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Tinto Talks #20 - 10th of July 2024

Welcome to another Happy Wednesday, for the 20th Tinto Talks, where we give out a lot of secret information about our absolutely 100% super-secret game Project Caesar.

First of all, I want to take this opportunity to thank all of you for your great feedback, which is helping us shape this into an even better game.

Today we talk about what will replace the Technology Levels and National Ideas of EU4. While some aspects of the Idea system are covered by the Societal Values and/or the Laws of a country, this new system will cover the rest.

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Maybe these advances are good for us?


What were different effects from the Technology Levels and Ideas are now something we call “Advances”. Advances can unlock new diplomacy, new units, new abilities for units, new character actions, new subject interactions, new estate privileges, new laws, new policies in laws, new inheritance systems, new casus belli, new government reforms, new cabinet actions, new buildings, additional levels for buildings and new production methods. An Advance can also unlock mechanics like investing in stability, building roads, collecting taxes and much more. Last but not least, advances can also give you important stats like more literacy for your nobles, or better military tactics.

At the start of each age, each country will get a new Advances Tree, which will be unique to that country. A tree usually contains about 100 advances, some which are common, and some that are specific to who you are playing. Every tree, except the Age of Tradition, has 4 different starting points, a common one, and one from each institution. The ones from an institution tend to unlock relevant advances to that institution.


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Eventually all advances will have fitting and often unique icons, but for now, the sickle is good!

About 70% of all advances in a tree tend to be common for every country, but the rest depends entirely on which country you are playing. Over one third of the advances in a tree in Age of Renaissance and Age of Discovery does not require any institutions to research.

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This is part of the tree unlocked by the Meritocracy Institution..

We also took the national ideas and adapted to advances. Some of them made no sense and were lost, but in general the starting bonuses ended up as two Age of Traditions advances you start with already researched, and the rest is spread over the rest of the ages, with what was the finishing bonus as an advance in Age of Revolutions. In many cases they have been moved to the appropriate time as well, so currently many unique and powerful Swedish advances are in the Age of Absolutism. We have also heavily revised those whose names survived, and when we work in making unique content for a country, we aim to add more advances as well.

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Poland currently has 16 unique advances...

We also have a lot of unique advances for what culture you are playing, or what religion you are playing, if you are a country that can own locations or not, and for what type of government you have.

Some of the ideas from the idea groups ended up directly as advances unique for certain types of countries, like the Horde Government ones were converted to unique advances for Steppe Hordes, and the Divine Ideas as unique advances for Theocracies.

However most of the ideas ended up being sorted into an administrative, diplomatic or military focus, with at least 10 in each category for every age, starting with the Age of Renaissance?

Why 3 categories? Well, at the start of each age, you will pick one focus, which will add those advances to your tree for that age. Now you may think, why would anyone pick something else than the military? First of all, there are different powerful benefits and tough choices you have to make. Let's take a look at the choice in the Age of Renaissance.
  • Administrative - Better Administrative Efficiency, Lower Interests, better proximity propagation, Cheaper Mercenaries and more..
  • Diplomatic - Better Merchants, More Diplomatic Reputation, March Subjects, Cheaper Warscore Costs and more.
  • Military - More Prestige from Battles, Monthly Tradition gains and more.
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Hard or easy choice?

At the start of an age, the tree is populated with the advances depending on what your country is at that time as well, so you will only get relevant advances to choose from in that age. If you switch tags or change religion or government form, that will be seen in the next age.

The Advances tree for Age of Traditions is a bit unique in that it has many starting points, and there are many countries, particularly in the New World, who do not start with all of them. Metallurgy, Agriculture, Written Alphabet, Ship Building & Meritocracy are different starting points who all have trees. Feudalism, which requires to have embraced the institution to research, is in the Agriculture tree, and requires Horse Riding researched first. Legalism is part of the Written Alphabet tree and requires Codified Laws and the institution to have spread to unlock their sub-tree. Many of these are more expensive to research.

This together with lots of unique advances in the first three ages provides an interesting progress as a new world or similar type of country outside of the Eurasian Core.

Each advance has a research cost that is the same for almost all advances. There are a few keystone advances such as “Written Alphabet” that are far more costly though. Every country generates “research” each month, which is “paid” directly into the advance you are currently researching. While a bit unrealistic, but good from a quality of life perspective, you can store up to a year's research without having an advance being researched. There is also a sort of catch up mechanic where advances from an earlier age are cheaper than the current age.

The amount of research you do depends on what type of country you are, if you are a settled country, or still a nomadic group of pops, and on the power of your liturgical language. The satisfaction of the clergy estate and the average literacy of your country also impacts how quickly you research.

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As you build up the literacy of your population you're research will grow .

You can also fully automate research and let the AI keep researching for you, and of course we got a proper research queue, so you can just select which techs you want to get, and it will add all prerequisites to the queue as well, and you can keep adding any valid advance to the queue.

Stay tuned, as next week we will delve into the fun and joy of exploration..
 

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There are multiple types of countries, and those owning locations are only one type.
Quick unrelated question: can countries that don't own locations still own buildings?

If those buildings are for, say, religious conversion, do they attempt to convert to the religion of the location owner, or the building owner (i.e. them)?
 
The focus system is nice though. It will eventually lead to "builds", such as admin focus in age 1, mil in age 2 and 3, then diplo in 4, to make a synergistic combination of idea groups.

probably, but also depending on what country you want to play.. as the advances are different in different ages.
 
