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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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yes, you have to make a choice between those 3 options.

you get a new set of options for the next age
I think people are misunderstanding that you will still be able to research in admin, dip, and mil, just not with those 10 you get for focusing specifically. That's how it works, correct?
 
That is now how it works. If you pick ADM, you get 40 admin advances, 30 diplomatic, and 30 military related in an age.
I see, thanks for the explanation. I thought it was locking every single advance in the non chosen fields.

Then it's not that different from picking an idea group in EU4, and I guess that a lot of the balancing depends on what exactly Is focus-gated.
 
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Instead of a circle icon, I think it would be more flavorful to get a mini rectangular pictures above the advances card. That might be more time consuming for the artists though.
 
1) do the focus advancements appear in again in later ages.

2) are the focuses just Modifiers or do they lock you out of mechanics/units. For example Privateers, if you don't get them in the Renaissance are you unable to privateer.

3) are national ideas lock behind these focuses.
 
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Horrible decision. First dev diary that really dissapoints me.

Just make a tech system like the one in Vic2 or Vic3.
I liked Vicky 2 tech system with its inventions (not applicable here IMO) but Vicky 3 has a bog standard tech tree and nothing else lol
 
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So, there's been a LOT of salt about the apparent exclusivity of stuff like Debt and Loans or Claim Fabrication and such. I just realized that those and almost everything else that looks like a "tech" on that list of what foci give you is a copied verbatim name of something from the EU4 idea list.[1] In another thread Johan said that despite the name, Claim Fabrication only increases the speed at which you create CBs rather than hard gating anything. Which DOES accurately describe the idea in EU4 too.

I see what happened now. The "Foci" were never meant to be technologies in the same way as the common Advancements. They are really just mutually exclusive idea trees. To save time and/or serve as placeholders, the devs just plagiarized copied the names and mechanical impact of several EU4 ideas. After all, the playerbase will be familiar with them right? What Johan sadly FAILED to consider was that the names of several such ideas sound innocuous in a context where an "idea" is strictly separated from any other mechanics, but when put in a context where "ideas" and "technologies" use the same system they sound much more like universal technologies than specific government policies. Worse, this is on the heels of Project Caesar setting expectations that the game will be different from EU4 and hence the readers are not actively thinking of the EU4 institutions. This created all the conditions for a catastrophic misinterpretation of how it worked and what the core design principles were. Makes sense, Johan is too good to come up with an idea THAT bad. But man oh man did he roll a crit fail on selling it.

But seriously, this needs its fluff re-worded before release or else Project Caesar will hear angry complaints about "Why are [insert any two national ideas that sound like technologies] mutually and ahistorically exclusive?!?!?" until the end of its days.

[1]Guys I think this game might be an outright sequel to EU4! Especially since EU4 did the same thing where some of the ideas in the groups had identical names to the individual selectable ideas of EU3.
 
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So, there's been a LOT of salt about the apparent exclusivity of stuff like Debt and Loans or Claim Fabrication and such. I just realized that those and almost everything else that looks like a "tech" on that list of what foci give you is a copied verbatim name of something from the EU4 idea list.[1] In another thread Johan said that despite the name, Claim Fabrication only increases the speed at which you create CBs rather than hard gating anything. Which DOES accurately describe the idea in EU4 too.

I see what happened now. The "Foci" were never meant to be technologies in the same way as the common Advancements. They are really just mutually exclusive idea trees. To save time and/or serve as placeholders, the devs just plagiarized copied the names and mechanical impact of several EU4 ideas. After all, the playerbase will be familiar with them right? What Johan sadly FAILED to consider was that the names of several such ideas sound innocuous in a context where an "idea" is strictly separated from any other mechanics, but when put in a context where "ideas" and "technologies" use the same system they sound much more like universal technologies than specific government policies. Worse, this is on the heals of Project Caesar setting expectations that the game will be different from EU4 and hence the readers are not actively thinking of the EU4 institutions. This created all the conditions for a catastrophic misinterpretation of how it worked and what the core design principles were. Makes sense, Johan is too good to come up with an idea THAT bad. But man oh man did he roll a crit fail on selling it.

But seriously, this needs its fluff re-worded before release or else Project Caesar will hear angry complaints about "Why are [insert any two national ideas that sound like technologies] mutually and ahistorically exclusive?!?!?" until the end of its days.

[1]Guys I think this game might be an outright sequel to EU4! Especially since EU4 did the same thing where some of the ideas in the groups had identical names to the individual selectable ideas of EU3.
Amazing. So I get to choose between 30 irrelevant modifiers. Nice design.
 
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Personally, I think I like the system as described. I very much didn't like the game-iness of dropping an idea group when you were done with it in EU4.

I also like that becoming a new tag doesn't immediately grant you the advances. While I would rather tag-switching was almost impossible, I'd settle for having most of the benefits forced over a longer period of time.

I do have a concern over the fact that religious advances are locked to the next age. This is the one area I think I'd like to see adjusted, since switching religions is something that I'd expect to see over the course of a normal game.
My preference would be that switching from, say, Catholic to Hindu, instantly gives you access to the Hindu advancement tree, and boots you out of the Catholic one. Plus, I might want you to lose the previous religion advancements that you already researched. Maybe it would give you a refund to research advancements for the new religion, but I'd been fine even if it didn't. We'll have to see what the particular religion advancements actually are.

