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.
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.
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.
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.
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..
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.
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.
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.
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.
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.

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.

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.

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.

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..

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.

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.

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.

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.