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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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Why is feudalism (and horse riding), of all things, required to embrace the institution to research? Why not written language? It is a bit odd that cultures like the Mayans, who could not possibly ride an animal that didn't exist in their lands, are locked out of that institution.
 
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Well, I don't think you have presented much of an argument why this is a problem.
Using the game that this one is a successor to as a baseline and point of reference seems perfectly reasonable to me. I'll humour you, though:
I do not think that being tolerant towards religious minorities inside your nation and using religion as a pretext/justification for wars against exterior foes are mutually exclusive policies at all.
Well, to engage in your logic, Religious ideas in eu4, which culminate in Deus Vult, are very specifically representing conversion by whichever means necessary and the harnessing of fanaticism, which does not go hand in hand with "let's respect our neighbors".

It includes such idea as "Divine Supremacy" which, in eu3, is described as such : It is of the utmost importance that we rid our nation and its surrounding borders from the infidels pestering our lands.

(Note that I used eu3 since I couldn't find a eu4 description, but like you said its a predecessor so its fine.)

The use of religion to engage in expansionism implies a desire to spread said religion, and is thus hardly compatible with leaving it coexist with others.

Now who knows, maybe those are also mutually exclusive in the tree if they appear together. Which would still be weird when it comes to shaping it but why not after all.
 
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let me see if i understood everything right: there are 35 or so advances from adm dip and mil from each age that the player can research without a focus, unspecified amount of advances in each category but are restricted to specific countries govs and religions, and 10 advances from each category the player has to choose a focus for the advances from a focus that wasnt chosen would be locked, got that right?
 
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Maybe im reading this wrong but locking advances behind a singular choice you make per era just seems reductive and kind of ruins my immersion.

This doesn't really work in my opinion and feels to gamey.

Also, alot of these techs just seem like they are stacking modifiers. This was the same as I:R and I found it one of the worst tech systems with regards to unlocking stuff. I hope that this is just because the shown techs are a wip
 
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Very interesting to see claim fabrication as a limited advance. One of the things I disliked the most going from EU3 to EU4 was how easy it was to make claims. Hopefully now you have to really prioritise to get this ability at least, with some opportunity costs.

Looking forward to see how claims work in general too.
 
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Very interesting to see claim fabrication as a limited advance. One of the things I disliked the most going from EU3 to EU4 was how easy it was to make claims. Hopefully now you have to really prioritise to get this ability at least, with some opportunity costs.
It'll probably be the same. Claim fabrication is one of the Espionage ideas in EU4 and grants you the ability to claim entire areas, and presumably it'll do the same in Project Caesar.
 
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i still think 100 advances per age seems a bit much, wouldve been enough with 25 with maybe 5 unique.
I think that part of the problem is that focus is tied to an entire age. Instead, it should be more short-lived, akin to monarch points focus in EU4 (not the ideal example, I know) and thus be frozen for a few decades, no more.

Even better, maybe a new focus should be picked when the monarch/ruler changes. Internal and geopolitical situation change, countries evolve and should be allowed to react accordingly, including changing the focus (or deciding to keep the current focus). This would also add more dynamism to different government forms, and could contain some additional pros and cons. For example, in a democracy with a leader elected every N years, it would naturally have a benefit of the ability to change focus more frequently. As a counterweight, there could be a malus applied to the advancement speed of the focus-specific advances, unless the current focus is kept.
 
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I think that part of the problem is that focus is tied to an entire age. Instead, it should be more short-lived, akin to monarch points focus in EU4 (not the ideal example, I know) and thus be frozen for a few decades, no more.

Even better, maybe a new focus should be picked when the monarch/ruler changes. Internal and geopolitical situation change, countries evolve and should be allowed to react accordingly, including changing the focus (or deciding to keep the current focus). This would also add more dynamism to different government forms, and could contain some additional pros and cons. For example, in a democracy with a leader elected every N years, it would naturally have a benefit of the ability to change focus more frequently. As a counterweight, there could be a malus applied to the advancement speed of the focus-specific advances, unless the current focus is kept.
No it is a perfectly reasonable example. I do believe a good system would indeed be something similar to the eu4 focus. I also believe it makes more sense than tying it to the ruler, since it would make for an awkward situation when playing Republics for instance, where they would then be able to switch too often imo.

A 20-25 year cooldown seems reasonable to me.

Edit : I also want to add that all those put aside, I don't have much problems with the system. The only fear I have is that it look to me as if it's mostly gonna be modifier stacking. Maybe it's well balanced to avoid power creeping, but allow me to raise an eyebrow on this one. I'm anticipating playing with it, and if it turns out to be the only thing I dislike then it certainly won't be a big deal !
 
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Will there be a game rule that allows for faster advances research? Or a game rule that allows your to choose between any of the 3 options for each age?
 
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.
I want unique content and experience just for Burgundy, but if you want to get French content as well, I don't think anything prevents you from forming France and then get that content, too.
 
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Will having other cultures and religions within your borders influence advances? Say you are a Catholic country but with a large Protestant population. Would that country have an advance that deals with tolerance as opposed to a country who only has Catholics during the Reformation Age? Same with if France has a large a Dutch population, would it get a bonus to researching ship/trade advances?
 
I want unique content and experience just for Burgundy, but if you want to get French content as well, I don't think anything prevents you from forming France and then get that content, too.
People seem to forget that the vast majority of people want their countries to feel unique and well crafted. If we want some bland flavorless country experience, we can boot up Vic3 with no problem. Both systems have their ups and down, but its pretty clear how the community feels about it in the end.
 
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With all due respect, the idea that once every 100 years your nation has to hyperfocus on whether it wants to focus on diplomacy, administration, or military for the next 100 years (with no ability to change it until then!) is going to be one of those game design choices the devs are going to regret and need to rework later on.
Johan has explained multiple times now that it isn't "hyper focusing". It's specialising 10% of your advances in an age.
 
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Am I understanding this correctly, that if you change religion/government/tag at the very beginning of an age, then you'll have to wait around 100 years when you get to the next age to unlock unique advances for your new religion/government/tag?

Is there any way to change this with modding?
 
Will there be any iteration on Custom Nations? (Apologies if this question has been asked before). I use custom nations quite often, and think they're a nice roleplay feature. Something similar in CK3 is the diffirent empires/kingdoms/counties that you can form, rename and reuse colors. Some iteration on this would be amazing.
 
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If people are continuing to get the wrong idea, then the explanation was bad. A few people misreading would be one thing, the whole thread is another.
 
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So, 60-70 Advances per century-long ages, means you'll research on average one tech per 1.5 years. A little over twice the frequency of EU4 (one per 3.3333... years). And with a broad tech tree rather than 3 independent and formulaic lines, there is much more thinking to do about what you research. And some of the techs already seem odd or very vague: "Weaponsmith" distinct from general blacksmithing, "Faster Levy Recruitment", "efficient bureaucracy" (as opposed to just bureaucracy), what do they represent exactly?, that + the modifier stacking concerns, I worry the devs went overboard trying to make "we have hundreds of techs!" a selling point without considering how logical and engaging it felt.

Still, though the system has many odd choices in how it's fine-tuned the general mechanics of technology and institutions look a very solid and versatile foundation and I am looking forwards to playing with it.
 
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