• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

unnamed (1).png

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.

unnamed (2).png

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.


unnamed (3).png

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.
 
Last edited:
  • 248Like
  • 76Love
  • 9
  • 8
  • 3
Reactions:
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.
 
  • 55Like
  • 11
  • 9
  • 2Love
  • 1
Reactions:
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 ?
 
  • 3Like
  • 1
Reactions:
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.
 
  • 42Like
  • 30Haha
  • 6
  • 2Love
  • 1
Reactions:
  • 86Haha
  • 17Like
  • 2
  • 1Love
Reactions:
Developmente uh? Will there be a TT about or can you say something about how it works now?
 
  • 7Like
Reactions:
Men... maybe "Pojet Cesar" and the other Paradox games are "niche" games but I can tell you that even if we are not millions what I read for a few months now through the different "Tinto Talks and Tinto Maps" is the WET DREAM OF EVERY GSG ENJOYER.

Keep it up PDX Tinto, love to you all <3
 
  • 5Like
  • 1
Reactions:
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
 
  • 74Like
  • 27
  • 6Love
  • 3
  • 1
Reactions:
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)
 
  • 58Like
  • 10
Reactions:
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.
So am I understanding this right, we'll only be able to improve relation with a maximum of 2 countries at once at the start of the game?

Will they also be used to send alliances and declare wars and such?
 
  • 4Like
Reactions:
Will estates attempt to force a cabinet member on you if the conditions are met?
 
  • 2Like
Reactions:
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.
 
  • 72Like
  • 27
  • 12Love
  • 2
Reactions:
1. So you can assign people with roles (general, admiral, etc.) to cabinet, and vice versa, or are these tasks mutually exclusive?
2. Can we help cabinet members to get better at their job, like you can promote advisors in EU4?
3. Also, how does developing a province work? Is it related to pops?

Many thanks!
 
Last edited:
  • 4Like
Reactions: