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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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Only allowing the player to choose on focus every age seems rather punishing, especially when you don't know how the game will progress. Especially, for example, if in multiplayer you lose your trade ports in a war, and you've locked yourself into the diplomacy focus. Or if you suddenly get a PU that completely changes your play style. Or if you lose your colonial possessions. There are so many ways where the player could have to change up their tactics dramatically. If these events happened a decade into a new age.

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With the assumption that you can choose your focus at the start of the game, that means you can only change your focus every 100+ years. Why not allow people to change their focus, but have it be limited to once every age, and have a mechanic that switches out some (not-yet researched advances) and basically create a national crisis of 20 which hampers your research rate in a specific direction that slowly goes away as you transition.

By that same philosophy, it would make sense if sticking to the same focus as the previous age should give you some boost, or maintain a boost you've built up over the previous age.
 
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I get everyone freaking out about having to choose a set of advancements each age, but... To me it sounds like the idea groups in EU4. You still have your standard "techs" but in each age you choose a "specialization". They're just combining the ideas and tech systems.
Difference is, in EU4 if I don't take Economic ideas in the early game because I desperately need military ideas to save my ass, I am not locked out of economic ideas for the rest of the game.
 
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Hold on I may be dumb but I think a lot of people also thought this so maybe it’s not that clear. Does choosing a focus only add around ten additional techs for that category but you still get around 25 base of each category. Also are their any ideas locked behind choosing a focus.
 
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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.
Does this mean it’s impossible to get advances from a focus you didn’t pick? I saw privateers there for example and it would be odd if a country that only became a naval power in, let’s say the age of absolutism, was locked out of such a common policy because they were focused on military matters during the age of renaissance.
 
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I enjoyed this TT. Tho I think we definitely need to learn more details about the system. This TT aside, I know one thing, I literally CAN NOT WAIT for the next week’s TT. Exploration and the colonization was always the most satisfying part for me in EUIV. I want it to be BETTER on Ceasar.
 
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Only allowing the player to choose on focus every age seems rather punishing, especially when you don't know how the game will progress. Especially, for example, if in multiplayer you lose your trade ports in a war, and you've locked yourself into the diplomacy focus. Or if you suddenly get a PU that completely changes your play style. Or if you lose your colonial possessions. There are so many ways where the player could have to change up their tactics dramatically. If these events happened a decade into a new age.

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With the assumption that you can choose your focus at the start of the game, that means you can only change your focus every 100+ years. Why not allow people to change their focus, but have it be limited to once every age, and have a mechanic that switches out some (not-yet researched advances) and basically create a national crisis of 20 which hampers your research rate in a specific direction that slowly goes away as you transition.

By that same philosophy, it would make sense if sticking to the same focus as the previous age should give you some boost, or maintain a boost you've built up over the previous age.
Maybe allow changing focus at the cost of losing the current focus advances + stability hit?

I don't really mind not changing it as I almost never changed idea group once picked but I guess it's OK to have to option
 
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From that screenshot, I'm able to say Deus Vult (probably crusades) is mutually exclusive with boarding ships and claim fabrication. You also can't have privateers at the same time as you are tolerant or have marines. It also seems you can't have loans and debts while integrating elites (presumably to annex your vassals quicker) or form an anti-piracy league.

I hope there is a way to get the mechanics we don't take elsewhere in the game, because those sound like pretty important things.
 
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I personally like the "putting one's finger on the scale" approach, as opposed to giving you all the power as the player. Like that, you can give some agency to the AI in your nation. For example, let's say a new estate/rules takes over control of your nation's politics, it should give them a preference for certain technologies/directions. Like that, you could even improve/add on diplomatic interactions, and borrow a page from history, by sending your heirs to foreign countries to study. Like what happened with Peter the Great of Russia when he went, among others, to the Netherlands for his education.

But that goes against what they're trying to do with this game, I guess.
 
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What if you offer all the advances but you they aren’t in the same focus you chose for that age then they cost twice as much? That way the same intention is mostly kept but the players aren’t locked out if they need to do some modifications to their research due to an unexpected situation (war, economic decline, etc.).
 
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Not gonna lie, I'm not against the new system. Just scare that this will look to much as Vic or Imperator and not enough as Eu4. Again I'm not again new things, but I will love to be careful not to lose that EU4 thing.
 
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I think that having advances tied to nation tags is a mistake. The advances being general and shared, or by religion, or government type, that makes sense.

Instead i think the tag specific advances should be based on regions or some other kind of context based situation. So instead of having for example Brandenburg advances, there should be medium sized german prince advances. Instead of english advances, nations in england or on islands advances. Or instead of Russian advances, maybe an advance for a christian nation in eastern europe with borders of hordes, cossacks and steppe provinces.

My reasoning for this is that a country developed in a certain way because of the conditions they were facing at the time. So facing certain conditions should open up certain advances. A small german prince who inherits poland, so that the tag is not poland, but is otherwise just poland should have access to many of the same polish advances because their conditions would be similar.

Thanks for the update though, this looks like a great system.
 
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Honestly, the benefit for picking the military could be an additional ham sandwich and I would probably still choose the military because it is fun to wage war.
 
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‘if you are a country that can own locations or not’
Would the countries that cannot own locations be referring to indigenous nations in the Americas, Africa, and Australia, or are there some countries that will be playable while not present on the map?
I'm pretty sure those own locations. It's probably referring to the banking families that were mentioned during the market tinto talk.
 
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Hello, I have some off topic army-related questions;

1)Will we be able to ping provinces like in hearts of iron 4 to assist in wars when playing multiplayer?

2)Will raising levies be disabled later in the game with a particular technology?

3)Will we be able to predict if we are going to lose or win a battle before the armies confront each other like in ck3?

4)Will the sieging be more like ck3 (a progress bar increasing and siege finishes when its over) or eu4 (progress relied on luck)?

5)will we be able to conquer a province without going to war with the whole country?
 
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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

Could there be a way to retain access to the other two options? Like, change the mechanic to unlock everything anyway, but make the chosen focus cheaper to research and the unchosen ones more expensive and locked behind an expensive advance down another tree? Something like this, essentially making this choice be about a bonus here and hurdles there rather than a door closing.

Losing entire sets of advances feels really punishing, and can possibly lead to restraining situations like an England having to choose between marines and privateers (one is in Military, the other in Diplomatic, but England, or any other island tag focusing on naval power, should have both).
 
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Let’s say I make the country of Scandinavia as Sweden (given its possible), will my tree still have the Swedish unique techs? Or will I get all the techs from the tags necessary to make it, or will I get some new unique techs?