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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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In a scenario where you conquer a country which have more advance tech than yours do you have some kind of events where you can boost or even unlock one or some certain tech (even its in unrelated focus tree) ? Because its common back then to loot libraries / educational buildings and steal their knowledge
 
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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.

My guess is that there will be an early-game Printing Press advance and the Institution will unlock a buffed one (Mobile Mass Printing Press v2++)
 
"100% super-secret game Project Caesar."
"Today we talk about what will replace the Technology Levels and National Ideas of EU4."

Guys I think... Project Cesar might be EU5 !!!?!?!
 
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Will it be possible to share technological innovations through diplomacy or them spread to neighbors in other ways? I imagine that most nations in history, if they saw something that worked in a different place, would rather try to bring it from there rather than try to "reinvent the wheel".
 
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I really like how art on the tech tree makes it immediately clear which unlock buildings, units, ships.

Is there similar way to indicate which are your tag / religion specific advances?
 
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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.
This touches on an important point: Many non-European polities acquired plenty of muskets and gunpowder by trade, but never established domestic production of powder despite becoming good at gunpowder warfare. How does Project Caesar represent this?
 
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This is for 10% of your advances, its not a big deal.
The issue is that it's so arbitrary, the idea system in eu4 was central because eof eu4's (in my opinion) terrible board game design. But in Caesar (not eu5), I don't really see the benefit anymore.

Why not put these techs in with the rest? You need to focus already on one part of the tree and in society, so you naturally select a focus for your age.

It just constraints me to make a focus for the next 100 years and I later realize I'd need the damn street tech it's gone and I won't get it back, just because I planned on something else 10 years ago which didn't work out it would just feel terrible.
 
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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
C'mon this is absurdly gamey. Nations and other large organizations are reactive, it makes no sense for an arbitrary "focus" made by the spirit of the nation to have these kinds of repurcussions for the next century. If a nation chooses admin but is then embroiled in war for most of the following century it shouldn't be locked out of the most effective military advances because of some arbitrary choice, it just makes no sense. It's arbitrary gameism.
 
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Some buildings are unlocked by advances. Is it the same for estate buildings? If so, are things structured in such a way that you can't just ignore the 'bad' estate buildings?

If there is something like transfer subject, what happens to the unique subject status like marche as mentioned in the military focus?
 
Hi! In EU4 it was possible to play the north american natives and develop feudalism before the arrival of the europeans. Will it be possible to play the natives in project ceasar and will they have their own technology or a system to reach certain traditions on their own?
 
So what happens if you run out of things to research in a given age? Do you get repeatable - "the future will be better tomorrow" - techs like civ games? Or some other bonus from your research? And if so, how strong will the bonus be? Will it be on par with regular techs, or worse, or far worse?

Or is your research and all the expense that you've paid for it are wasted? Because the latter is a very bad gameplay mechanism for all the obvious reasons and something i've disliked about games such as Victoria III
 
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Also some feedback for UI in the future:
Stellaris does a good job of showing very good tech with the rarity tier (different colour).

So those key techs that most people will want (firearms, advanced causus belli, mass producing cannons, ability to colonise), it would be nice if they had a different colour to draw attention to them. As having to browse through 100 or so tech can be dauting.
 
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What I am hoping from the focus advances is that they are most important in the era you get them. That they are advances that help you in the areas you are normally weak with generic tech for that era, or help you work arround some of the problems for that era. But that the focus advances fall of in importance in later eras. So bonuses to control or dealing with vassals in early eras where that is a problem. But later era generic advances makes that bonus not that relevant.

It sort of looks like that is what you are going for, am I right?
 
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While some aspects of the Idea system are covered by the Societal Values and/or the Laws of a country,
I don’t want to be premature, but I hope the Societal Values system is more like EU4’s instead of EU3’s such that we get an opportunity cost system instead of an either/or system.
It makes sense both gameplay-wise and irl that a country could have a big army and a strong army, or that it wants to grow wide and tall. In fact, being better at sieging might become synergetic to being good at defending sieges.
 
Are the black parts on the map Terra Incognita? Is this work-in-progress or intended design? I don't know if it has been mentioned previously, but I sort of hope it is non-finalized.
 
A lot of people seem to be freaking out, which I understand, but I really love the idea of this system. It grants the player a lot of agency in choosing what they want to focus on in regards to both internal and external affairs, it's very flexible and allows for every run with the same country to be unique and different from the previous one and offers a lot of space for future content. The fact that institutions unlock bonus advances instead of giving a debuff to technology costs is great, now I can literally ignore exploration if I don't care about it's advances, instead of maniacally developing provinces to get it to magically spawn out of thin air, just so I can keep up with the europeans.

But I specifically state that I love the IDEA, because the execution here is the most important thing. This system is still very much susceptible to power creep and will almost inevitably create some sort of meta, where one culture/religion is much more powerful than the other. The only thing that will do is encourage people to always go the same direction and basically remove all of that flexibility I mentioned, because they will always try to change their primary culture, or convert, or tag switch, or change their government form. God please I hope this will not be the case.

Also, I like the focus system, but as many pointed out, it should never be a thing that unlocks some fundamental mechanics. Something like "claim fabrication" or "debts and loans" should not be something you can only choose once and then you can never get it again. Focus advances should be mostly modifiers imo. But I suppose specific techs and advances are very much WIP at the moment, so I won't worry too much for now.
 
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I don’t want to be premature, but I hope the Societal Values system is more like EU4’s instead of EU3’s such that we get an opportunity cost system instead of an either/or system.
It makes sense both gameplay-wise and irl that a country could have a big army and a strong army, or that it wants to grow wide and tall. In fact, being better at sieging might become synergetic to being good at defending sieges.

It will be more like the EU 3 system but is is not you moving a slider but moved arround by what laws you have in place and other gameplay descisons you have made.