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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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Can you share technologies with other nations?
 
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Question mostly for modding: Is it possible to boot a country out of one focus and into another one midway through an age by event, or is 1 age = 1 focus baked into the bedrock of the programming?
 
I get that, each age, you can research what you want, but a focus, replacing the idea groups, allow you to unlock 10 specific advances of a particular category for each age. Since those specific advances are probably different each age, it means we have less options at a time (in terms of ideas) than we had in EUIV. I can live with that, though it sounds a bit weird that you lose forever the diplomatic bonuses of the Renaissance age if you don't pick them right now.

Also, I dislike the TAG-specific advances, of course, and would have preffered if they had been tied to societal values and/or general situation instead. At least, it doesn't sound like there are that many of them. As I understand, they kept the same number as in EUIV, which is still too many for me.
 
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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.

So what exactly is the gameplay for a country that can't own locations? Do I just sit back on speed five and close my eyes?
 
The UI is really shaping up, love it. The color differentiation is a nice touch without being overdone. Is there a search bar or some way to sort the advances to navigate which "build" path to take more easily?

Also as I understand it, focuses are exclusive 10 card "starter packs" to guide your first development in the beginning of an age and little else, no? In that case I think it's a good design. Adds some strategic depth and replayability to guide your tag depending on what problems you are facing in the run.
 
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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
You definitely shouldn't be completely locked in for like a hundred years to just one specific choice. Cultures change in shorter periods of time than that especially when shaped by war and research focus should change with it. I think you could maybe allow switching, but give a debuff or some penalty so you can't cherry pick the best from every option
 
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Say Johan, do you have some internal "beta testers" for Tinto Talks? Because it seems your communications skills on this one shot VERY wide given how many people thing choosing a focus will lock you out of one-third of the tech tree. Should'a made it more clear that the foci only add 10 techs on top of a large number of common techs.
Classic case of non-native English speaker trying to describe ideas in English to a non-native English speaker audience. Things could get lost in translation not once but twice. Could it be prevented? Probably. Would it worth the effort on their part, if they are here to clean up any misunderstandings anyway? I don't think so. Even if it were written in a more clear or concise way, half of the forum would still misunderstand it.
 
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One of the building pillars for PC was "believable world".

The thing that I am struggling the most with this system is how does it represent the way technologies were invented and applied in real life? Would it be possible to get a developer explanation for that? When you were throwing around ideas and this one came up, what was the sales pitch for how it represented real life? Thanks!
 
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If Spain chose the military approach in 1337, does it make sense that those modifiers are still active in 1790?
 
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To clarify what some people have had issues with so far, things like "Gunpowder" are not going to be locked behind one specific advance right? I know tactics (Like vic 3 generals may have tactics?) and stuff can be unlocked, as can maybe special units, but like your country won't be using bow and arrows in Europe in 1700 just because in the age of discovery you selected "global empire" instead of "military revolution", right? That may be an extreme case, but I feel like clarifying would cover most people's fears from this system as described.

For example, in the military advances, it lists marine regiments, which are a special unit you'd have to spec into, which makes since, but it doesn't affect the equipment those units have from my understanding. In that same way, levy training, battlefield commissions, etc, seem to be modifiers, but not locking you out of having any specific units or access to "general units" in the future.

In that same context, administrative lists "debts and loans". Does this mean that If I focus on the diplomatic advancement, I cannot take debt or loans ever in game, or does it mean that I suffer higher interest rates or lower debt thresholds, just as a modifier?
 
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Going to be honest: a lot of the examples here already look like complete filler.

I would have preferred a system with far, far fewer advances that were more meaningful. Then you could have also just used the institution spread system for that limited number of advances as well.
 
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I dont understand why most people dislike that. This limitation actually makes a country unique. Otherwise, it will be another vic3
Initially, I thought it removed ALL other advances of different categories. It's less terrible when it's only 20. Still, unlike in EUIV, where you could pick, say Exploration at any time in the game, now, if its equivalent is locked behind Renaissance, once you skipped it, you are stuck with that choice for the rest of the game.

I appreciate that for things as important as exploration, they probably made them into generic advances later on.
 
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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.
So would you say this fixes the problem with NIs in EU4 where your unique bonuses after the start of the game don't match what you did in the game but rather what your nation did irl(an alternative, different timeline really)at a later point in time?

If you don't exactly get what i'm talking about,imagine this:
Lets say sweden goes hard on navy and colonization,and also becomes parliamentary with a weak king,it wouldn't make sense for them to get all the absolutism and discipline buffs bc of something that happened irl,but in EU4 they will get it.
 
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Not sure how I feel about being locked into a focus for the full 100 years - personally I think it would be more immersive if say, a militaristic ruler comes to power in a country that has been administratively organised for the last 50 years that they would be able to redirect the focus at a great cost of stability / control etc. rather than my nation that has, let's say, been playing a diplomatic game for the last century randomly switching to military focus because an arbitrary date was reached (despite the leader and estates being completely unchanged.)
 
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Pet peeve: "Written Alphabet" should be called "Written Language". In linguistics "alphabet" has a very specific meaning (a writing system which has both vowel and consonant characters), more or less none of the first written languages were written with alphabets.
 
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