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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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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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How does expelling pops work? Is it so you can spread your population from one location over your entire nation? Can you choose for the expelling of pops or encouragement of migration to only apply to specific cultures and religions?
 
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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.
 
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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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Sad to see 'diplomatic reputation' make a return since it's really a meaningless modifier that confers magical benefits. It should only be based on your actual reputation (broken agreements, unfair peace deals, etc.) and not some guy sitting there with an 'Diplomatic Relations' task checked. Even then, it should only be indicative. If a player can ignore it freely, the AI shouldn't be affected by it either.
 
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Can the cabinet stop you from doing this you want to do (a la Conclave, the best CK2 DLC)? Or perhaps affect negatively your goals in some way?
 
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Will the cabinet have a similar system of switching out characters like the Advisors in EU4? And what made you guys decide on 2 as the starting number of cabinet members? Either way, I'm quite fond of this feature and I'm looking forward to how it'll make gameplay more dynamic and immersive.
 
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Think 8-10 is the max size we aim for.

10 seems to be about right for late-game cabinet size, as it is close to the size of British prime minister Lord Liverpool's ministry, which served around the time EU4 ended, having been in office between 1812 and 1827 and which had 13 cabinet members (12 if you exclude a minister without portfolio).

What I am wondering is whether there will be offices or positions of distinction within the cabinet, with a leader as the prime minister? And will there be some relationship between the Parliament and the Cabinet?

If the Cabinet becomes responsible to the Parliament (as the British one historically did after the Glorious Revolution of 1688) at some point and through some kind of mechanism (events?), will there be such thing as requirement of parliamentary confidence to continue in office and the collective cabinet responsibility in which the entire cabinet must resigns if it loses confidence of either monarch or parliament?
 
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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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I like the framework of the cabinet. But I'm craving to know more.

I'm also curious about what development implies as well, but if I may take a guess it may be something akin to Civilization level from I:R ?
 
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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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I'm hoping that interaction with the cabinet will be more than assigning an action every 30 years or so, so that we can have the feeling of actively administering the realm. Looks great though!
 
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Kinda unrelated to cabinets, but will there be a special event for England about the rise of football because the sport was banned in 1314 but was unbanned and gained massive popularity in 1603 when King James I took power.
 
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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?
Just speculating but I think it is more than just 2 countries at a time, considering you can marry off members of your family to different courts in order to get alliances going. It might be a case of passive vs active relations improvement.