cabinet member is and if it's wise to replace him.
 
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Have to disagree. Development is not linked to size of a country. One could even argue that size is actually limiting development because you need to spread it around more to prevent to much inequality from tearing your nation apart.
Sure, there's more to develop. However, they have more resources to do it with and can also focus efforts on developments that benefit the whole. For example, the Interstate Highway system. Or national rail networks. Going back in time, Rome was only able to afford building their road network and aqueducts because they were big and rich. And by doing so, everywhere connected to it became better off. A minor feudal count wouldn't have had the spare funds to be able to do that, even if they could convince their neighbors it was a good idea.

And that's even ignoring the fact that transfering goods within a nation is simpler (and probably cheaper) than needing to trade for them.

Again, we may want to keep it as an anti-snowball mechanic, but that doesn't mean it's an accurate representation of reality. Although, depending on what sort of sources of development there are, it's possible that this council task only contributes a little bit, or becomes proportionally less effective as the game progresses.