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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.

advances.png

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.


tree-png.1161612

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.

meritocracy.png

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.

polish.png

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.
selection.png

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.

research_speed.png

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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First things first, great job, I love the things I see.

I have only 2 objection:

A) I don't want to sound rude, but I just don't get this devotion to 3 types of techs/advances. Even if it's understandable for monarch/ruler, to have just those three, for technologies it seem just too simplistic.
Why is trade connected to diplomacy focus, especially something like trade ships, etc
I really think we should have more types of tech/advances available than just those 3.

B) If we have only one focus for one age, and we have 5 ages, it means we can have 5 different focuses during the course of the game, which is less than 8 ideas group we coudl choose during the course of the EU4, with at least 100 years less of gameplay.
Now, I don't mind about ideas group per se, and, if I remember correctly, we don't know all societal values and laws available throughout the game (and there could be some other things affecting whole state), so this critique maybe out of place, but, with increasing number of tech types and giving two focuses per age instead of one (like one militaristic, and other societal or something), or at least doubling number of advances for each focus, therw would be more different paths to go in this game, even with same tags.
 
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Then I don't get the point of making focuses a thing at all. If we aren't even meant to get all advances why, restrict them? If I want to focus military then instead of chosing the big gamey military button I can just focus on military and then naturally go on to miss out on admin and diplo advancements. Look I obviously don't understand everything, but from what I've read here focuses just seem completely redundant to me.
This really depends on the quality of individual advances. Stuff locked behind focuses will probably be powerful enough that they don’t want you to access all 3.
 
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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.
If it’s like picking an Idea group, then why do we get locked out of picking those age exclusive techs? In EU4, if Choose a military group, a random Diplo and Admin group doesn’t get eliminated for the rest of the game, I can still pick them next time a free slot comes around, while with this system from what I understand, those age specific focus techs get locked away forever.


This system would be better if they allowed us to choose the tech set from the previous age if we didn’t like the current ages focus tech set.
 
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So what I'm getting here is that Tinto feels the mission-tree system was so successful that they want to condense ideas and tech into it. I can also see the benefit that perhaps this covers up nations not having as much unique attention (because since every nation has a culture and religion etc, those things will always give unique elements to their respective nation). I didn't hate the mission tree system but it also wasn't the end-all-be-all for me - I think the bigger concern is how unique nations will feel as a result of this system. There's obviously no perfect solution to creating bespoke context for every country, but let's not forget that one of the big failures of IR on release was how too many nations felt the same. If only 8 out of 90 things in these trees are unique to each nation, I worry that they will not feel that different from each other. I suppose what this amounts to is really wanting those unique 'advances' to be very prominently highlighted.

The BIGGER thing is that this more or less confirms last week's concerns about the institutions - ie that despite what Johann said, that "it's not the end of the world to miss them", whether or not you care to miss them depends on what's locked in these tech-trees. So we can't say for certain until we see them, however it stands to reason that most of the issues people discussed, about how eurocentric the institutions felt, particularly things like 'New World' and its connection to the azores and west africa, are in fact important, and I still believe we shouldn't lose sight of that issue. Paradox, please consider reworking the conditions for New World~

I am encouraged by the small text acknowledgement of people's feedback and hope the devs look into and consider these conditions - they don't need to be equally easy for everyone, but where alternate history suggests possibility, they should be... possible.
 
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I don't understand why people are so against not being able to change your focus.

You make a choice that has consequences. You make another in the next age.
If anything split focus pick into 2 per age (one mid age) and allow abandoning a focus, but doing so should make you lose your advance, like for idea groups in eu4
It is completely unrealistic. I could understand EUIV idea groups because you could select most of them during the game, but in this system, you permanently renounce advantages which should be compatible. How are privateers mutually exclusive with marines?
 
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Thats 10 of the 100 advances you have in that age. You should be easily able to get 70+ of them before the next age.
I don't really see the reason to have the advancements be less "pick and choose" in this case tbh.
If the player isn't able to research all techs of an age, falling short by a couple dozen on average, why should the decision not simply be one of "I would like to have Marcher Lords but I really need to advance my levy system, I'll get Regular Levy Training"? If one isn't able to research a good 20 advancements, a country that is in a constant need for military innovation across the entire era should simply end up not researching many of the Admin or Diplo techs because the situation called for setting them aside, rather than a button selected many hours ago simply disallowing it.
This system seems like it makes a nation/the player way less able to react to the current situation of the country, having to see 100 years into the future and decide what the nation will need instead.

If you generally stick to this system of picking a focus, I hope you at least reconsider the hard block on researching certain advancements, possibly replacing it with a simple increase in research-point needed to research advancements from a non-selected group.
 
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Any chance that an option to "fund the sciences" will be added, allowing you to expend gold/tax income in order to boost research rate?

Honestly would love to RP as a Renaissance prince spending all my money on funding scientists and artists.
 
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I wonder if the advance system will cover the Columbian exchange, too. Like, you can research Potato Farming if you have enough locations/colonies/subjects in markets that have plenty of potatoes, and completing this advance allows you to switch the raw good in some of your Old World locations to potatoes.
Or will Columbian exchange be a different mechanic?
I think what he mentioned about requirements regarding horse riding works for this. You just have to have access to the good in the market where your capital is and then you can research.
 
