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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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I also think a character's traits/stats/history should influence their support for their succession. For example, if 1 son is a successful battlefield commander who's won battles and campaigns for me I think that should influence his support for his succession. Having the only things that influence the succession we saw in this screenshot be age and gender feels extremely shallow and lazy and a lot more effort could be put into adding further depth to that mechanic.
This would not be historically accurate for European countries during the game's period. Succession was based entirely off of one's birth, their ability was completely inconsequential. The king's eldest son was always first in line to the throne, even if his younger brothers were far more competent. So no, this is not "shallow and lazy," it's historically accurate.
 
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What kind of succession law will Basileia Rhomaion/ Eastern Roman Empire/ Byzantium have, will it be similar to acclamation in CK3 or something else?
Also compared to other countries will the Romans/Byzantines have a more 'advanced' state in terms of administration, control and literacy?
 
I'm happy to see Laws having similarity to Vic3 Laws, which for me are some of the best ways to deal with them and changing them.
Changing Laws costing Stability or having to call the representatives of the Estates for an endorsed passing are very good options!
 
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I have to agree on this. Communist countries had probably highest literacy growth rates during 20th century, since state forced everyone to go to school, but there was no freedom of press.
I was thinking along the same lines, how the Soviets were early leaders in the Space Race, or how China modernized. At the establishment of the PRC, like 80% of the population was illiterate, and lo and behold, 75 years of constant censorship later it sits now above 99,8%,

But even if we discount the whole of the 20th century, or even the 19th, as outside the game's time frame, it is ridiculous to say that more people learnt to read because newspapers could publish whatever they wanted. Compulsory education is what raised the literacy rates, not the World Press Freedom Index.
 
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Does that mean countries without them have to eat the massive stab hit every time they want to change laws?

Why would they change the law that was appointed by a rightful ruler in the first place?

they do need Crown Power if they dont want to rely on parliaments though
 
can the International Organisation forbid you from passing some laws? Or force you to pass them?

Nothing we have planned now, but in theory that should be doable.
 
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In this case would it be possible just for Anglican to have dynamic names?

For example if the Spanish monarch is the first to ho Anglican to have it be named “Spanish Chruh”?

But keeping the same mechanics.

Why would the most Catholic majesty want to become an heretic? Please help me @Pavía
 
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Common Law for now, with the option to switch to Civil Law. Nothing stopping us from making a unique legal code for them though if you have some suggestions for how it could work.

So the Scottish Legal System is the oldest mixed jurisdiction in Europe sharing both in the Civil tradition of the Continent and in the tradition of the English Common law. This unique system emerged due to Scotland facing heavy influence from England due to proximity but also from France where many Scots Lawyers went to get an education due to the Auld Alliance. At University it was always described to me as a system taking the best elements from England and from France and creating something new - though my Lecturers were likely slightly biased! There aren't many Mixed Legal Systems in the world today and the most notable ones other than Scotland are Quebec & Louisiana which are a mix of English and French and South Africa which are a mix of English and Dutch.

I would identify three main strengths of Scottish legal tradition.

1) It is very adaptable and versatile as it was always willing to incorporate new legal ideas and principles from both Common (largely English) and Civil (Largely French legal systems.

2) It was willing to integrate local customary laws which allowed the system to be more flexible and responsive to the needs of the local population.

3) It would become well codified with texts such as the Regiam Majestatem or Law of Brets and Scots and would help centralise the Kingdom.

As for bonuses. Others may be able to assist me with coming up with suggestions for that. However one could perhaps take the bonuses from both civil and common and half the percentages (so not to make it overpowered) as Scots Law really is a blend of the two systems.
 
