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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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Could you make it so that on the country selection screen you could see the unique advances of each state/culture? The point of unique advances is to entice players to play that country for their unique bonuses but if you don't know what their unique features are then it basically removes advances as a factor for picking nations.
 
While I mostly like this system as shown here, I have a couple of suggestions.

1. My understanding is that institutions exist on the pop level, while advances exist on the tag level. I think some of the advances mentioned here, such as metallurgy and written alphabet, make more sense as institutions than advances, as they represent foundational knowledge and ways of life shared among a group of people rather than more superficial methods of state organization. In general, I’d prefer there to be more emphasis on institutions as I feel this system better simulates the socioeconomic developments of the time period.

2. Rather than forcing a country to choose between admin, diplo, and mil advances each age, why not split those “idea group” type of advances into smaller, more focused groups along the line of EU4 idea groups, and allow each country to select 3 idea (or advancement) groups, 1 from each category, at the start of each age. This strikes me as a much more elegant solution to the classic “why not pick military ideas every time” balance conundrum.
 
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Ok, reading the comments, I feel like I agree with people about Focus. Instead of locking the other two paths, maybe it would be better if chosing a Focus just prioritizes it. -50% Research Cost for chosen Focus, +100% for the other two. But this is just based on vibes, I guess the dev team had this discussion already.

No. Part of the tree is "randomized" :p

I. What. You mean the Focuses' Advances are partially randomized every play? So there's a chance an Advance I consider vital is locked behind a Focus?

Not sure how I feel about it. It certainly does add a choice element to gameplay, although very RNG-ridden.

Thats a way to increase your research speed yes :p

Could you steal an Advance from a Focus you didn't choose? Or better question, can you still an Advance that's unavailable to you?
 
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I can't put it in words but I feel like something is off with this system. Hard for me to say more without seeing how it works in practice.
play imperator to see how it work for technology at least .
i mean cmon its a classic tech tree where you unlock specific things per 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
Eh. Maybe it should be something like being available in the next age, but significantly more expensive? I get the idea is to force choices and prevent getting all the powers, but it leads the image of say France watching Aragon make marches, and never being able to even comprehend what's happening like it's an alien poetry contest rather than eventually reverse-engineering the idea if they think it's worthwhile.

And only one focus per-age means that you politcs & outlook are looked in, and incapable of changing for new realities. If again as France you use those take the military bonus, but then quickly defeat your foes and have no further military ambitions you might find that you are now sitting idle, wishing you'd picked differently for the remaining decades.
 
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So, do I understand correctly that the advances from the previous age are lost when you enter a new age? Or is it a constant build-up of new advances, making the nations end up with larger and larger trees the more they progress into ages?
probably not lost but upgraded . think of tiers . if you research a unite lets say footmen soldiers , on next stage you gonna get an advanced type that will replace the actual . same for buildings you could start with a random workshop and turn it to an artisanal factory later.
i dont think we have to reset on every age and lose things we aquired
 
Another question : will there be some kind of game mechanics allowing us to unlock other culture/religion/tag specific Advances without it being too gamey nor op ?

As an example if I want to make an "ultimate space marines cheese run" would there be some mechanics allowing me to get Prussian stuff with a bit of spanish tercios, french morale, ottoman janissaries, and so on ?

I'm asking because I remember one of the funniest games I played on Imperator with Invictus mod as Carthage, integrating a lot of other cultures to pick up all their trade related inventions in order to become the ultimate merchant nation. So I was wondering if something would be similar with PC tech system ?
 
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While I mostly like this system as shown here, I have a couple of suggestions.

1. My understanding is that institutions exist on the pop level, while advances exist on the tag level. I think some of the advances mentioned here, such as metallurgy and written alphabet, make more sense as institutions than advances, as they represent foundational knowledge and ways of life shared among a group of people rather than more superficial methods of state organization. In general, I’d prefer there to be more emphasis on institutions as I feel this system better simulates the socioeconomic developments of the time period.

2. Rather than forcing a country to choose between admin, diplo, and mil advances each age, why not split those “idea group” type of advances into smaller, more focused groups along the line of EU4 idea groups, and allow each country to select 3 idea (or advancement) groups, 1 from each category, at the start of each age. This strikes me as a much more elegant solution to the classic “why not pick military ideas every time” balance conundrum.
Agree on both accounts, though I’m on the whole not a fan of making the choice at the start of an age and being locked in. If they are to be mutually exclusive I’d rather that here out as a make The choice of what to research.
 
1. You mentioned each age "contains about 100 advances". What happens with the unique ones, i.e. tag innovations, are they just added on top of the ones you would have available otherwise? Or do they replace innovations as to limit the advances to a specific number (100?).
2. Do you already have an idea or aim at how much in % of the innovations are we expected to catch in a normal playthrough (no gamey min-max things)?
1 - they are added on top.
2 - I said around 75%
 
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Hello, a newbie here. So far I was only reading Tinto Talks about this 100% super secret game, but now I also have a question about advances, like some others.
Generally I agree that you need to pick from 3 option because it would probably create more variety and not every country will follow the same route.

However, what if some major event would still allow to change your focus. New ruler / dynasty, a "national agenda/mission tree" or if your country is in real danger (eg. some country get claim for some of your province/location) ...

At the moment it just sounds kinda annoying that because of a earlier choice you only receive administrative bonuses while you keep fighting wars and try to defend your borders and cannot adapt to these changes for a while. Thx.
 
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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.
Well in that case you just take admin ideas in the next age. I'm assuming they balanced it well enough that it won't make a huge difference if you choose admin in age one or age five. The modifiers themselves may vary, but the general concepts should be the same. Admin will always buff your economy and government. Dip always buffs your trade and navy. Military always buffs your army and unrest.
 
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Can we skip specific techs? For example we don't really need to know how to make guns to use them, if we don't know hot to make them it just means we have to buy them if that makes sense.

Also get techs cheaper if neighbours have them or if we have tech like fire arm regiments but not guns and guns get cheaper then?

Also I really really dislike the choice at each age, wouldn't it make more sense if you'd be able to change the focus mod age and it unlocks with time? So you either can get the good early of everyone, or one powerful end of the focus tree. I mean overall I would just scrap this focus idea, but such a system would be better.
 
I am hoping that the Asian nations do not get shafted on tech. China and Korea both should absolutely start with the printing press advance for example.

And I am hoping that each country gets access to late game advances. I am not a fan of the EU4 style military system where a German guy is just born superior to other nations.
 
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Great job! It's a pity tech can't spread naturally though, location to location like institutions. Oh, and it honestly feels really restrictive to bar you from ALL the other techs in a different tree if you don't select it for that age. That's quite silly imo...
 
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No.. You just don't get the 10 extra military ones.. you still have 25+ other military ones.
That doesn't rly make sense for a tech tree, though. Like, looking at the screenshot, this means that if you don't develop Court Accounting in the Renaissance than the idea of Court Accounting is just never developed? For a game with a lot of simulation elements, this breaks immersion entirely (like, do your researchers now have mental blocks preventing them from thinking about accounting?)

I understand it as a way of keeping the sort of "pick one at the opportunity cost of others" that makes National Ideas work in EU4, but I feel like there should be some wiggle room if situations in your country change to the part where you naturally would develop them. Perhaps going back and researching those old Focus Advances makes them cost more research? That way there is still a meaningful, lasting choice over which bonuses you get but not in a way that feels arbitrarily strict. Kinda like how in EU4 you can cancel idea groups for a small refund; it's rarely worth it to do, which preserves the importance of strategic choice, but it still is an option.
 
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