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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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Greetings Mr. John and Super Secret Tinto's Team. Hope you are all doing fine.

Just a suggestion for advancements; (havent read every post sorry if this is a repeat) give us ten points and let us choose where we we can focus them like, i mean like unlocking talent points. But ofc. with need to still search them. Bu keep the most advanced ones or you know, objecitvely better ones locked behind for instance ten point investment into that tree.
I guess most of us are kind of hesitant because we will be missing some tech etc stuff we go all into one branch.This would help with that feeling and would give more player agency. Maybe give us 12 points to distribute etc. In this you would only make a ladder of advancements etc.

A different approach might be tech sharing , or hear me out "stealing from", with other countries to elevate this problem to a certain degree. Might be a little bit historical as well. Specificly when it comes to mil tech history.

Heck, lets do both?

Hope i was able to convey my thoughts. Kinda early here.

P.S. Just an idea, i can test the game to see if this works or not. Just PM me, tyvm.
 
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Will advances that are tag/culture/location specific be clearly marked as such in the tree, so that I don't miss them, or take them without even realising they're unique?

Perhaps they could be marked with a special border, colour or icon; each different for each category?
I think that's already the case,in the second image you can see the "Karimi merchants" in the bottom right corner with a purple background for its name and a Mamluk? flag right next to it.
 
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People really need to make up their mind,on one hand they say techs shouldn't be just modifiers and on the other hand they say it's bad to miss mechanics bc you forgot to research them.

Eu4 has 33x3 tech levels, plus 8x10 ideas, 10 national ideas and 9 policies. Let's say a quarter of those having two effects, so 250-ish available advances in 400 year eu4.

If the math is correct, that's half of how many eu5 will have. That's definitely not the direction I would have chosen to go...

Policies were literally just modifiers,and around half of the idea groups became societal values.So no that horrible math doesn't mean the game has less content and freedom for the player.
 
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I like the system overall. :):):)

It really solves a lot of the problems of EU4 and especially it does a lot of things its critcs in thread want it to do.

However it needs more description / explanation.
For example it would be helpful to give clear examples for the focusses of age and perhaps some of the advances with and without institutions. Then everyone would see what "merely" makes something better and what prevents something, e.g. the creating claims just makes creating claims better, but does no mariners mske me petmanently bad, and what does thst mean?
(Yes, one can pick info here and there, but is short one-liners hidden everywhere.)
 
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So, how will this deal with Alt-History? As soon as you hit unpause, the tech tree stops moving in ‘our way’. If technology is what makes a country/people/nation/tag unique in PC, then this will very quickly become a Eurocentric mess where, no matter what, Europe always prevails.

I commented last week on how the institutions should have non-European institutions outside of just Meritocracy to show how societies developed and would have developed their own paths without European influence. Grouping ideas and national ideas into this system makes the need for that even greater.

Without European dominance, the rest of the World would have gone their own path. Railroading technology too much here does worry me on how this is depicted. While I have always loved Civilization, their popular tech trees are the cause of a lot of teleological error in historical game design, in retrospect. I don’t think you should adopt such a linear design for such a modern game about global peoples.
 
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Just want to say Johan that some slight feedback on the format of the DD itself. When explaining a mechanic that locks you off of other things. It would help to emphasise how important this decision is within context. You should have made it clearer that the scale of setting a focus meant. Since people will interpret this in a way that probably goes beyond anything you thought we would. Like not being able to influence anything but Dip tech for example. Even I when I read this DD when I woke up, felt confused and concerned. Knowing there there is between 2-3 times more innovations you get for Mil, Dip, Adm generic trees over the focus puts the design into perspective.

Im sure you realised this with the initial reaction and all your replies. It was a good DD, interesting feature and changes. Definitely an improvement over the EU4 system in theory. Just hope you can put some of those decisions especially ones that lock off mechanics/modifiers into better perspective for us.

p.s. you might also want to edit the DD to include that its only 10 extras and there is a further 25+ basic ones.

no.