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Dearest Johan, Illustrious One, Bringer of Joy, the Dev that was Promised, Johan-al-Gaib, Comforter of Romaboos, the Great Designer, POP Bringer, 3D Enjoyer, War Crimes Enabler, the God of Alternative History who allows us all to correct historical mistakes,

please take a look at this magnificent screenshot:

View attachment 1153985

It's beautiful, it's pretty, look at those buildings, these fields and roads, so magnificent, so great. I know, I know, the terrain map of EUV isn't finished yet, but please, can you grace us with even a glimpse of it? You don't have army models finished? No problem, don't show them, or show them in the distance, blurred a bit, no problem, it's fine. You said EUV will use an upgraded Imperator-like map, so surely there's something you can show us now, surely a lot has been done already.

I know, I know, the image you'd post in your endless benevolence would then spread on the internet like a wildfire with everyone praising it and your kindness so you have to be careful of what you show, but we're but a children, we're faithful, we understand. You can slap a huge "WORK IN PROGRESS", "NOT FINAL QUALITY", "WE KNOW THIS IS ALREADY PERFECT, BUT FINAL QUALITY WILL BE EVEN BETTER" on it, it can even cover 1/3 of the image, no problem, no problem, it's fine. Just allow us to catch the glimpse of heaven, marvel at the beauty you and your team created.

I know, I know, you're on holidays. That's good. You've earned it. Rest well, rest well and look at the beautiful landscape, but also think of us and that we also would like to look, even for a tiny moment, at some beautiful landscape of EUV, so that both your and our eyes can enjoy beauty. It's only just, it's only right to do, yes.

So please.

What do we say to the God of Death?
 
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"Combat outside own coasts" in Wooden Wall, I assume this means you get the modifier when fighting off own coasts correct? If so I would perhaps suggest changing it to "Combat off own coasts", as when I first read it, I initially read it to mean that you get the modifier everywhere except off your own coasts, i.e. outside own coastal waters.

Also, what counts as own coasts here, anything you control or only your core territories?

owned iirc
 
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Will England/GB have a special form of parliament or will it just be represented by the generic parliament mechanic?

they have some more or less unique aspects
 
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Laws can be changed at a high stability cost, and potentially enable mechanics.
Nice, so this is like Imperator where laws enable raising legions or rooting out pirates.
 
Two thoughts:

  1. The court type law makes me really hope that we're gonna get some gripping Eunuch gameplay in China.
  2. I hope religious laws include usury laws, which would give European countries a reason to keep Jewish communities around since Christians (with some exceptions) couldn't loan money. This could be combined with the estates loan function where the maximum loan amount would be the Burgher wealth/capita * the number of Jewish burghers.
 
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Why would they change the law that was appointed by a rightful ruler in the first place?
Does this mean it is intended that countries with parliaments change and want to change their laws more frequently than those without?

As a more general question I don't feel like I understand the point of the parliament mechanic. If it is intended to engage the estates in the politics of the country, shouldn't all countries have an analogue? Or are all other countries modeled as absolutist in some form? It seems like many of the core mechanics of the game are linked to parliaments but aren't they a little too region-specific if that is the case?
 
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That is an awesome way to collaborate! I hope it all pays off, so it can set a nice precedent. It is looking highly promising so far.

I kind of like it.

Usually, we have "playtime" from 15-17 on wednesdays, and after people gather in the meeting room or the garden depending on weather and start discussing gameplay feedback or a topic from the backlog. I usually don't attend for the first 35-40 minutes, as people may listen to me a lot, and I don't want to bias the creativity, and then I enter for 5-10 minutes to listen to what they have come up with and go "doable, "not doable, "you have to think about X or Y", and then let them continue for 30-45 more minutes talking, and then eventually we get notes at maybe 1/2 to 2 pages that often enough gets into the game.

My team has become really good at ironing out what will work and what will be good now after a few years of this.. And it makes me, who is soon 50 years old and maybe have 2 decades left working, happy to know I got so many great people here at Tinto that knows how to make good game design decisions..

I so LOVE my team at Tinto, so talented and great individuals!
 
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Are you set on percentages? Full numbers like in EU4 feel much more impactful, even if they aren't. Also how does the calculation work. If I start at 100, and get 2 20% laws, do I have 140% or 144%?
 
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