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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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Everything seems great to me except the focus thing.

From my understanding at the beginning of an age you get an option to get more techs of one of the 3 trees. What I don't like its that it doesn't feel organic and seems to me that it removes player agency. Basically on an arbitrary date you get to choose some tech path for a century without being able to change course.

What if I start an age well but then conflict arises around me and I need to focus on military? The enemy will have those extra age bonuses and I'd be toast with no way to fix it. I think a better way to implement this would be like the Eu4 point focus system, where, per example, you'd get cheaper tech on that tree you chose but its more expensive on the others and you have a long cool-down for switching. That way in case of an emergency you can go full military, or after defeating your enemies you can focus on Admin or Diplo.

As I said this feels like railroading the player (in a bad way) and its honestly very arbitrary. I get the point which is to add more replaybility but locking techs behind a stupid decision like this is nothing more than artificial limiting. It also doesn't follow the same general game feel as the rest of the game, at least what you have showed so far. I don't know maybe I misunderstood but this is the first thing I don't like so far from Project Caesar.

Either way the rest seems good, keep up the good work!
 
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I am defenitely not a fun of this mechanic of secretness, percentages look like capacity, its artificial and anachronic for this game. Dead game... 100%
View attachment 1161637
Johan: lot of secret information about our absolutely 100% super-secret game Project Caesar
also Johan: what will replace the Technology Levels and National Ideas of EU4
 
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A lot of people here seem to misunderstand the age focus (admin, diplomacy, military) to mean you can never pick any military advances ever. No, people. These focuses are only 10 specific advances you have to choose between. You can still research other military advances in your normal tree. It's like choosing an idea group. You don't get to pick every idea group in EU4 too, you have to make choices.

I personally love that system! That means tough choices for different kinds of countries with different goals in different parts of the world. A vast empire may benefit more from the 10 specific admin techs, rather than the 10 specific military techs for example.
 
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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...
He already said that the focus is for like 10 bonus advances for the chosen category,you can still have the normal adm advances in the first age even if you chose the diplo one.
 
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Not everyone wants to play a totally bland game, where every tag is the same.

Yes, but: having some content locked behind a single tag feels restraining.
Like, if you play as Burgundy and you become the dominant power in most of France, why shouldn't you get access to French ideas/advances? Are they so special that your French subjects and cabinet members and even rulers would stop coming up with them only because the capital is in Dijon?

Tag-specific ideas are justified in later ages, once national identity becomes a thing, but in the early game they strike me as artificial, railroady. This feels particularly frustrating now that we know there'll be culture-specific advances, which feel way more appropriate in the early game, and show tremendous potential for customization if you combine them with other triggers like religion, government, terrain types, geographic location, country size, trade goods etc.
 
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I hope tech research bonuses aren't universal, but rather direction limited, e.g.:

- Having a large navy gives you an edge in naval tech
- Being at war recently gives you a military research bonus
- Fighting against someone who has a military tech you don't give you a research bonus on that tech
- Being at peace helps with administration and trade

Dynamic gameplay should have an effect on research speed of specific (groups of) advances
 
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Tech trees! That's what I've been waiting for. Overall I like everything except locking some techs behind the focus choice. What about making the focus give bonus to researching those specific techs instead? Let them be available for everyone, but states that picked military focus for example would be able to research them a bit faster.
 
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still better than the old. it also give more freedom of choice . i mean the tech and ideas system in eu4 is primitive af compared to the later games
I think that's very much yet to be proven if it's better than the old system or just a step sideways.
 
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If I've understood correctly, we'll have a basic tree with technologies available all the time, to which we'll add one of the 3 trees we choose at each age. Is that right ?
 
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A lot of people here seem to misunderstand the age focus (admin, diplomacy, military) to mean you can never pick any military advances ever. No, people. These focuses are only 10 specific advances you have to choose between. You can still research other military advances in your normal tree. It's like choosing an idea group. You don't get to pick every idea group in EU4 too, you have to make choices.

I personally love that system! That means tough choices for different kinds of countries with different goals in different parts of the world. A vast empire may benefit more from the 10 specific admin techs, rather than the 10 specific military techs for example.
It's a system that only makes sense in the context of being a game. There's no consideration for simulation, a nation that spends most of the century at war, or engaged in trade, or making reforms, should be able to achieve all the advances related to that activety regardless of what you arbitrarily decided 100 years ago. The system just makes no realistic sense, it's purely a gameism and I don't like that.
 
