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Tinto Talks #18 - 26th of June 2024

Welcome everyone to another Tinto Talks. This is the time of the week where we will be focusing on gathering your helpful feedback on how to shape this secret game with the code name of Project Ceasar together.

Today we will get back into politics, and discuss how Laws function in this game. Sadly, when this is going live, I’m technically on vacation, so might not be able to reply. The good news for you though, is that @SaintDaveUK and @Pavía are more than happy to reply.

We have had various forms of laws in previous grand strategy games, everything from deciding how the Upper House in Victoria 2 is composed to simpler things like decisions “The Education Act” in EU3 that gave you a permanent bonus. In Project Caesar what we define as a Law is something that has 2 or more policies to choose from, and where you can change the policy for a cost.

Many Laws have lots of unique policies that are available for certain tags, religions, cultures or other unique restrictions.

Currently most countries start with about 12-15 laws that they have policies on from the start, and there are about 40 more laws that appear over the ages.

law_categories.png

Four different administrative laws here, all for the ideal way to run our country.

Enacting a policy for a new law is merely a cost in gold, but changing a policy is far more costly. At a base cost of 100 stability, it's rather costly, and while a high crown power reduces it, having low crown power, which would be very common in the early part of the game, would increase that cost further.

So how do you pass a law then without plunging your country into chaos? Call in the Parliament and convince them to approve law changes! How that works in detail we will talk about when we talk about parliaments.

Also to take into account is that while you immediately will lose the benefits of the previous policy, enacting a new policy takes time. Depending on your administrative efficiency it can take several years until you reap the full benefits of a +1% Tax Efficiency, just like in real life..

Not only countries have laws, many international organizations have laws as well, where in some of them it's something the leader like The Emperor of the Holy Roman Empire could enact on their own, in some there are specific countries that can vote on the policy being approved or not, and many more options possible. We will go into details about those when we talk about specific International Organizations.

So what type of policies do we have in the laws? Well, they are not just modifier-stacks like many things in previous games, but they enable and disable mechanics, they make estates happy or unhappy, and have impact on your societal values.

Here are a few examples of laws.

The Levy Law here is an interesting choice. 2% more of the peasants is a fair bit more than 20% of the nobles, but over time it has an impact over what your military focuses on.

levy_law.png

Or is it a way to kill nobles more efficiently?

Naval Doctrines was a concept in EU4, and here it is a law with lots of different options depending on who you play as.
naval_doctrine.png

Wooden Wall, the best for England right?

Your Legal Code has many different options depending on who you play, but as England you definitely have the important choice.

common_law.png

More efficient government or more happy estates? or just the traditions?

In the later part of the game, the Press Laws is something you have to decide upon..

press_laws.png

This is a tough choice, isn't it?

If you go with free press, the burghers might start building these in different towns and cities.
local_newspaper.png

There should be no drawbacks to this... right? right???

Here is an example of a religious law, about what religion your heirs can belong to.
heir_laws.png

Clearly the clergy are not as tolerant as they need to be.



Speaking of Heirs, the “Succession Law” mechanic is not technically a law, but uses another mechanic, primarily because we want to always ensure that it's valid, and enforcing a country to always have one. This Special Law is very much dependent on government type.

We have lots of unique ones, like the Papal Conclave, where when the pope dies, the cardinals gather to debate who will be the new pope. This can be quick, but sometimes it may take several years. We have different election methods for republics, and of course the old classic Salic and Semi-Salic Laws as some of the options for Monarchies.
salic_law.png

A difference on view of this will never cause any wars I'm sure..

For all of you that like to modify games, all of these are 100% controlled from textfiles.

Stay tuned, because next week we will finally talk about ages and institutions, which is something we have hinted at for many weeks.
 
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Is there any chance we will get a fleshed out and impactful global trade wind system? something a little more expansive and in-depth than in eu4? I think that would be a really fun mechanic to have to navigate. After all, the trade winds had a huge impact on global trade and exploration (hence the name, obviously).
We have been told that there are sea zones that will be one-way, and the pictures we've seen of, say, the Atlantic, do not have the entire ocean as traversable but instead key paths. So, yes.
 
Press laws feels wrong regarding communalism and individualism.

Not entierly sure what you mean by communalism. True meaning is the type of governement the French Commune had. Could also speak of communism,the system in place in other town than Paris and probably other countries before the commune or simply a sense of common purpose.

I think free press, censored press and free press don't have much to do with communalism and individualism. The press in Paris Commune was quite free and censorship had been used to try preventing it.


I think instead Free Press should increase estates desire to change laws (big discount dpending on estates influence for laws that these estates want )while censored and state should give a smaller reduction to all changes like state press already do by increasing crown power. ( I think censored should also do it on a smaller scale)

So could you clarify what those concept means and what do you think of my view on the subect ?
 
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Press laws feels wrong regarding communalism and individualism.

Not entierly sure what you mean by communalism. True meaning is the type of governement the French Commune had. Could also speak of communism,the system in place in other town than Paris and probably other countries before the commune or simply a sense of common purpose.

I think free press, censored press and free press don't have much to do with communalism and individualism. The press in Paris Commune was quite free and censorship had been used to try preventing it.

this decision feels like political bias.

I think instead Free Press should increase estates desire to change laws (big discount dpending on estates influence for laws that these estates want )while censored and state should give a smaller reduction to all changes like state press already do by increasing crown power. ( I think censored should also do it on a smaller scale)

So could you clarify what those concept means and what do you think of my view on the subect ?
I don't the communalism in the game is related to the Paris Commune as that would took take place decades after the end of the game. I think the communalism-individualism dichotomy/societal value in the game's context is meant to be a representation of how much individual vs group experience is valued.
 
I don't the communalism in the game is related to the Paris Commune as that would took take place decades after the end of the game. I think the communalism-individualism dichotomy/societal value in the game's context is meant to be a representation of how much individual vs group experience is valued.
The game was confirmed to have a ~500 year timespan, the Paris Commune is still within the timeframe.
 
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I don't the communalism in the game is related to the Paris Commune as that would took take place decades after the end of the game. I think the communalism-individualism dichotomy/societal value in the game's context is meant to be a representation of how much individual vs group experience is valued.
In that case Free press doesn't necessarily increase individualism. Capitalism do but you can have a free press that promote communalism as well as individualism. And a censored press that promote individualism as well as communalism (while in this case i would agree that state only press would increase communalism).
 
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Interesting dev diary on how the law works.
 
My only note is I hope that the different laws and policies come with some unique art. I liked seeing the unique icons for the different naval doctrines, and it'd be nice to see something similar, which'd help spice up customizing your government I think.