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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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From top to bottom, I'm not sure what the three icons on the top are about. They look like things that are constantly here, not buttons, not mere modifiers. Maybe it is to remind you that this is a monarchy, the second one is administrative efficiency and I have no idea about the third one.

First is correct
 
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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.
One doesn't exclude the other necessary. There are people who can improve your image, that's the +2. If you break minor agreement, it's -2, if it's a major one, you get -5, etc.
I'm not claiming reputation in Project Caesar works like that, just explaining the possible solution.
 
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On the same level as there are ruler stats there are icons of a knight from chess, a crown, and a star, can you tell us what do they mean? Does the chess knivht mean that edward is a vassla of france (theoretically) and the crown that he is a king?
 
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Maybe "Development" is better named "Infrastructure" to better explain it's about sustaining pops?

probably, but we call it development in so many games.. and then people would say "but roads and buildings are infrastructure"
 
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how are cabinet minister stats rolled? rng on a bell curve? or is it more tangible and able to be influenced?

character stats tend to be a bell curve yes.
 
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I don't care about the 2D vs 3D debate as long as the game looks good. The problem is that It doesn't look good. We've been told that the UI isn't final and that it's a work in progress, but please understand that seeing things like these does not inspire confidence in the project, and perhaps even harms the community's perception of it.

It's good to show players how the game is going and how the UI looks so far, so please take into account feedback from people who are clearly not enthusiastic about what has been shown. Everyone wants this game to be good, and personally I am not a fan of how bland and uninspired both Crusaders Kings 3 and Victoria 3 UI looks. I imagine I am not the only one. I am merely pointing it out, again, so it isn't forgotten in the long run. All too many times in other games we've been shown things that are 'a work in progress' only for that to be almost exactly what the final product ends up being. Please don't let this be the case.
 
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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.
Estate leaders and political agitators?
 
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Please PLEASE tell me there's ways to lower development? Especially if population falls.
I think there should be a way for development/infrastructure to decrease peacefully, maybe having lots of empty capacity or very low prosperity decreases it? Lots of towns and cities went downhill in the time period, Makuria’s capital was deserted by the 19th c.

I think capitals should receive a big boost to development/prosperity, and when a kingdom is conquered the modifiers get removed from the location, or the location enters a slight decline
 
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A bit unrelated, as I got this question from two previous Tinto Talks. but I would be realy interested in this:

Will terrain have a negative impact on control?
Will control have a impact on conversion (cultural and religious)?

I think it would be really nice if smaller communities could survive in mountains, deserts, jungle and so on.
 
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Do members of the cabinet have physical locations on the map? If so, can they be captured/killed if, say, an enemy army sieges down their location?
 
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