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"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."

It's for a specific region, but I have questions regarding the starting traditions of the Native Americans:
Metallurgy: Certainly existed in South/Mesoamerica, especially Gold and Copper (and bronze to a lesser extent). In the north, copper smithing was widespread if less common than down south.
Written Alphabet: Definitely possessed by the Mesoamericans. Modern research (see the works of Hyland) seems to suggest that the Incan Quipu recorded complex information far beyond numbers and locations - so while not "written" in the common sense of the word, it worked as any other written language. Will you count the Ojibwe Wiigwaasabakoon (bark scrolls) as writing? Or Miꞌkmaw Gomgwejui'gasit (Suckerfish Script)?
Ship Building: To what degree do we speak? The Incan and possibly the Mesoamerican civilizations had ships with sails that the Spanish described as "lateen".
 
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Will culture switches and tag formation affect the advancements available? What about what cultures are accepted?

A concern would be stacking advancements by doing the switching and formation at specific times during the game, which I guess could feel satisfying to some players but might it lead to meta choices being some weird behaviour?

By the way I cannot overstate my satisfaction at seeing player agency satisfied in the direction the nation development takes. Will some of those decisions be "hard decisions" too (if you unlock one advancement, then another one is no longer allowed)?
 
About Advances tied to tag/gov/religion shifts being unlocked at the beginning of a new age: I can see an unimmersive meta emerging from that where the player will want to shift before certain dates regardless of other ingame considerations. It can be fixed by having unreachable advances being greyed in the tree only to become accessible once the shift happens.
 
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First, I do really think you should go back and edit the original post @Johan --the widespread confusion and belief that you were locked out of all military/diplo/admin techs based on your age choice will persist for those who just read your initial post and not this entire thread or even just the dev responses.

Second-are we going to get unlocked effects based on the interactions of your, for lack of a better word, idea-age choices? That to me was one of the best additions to EUIV, when what you picked actually harmonized (or didn't) based on a simple application of logic--what goes together and what doesn't.

Third--these ideas turned advances, do any of them gate each other out? This could be way off because we weren't given examples, but I always thought it was ridiculous that a nation could be both offense and defense oriented--you should have had to pick one. Again, maybe a moot point with the new system.

Fourth-I hope you listen to the feedback in the thread, as I believe this has been the worst-received of these diaries so far, even accounting for the confusion. The total lack of flexibility to change course for 100 years and the real arbitrariness of it are not good and I think the reactions here are indicative of how it would be received at game launch. Frankly I think people will hate it. I understand the thinking behind it, but allowing for switching with some sort of heavy cost to doing so would be much better, although again quite frankly I think the EUIV system sounds superior to me. You have a limited number of idea slots and you are losing opportunity cost by picking one over another but you have the ability to pick what you want when the choice becomes available (and it wasn't every 100 years). If some are always picked and some are never picked, that is a balancing problem. If you want to stick with this gated system where you are locked in, I think you need to decrease the time between choices dramatically, probably to more like 50 years. I don't like the idea of tying it to the ruler, but that is another option. That of course does not tie in with the ages concept, but I feel pretty confident that if you do not do this before release you are going to be doing it after the huge uproar post release.

Fifth--I also do not like the idea of locked country specific advances that take no account of the actual flow of the game. It flies directly in the face of your stated goal of choice and making the game different when you play it different times. The colonizing powers will always be the same, the naval powers will always be the same, the elite armies will always be the same, the huge armies will always be the same, etc. And that is for the player themselves, I totally understand that we want the AI to mostly stay similar for other nations (again, depending on the circumstances). I think it just leads to foolishness, which is why I've never been a fan of EUIV country specific decision trees which are highly railroaded. Should individual countries have flavor? Of course, but there should also be general advances available to those countries that specialize heavily in a certain area in the game but do not have the history file to help them out. And, I'm assuming from the tone of the diary and your responses that this is already true but in case it isn't, countries who have unique advances should have to earn them through their actual gameplay, not just because that's their name at the start of the game. England shouldn't have the greatest navy in the world just because. If Japan creates circumstances similar to England it should be able to have the greatest navy in the world. Far-fetched, sure. But it's the possibility of doing stuff like that which makes EU the best PDS franchise.
 
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