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Given that it's a tree, does unlocking an advance further down the tree require first having every advance that connects to it, or just one?

all
 
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Given how you can pick a focus at the start of an Age, how long does it take to complete a Advance Tree?
Eg: choosing Admin focus to go for Deus Vult, are we going to unlock 2 or even 3 Admin groups before the 100 years is up?

Thats 10 of the 100 advances you have in that age. You should be easily able to get 70+ of them before the next age.
 
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yes, you have to make a choice between those 3 options.

you get a new set of options for the next age
Allow me to make another suggestion. I understand that a country picking 1 of 3 options makes them all play different. And that uniqueness in each country is what you are going after, however, I think locking out 2/3rds of the tech tree is a little harsh, quite unrealistic, and a lot unfun. How about this? Every age you can pick a National Focus for your nation. Administrative, Diplomatic, Military. When you pick one, all the advances in that tree will progress at whatever your country’s research speed is at. Once you research X amount of advances, the other two National Focuses open up to you (with some exposure from other countries maybe) Research in those other trees should be a lot slower because they are NOT YOUR National Focus. But if the player wanted, they could pick them.
That way, some balance is still kept in place for not picking those focuses, and the player is punished, but the option is still there which I think is most important for immersion and fun :) Obviously, dont make stacking modifications that makes researching quicker in Non-Selected Focuses.
 
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yes, you have to make a choice between those 3 options.

you get a new set of options for the next age
But if I understand correctly, the 10 advances you are adding to the current age are a relatively small percentage of the total number of techs that will be available to you for that age, right? So even if you choose administrative, there will be plenty of military/diplomacy oriented advances in the tree for that age, you simply won't have access to the unique ~20 advances from those other two groups that you didn't select?

Right? Just trying to understand the wave of dislike here, I like being forced to specialize in this (relatively minor) way.

Also, if the goal is ~100 advances per age, and a country can be expected to complete 75-80% of all advances by the end of the game, then maybe these unique military/diplo/admin techs form only ~10% of available advances, which could easily fall into the 20-25% of advances that the player doesn't complete.
 
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Read it again man. The focus is only ten techs per age. Even if you pick military there are still twenty five or so diplomatic and administrative techs. Just thirty five military techs. It is comparable to idea groups and no more arbitrary than them really.

No.. You just don't get the 10 extra military ones.. you still have 25+ other military ones.
OK thank you guys for clarifying this, it's nowhere near as bad as I thought then. I still think making some techs mutually exclusive like this is stupid and I bet the questions of which ones should be will spark acrid debates about game balance, but at least it does not ruin the overall design.
 
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No. Part of the tree is "randomized" :p

I wouldn't mind this, if my play-style was able to influence it. I don't want to suddenly get a bunch of navy related techs as Muscovy or any other landlocked country just because of sheer RNG. Weighted randomization, which is based on what you've done previously (e.g. number of ships, direction of expansion, economical focus).
 
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The only part I don't like about this system is the fact you are locked out of researching the techs you didn't "focus" on. I'd much prefer it if your focus unlocked those techs for that age and after that age has finished the rest of the techs are unlocked. You'd still get the feel of focusing on that aspect without the annoying permanent blockage of technologies that don't feel like they should be blocked off.

I don't like the idea of missing out on what feel like important technologies like "debts and loans" or "privateers" or "mercenary recruitment", just because I was focusing on a different tech that age. The age technologies seem very important, which makes locking them off permanently annoying.

In my opinion it feels a lot better if you unlock the techs on-time if you focus on them that age, and then after that age the rest unlock without bonus you get from older technologies, because you weren't focusing on them. (other than that great dev diary I loved it) (you could game rule this as well if it breaks balance)
 
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Are there any 'must have' techs that you need to get in order to advance? Something like fire arms or somesuch thing that every country will eventually have?

It all depends on what you are playing.
 
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No. Part of the tree is "randomized" :p
So then the advances available from a military focus in the age of renaissance from one game might be different advances from a military focus in the age of renaissance in another game? Interesting, I guess that solves that problem of meta builds.

What's preventing the situation where the player gets a 'bad randomization seed' for the advances available in focuses at the start of an age and feels like they're screwed over from some advances through no fault of their own? That'd feel pretty bad, unless each individual advance isn't powerful enough for the player to care too much.
 
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I really like this, but a minor thing: I feel like "advancements" rolls off the tongue a bit better than "advances", though either is better than the word "technology" and it perfectly solves the problem that many things represented in "tech trees" aren't true technologies.

What happens to unresearched advances when an age changes?
 
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Setting your focus for 100 years seems like a really long time. Many things can change in that period. Have you thought about ability to change the focus, for example on every new ruler?

This is for 10% of your advances, its not a big deal.
 
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ive noticed that diplomatic focus in age of renaisanse include "fabricate claim" Does that mean that must pick if you want expand? You cant claim at all without it??
 
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The amount of research you do depends on what type of country you are, if you are a settled country, or still a nomadic group of pops, and on the power of your liturgical language. The satisfaction of the clergy estate and the average literacy of your country also impacts how quickly you research.
will buildings, or rather production, have any impact on research? if my economy is heavily based on metallurgy, it stands to reason that this is where my country is most "advanced"
 
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But if I may ask a question, would there be some kind of mechanic which would allow us to "refund" some kind of tag specific Advance and get another standard one instead ? A

Why? Just ignore them, as they are almost always a single leaf. Having extra unique advances are not always a benefit, as you have to research them instead of something else.
 
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