Edit: If I were to change the system, perhaps it would be to make it more like EU4's idea system. So instead of a mixture of diplo bonuses, I'd instead get a "Diplomacy", or a "Influence", or "Trade" set.
I.E. Like EU4 idea groups, but only five slots, and only ~twelve-fifteen choices? A lot of the previous idea groups have been moved to sliders, quality vs quantity, offensive vs defensive, so there would be less of them.
Problem with this is if Ceaser wants to lock some bonuses into the later ages, they'd have to move them to the generic tree.
 
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Personally, I think I like the system as described. I very much didn't like the game-iness of dropping an idea group when you were done with it in EU4.

I also like that becoming a new tag doesn't immediately grant you the advances. While I would rather tag-switching was almost impossible, I'd settle for having most of the benefits forced over a longer period of time.

I do have a concern over the fact that religious advances are locked to the next age. This is the one area I think I'd like to see adjusted, since switching religions is something that I'd expect to see over the course of a normal game.
My preference would be that switching from, say, Catholic to Hindu, instantly gives you access to the Hindu advancement tree, and boots you out of the Catholic one. Plus, I might want you to lose the previous religion advancements that you already researched. Maybe it would give you a refund to research advancements for the new religion, but I'd been fine even if it didn't. We'll have to see what the particular religion advancements actually are.
Absolutely agree with you, but hardlocking certain techs to randomness feels like the gameiest thing possible to me. I can already see the "Byzantium Guide in 1.02. So now you will restart until you get these techs in the age change !". Great
 
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Absolutely agree with you, but hardlocking certain techs to randomness feels like the gameiest thing possible to me. I can already see the "Byzantium Guide in 1.02. So now you will restart until you get these techs in the age change !". Great
I saw someone suggest that perhaps Johan didn't mean "randomise" there, but perhaps "mix and match", as he speaks Swenglish. As in, some trees come from the institutions, some from your religion, some from your tag, etc. So two neighbouring countries might have their trees 'randomly' different, but Byzantium's wouldn't change between playthroughs.

We will have to get clarification on that though.
 
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That is now how it works. If you pick ADM, you get 40 admin advances, 30 diplomatic, and 30 military related in an age.

To alleviate some concerns here, maybe it could be possible for anyone to get the focus exclusive advances AFTER an age has finished?

The focus still has a clear purpose. By focusing on a field you advance in it earlier than others, but they still eventually catch up.
 
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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.
I think it is this bit and, in particular the image, that is so controversial. It implies strongly that only those who select the Diplomatic Focus for the Age of Renaissance will have the ability to fabricate claims.

That could be seen to make this a no-brainer decision where everyone has to choose Diplomatic Focus here. It may not actually be the case, but what it says is that the devs will have to be very considered over the life of PC (to 1.0 and beyond) about what gets gated away behind these decisions and what doesn't.

If it is well executed, it could be fun and a positive thing. If not, then it could be a minor annoyance where you play to the meta (if one choice is much better) or not fun (if you have to sacrifice player agency for arbitrary reasons).

But I will have faith that your are doing the right thing. Positive change is not always immediately welcomed or appreciated, after all.


Edit: Just saw in another thread that Johan stated Fabricate Claim affects the speed of casus belli generation, it doesn't lock it away entirely. I am more than happy with that. I guess the name of the advance is what threw me.
 
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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.

That's the thing: I don't want to be forced to form France if I already built a country that has pretty much the same qualities as France, except it's called Burgundy. Or Auvergne, or Maine.
It's a matter of head canon. I just can't justify it to myself that if Auvergne somehow managed to grow, incorporate most of the other French tags, embrace Francien culture, become the dominant power in the French region, exercising control over France's traditional territory and being the home country for the wide majority of French pops in the game, if such an Auvergne effectively replaced France on the map - it still can't develop the same set of ideas that France could in the same circumstances. It can't because not. That's what I have trouble accepting. And then the moment Auvergne tag-switches to France, it now magically has access to French ideas. Like they were all in the name and not in the country that's made up of people and land and the unique set of challenges and opportunities that come with them.
But since French ideas tend to be better in comparison, remaining Auvergne would be like shooting yourself in the foot. You gotta go France! You gotta go France every time you play as a French minor. And that's not fun.

To sum it up: I prefer circumstance-specific content to tag-specific content, and I don't see much value in making content exclusive to one tag. Nor do I think that this would make playing all tags similar and bland - content would still be very different depending on where you are in the world, what cultures and religions are accepted in your country, whether you're an island country or landlocked, your predominant terrain, trade goods, development etc.
 
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I wonder how badly the game's balance will be shattered if modders move all of the techs into a single focus. And I bet they will, if this utterly nonsensical system remains in-game. A country making technological advances in only one of administrative, diplomatic, or military fields for one hundred years is the most unimmersive and unrealistic thing I've heard in a long time, it sounds like something from the Bad Ideas thread not a serious DD!

EDIT: I realize now I misunderstood, and only a small subset of techs are locked behind the focus, so it's not as bad as I thought. I still dislike it, and I still wonder how crucial it is to game balance.
My brother in Christ that was exactly what happened when you chose one from quality or quantity as your first idea group.
 
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Would it be fair to say that on average each institution unlocks an equal amount of advancements in each focus, or is that highly variable? Also, picking a focus is unrelated to having any institutions accepted, correct?
 
Based on math, locking out focuses after the first age gives you 5 ages with 3 mutually independent institutions/focuses. There are 243 different combinations you can go for when it comes to selecting the advances groupings. Not to mention variations in how you select the common advances as well as the custom advances for culture/religion. The game will offer a lot of replayability so far, and these calculations are all independent of how you play in the tall vs wide and naval vs land spectrum.
 
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