I think that unblocking a first focus 25 years after the age arrives and then a second 50 years after the first would be a good solution. That would always leave one focus blocked. Alternatively, you could do it by manager, with each new manager you could choose a focus, the previous focus would no longer be searchable and so on. That would be much more realistic, because each leader had diplomatic, military or administrative influence. As for your fear about trying to kill the leader, it can often be difficult to do with the loss of stability and possible PUs, the lack of an interesting successor etc., and rather casual players aren't going to bother trying to get the best possible run. In both cases, it would be much more interesting than a focus by age that falls from the sky and will drive the king, his nobles and his inhabitants for 100 years before changing because of the supreme will.
I don’t really think the period being a 100 or 25 years is the biggest problem here, we probably won’t know what’s too short or too long until we actually play the game. I just wish there was a more dynamic solution, where instead of waiting for a certain date (just unimmersive), these things would happen when a certain condition was met. Ruler death sounds good but it doesn’t do it from gameplay perspective considering how random it is.
 
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I'm a little disappointed - this looks like you decided to have a traditional tech tree and added in a system to mimic the eu4 ideas.

I was really hoping you'd follow the Institutions model for them. I'd have loved to see technologies spread across the map.
 
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The Advances system is, in my opinion, the way it is currently implemented, bad. But what has actually been changed from EU4? In fact, I think certain aspects have evolved in the following ways:
  • Research isn't done with mana anymore. Instead, we have something closer to the HOI4 system, where you pick a technology to research and, after a period of time, it finishes. I don't mind this mechanic. Sure, it's "gamey", but I think using "research" instead of mana is an acceptable abstraction. What isn't (the way I see it), is the ability of the player to specifically choose what to research, portraying advancement not as a natural system, based on the activities of pop inside a state (which could be indirectly influenced in a manner of ways (e.g. patronage)), but as the result of the pop hive-mind headed by the player.
  • National Ideas are portrayed as special advances, unique to a tag/religion/culture etc. (so, actually, it's a little more than the tag-related ideas from EU4). I have nothing special to say here; it's flavour and fits decently into the Advances system.
  • Idea Groups have become the new age focuses. They are less granular, sure, but they do the same job. There are issues with this, that have been mentioned before:
    1. Focus inflexibility. In EU4, one can change an idea group if they decide that they made a "bad" move (or, really, for any reason). You are not stuck with the state specialization you have gone for earlier. This makes sense from a realism and gameplay perspective. Here, a focus once chosen, is fixed until the end of the age. Isn't it a fact that different people have different ways to lead their nation? Why does ruler X's decision to focus on diplomacy ineluctably force ruler Y's hand, making him have to continue on X's diplomatic adventures in spite of his (theoretical) unwillingness?
    2. Technological gate-keeping. Have you chosen the administrative focus in age X? Then, you can't (and never will be able to) research the advances of the military/diplomatic foci from age X. This is unrealistic. Just because a nation (the player, really) chooses to focus on the administrative aspect of their state, that does not mean that, suddenly, certain military advancements are impossible to reach, forever. It should, ideally, only mean that they are harder to attain, further away. One may say that there are only a few such specific "focus" advancements, so it doesn't matter so much. This affirmation betrays a failure to understand that the course of grand strategy games is changing the future step by step - that is, every little thing matters (in different amounts, of course, but nonetheless) and only taking these little things together do we reach an end.
Additionally, I've read that when one converts to another religion after the beginning of an age, they don't have access to the religion specific advances until the end of the age. This is understandable to a degree, but if I convert immediately as an age starts, I now have to wait ~100 years until my clergy decide to advance, which is absurd.​
So, what to do? If the Tinto team decides that the research system should be kept, then, at the very least, make foci less strict or, in other words, make the system more flexible. However, ideally, advancement would be led by pops, not the player. To put it primitively: much war? good military, much trade? good diplomacy etc. Of course, there would also be soft ways of influencing this, like founding universities (schools, in general), keeping open borders, patronage, promoting exploration, meritocracy etc.

Thank you.
 
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I think what he mentioned about requirements regarding horse riding works for this. You just have to have access to the good in the market where your capital is and then you can research.

Yeah, but I'm interested if this will have influence on raw goods production, i.e. how exactly will we start growing potatoes instead of sturdy grains on poorer soils in Europe, or farming coffee in American colonies.
 
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The fact that half of the Military Focus advances are related to naval warfare makes this Focus seem like a really unattractive option for land-focused (or straight up landlocked) countries. Like as an example if I am playing as Hesse in the middle of the HRE why would I pick Military Focus just to have half of the advancements be completely useless?
 
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To people worried about (or even bitching about) unique advances to certain tags, please help Tinto come up with historically-relevant ideas for the tags you care about. That's the constructive way you can help them improve the game.
 
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Age focus feels so restrictive, in my opinion. I understand it is just 10 ideas and supposed to represent idea groups, but in EU4, idea groups are not as restrictive. I can choose an idea set and ditch it later on; I don't have to pick an idea at some arbitrary time.

My suggestion would be to let us change focus later on, but we would lose all the progress also not have to pick a focus right away at the start of the age (maybe we can decide based on what's happening in the game at the time).

I don't know, maybe it's not restrictive at all, but yeah. Everything else looks perfect as always.
 
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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.

View attachment 1161586
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.


tree-png.1161612

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.

View attachment 1161566
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.

View attachment 1161593
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.
View attachment 1161590
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.

View attachment 1161576
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..
What changes when you adopt institutions? Does research speed increase?