You still research 30+ military advances in each age.

That is now how it works. If you pick ADM, you get 40 admin advances, 30 diplomatic, and 30 military related in an age.

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

you get a new set of options for the next age

You pick one, and the ones you don't pick, you don't get ever. In the next age you have a choice of another 10 from another pool of 30.

There are maybe 25+ other admin, 25+ other diplo and 25+ other military advances in each tree in each age, so don't worry.

No.. You just don't get the 10 extra military ones.. you still have 25+ other military ones.

It gives you access to 10 advances of your choosing. Its similar to an idea group selection.

The selection is for 10 of the about 100 advances you get in that age.

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.

This is for 10% of your advances, its not a big deal.

Thats not how it works. You can see ALL the advances you miss out on in the selection.

I said there were 100 advances in every age. 10 of those you pick, 20 additional ones are not added.
 
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Reposting my suggestion for techs, and institutions and ages here:

I think It would be a good idea if technological advances, inventions and ideas corresponded at least partially with what happens in each nation

For example the more overland trade occurs and the money earnt from overland trade occours in a nation, the more likely it is that advances in technology related to overland trade would be discovered.

The more battles, seiges and wars a nation engages in, the more likely it is that tech and tactics advances related to those aspects of warfare would be discovered (terico infantry, vauben seige tactics ete)

The more coastal provinces that are owned and the more seabourne trade and profit that comes from such activities in those provinces the more likely it is that advances related to such activities are discovered.

The more naval ships that are built and used in combat, the more likely it is that advances in tech and tactics (like copper bottoms, line of battle ete) would be discovered

exploration and colonization could result in things like the compass, quadrant, sextant, chronometer, surveying chains, basic trigonometry (like triangulation) being discovered more quickly.

Conversely on the other hand if your nation is not or doing very little of things like maritime/overland trade, wars (land/naval battles) ete then the chances of technological/ideas discoveries and breakthroughs should be very low or in cases of absence impossible (If a nation is completely landlocked then there's no way that they'll ever discover the sextant, copper bottoms, naval line of battle or chronometer)



(adding onto my original suggesion)

I also think that institutions should be separated from technologies/breakthroughs and ages

it would allow for more historic and limiting outcomes as well (why should the age of reformation be required for the printing press?)

individual Technologies/discoveries/ scientific breakthroughs should be In a non linear tech tree with research points increasing the chance for discovering a technological breakthrough every month, once a technology has been discovered, there should be a bonus chances that advances related to the unlocked technology should have an increased percentage chance of being discovered monthly

(for example a nation which actively uses quadrants and jacob's staff for navigation should have a better chance of discovering the sextant)

Institutions should only be ideas which when embraced, increase the chance of making technological/scientific breakthroughs, inventions or discoveries or conversely lacking them should make it very difficult or close to impossible to discover certain technologies (How could a society which lacks the scientific revolution ever discover the watts steam engine?), (Not having a writing system should make it impossible to discover the chronometer, or lunar charts). Individual technologies could be locked behind required Institutions and/or resources while others from the same time period which wouldn't need those Institutions/resources could be discovered by nations that lacked them. (Geroge Ravenscroft discovered leaded glass with the help of expert Venetian glass makers, without Venetian glass it would've been unlikely for him to discover leaded glass on his own)

Chances of a breakthroughs should also be limited to impossible if certain goods useful for discovering breakthroughs aren't present in a nation (The lack of blown glass and from that perfectly transparent glass in China due to the presence of advanced ceramics hampered future scientific discovery)

Some technologies should also be impossible to discover if there was historical precedent for it's lack of discovery in certain regions or nations (could be a game rule) for example china invented movable type and woodblock printing before europe but china never discovered the Gutenberg style printing press, the lead, tin, antimony alloy used for sorts and the idea of easily castable sorts using a hand operated matrix. Gutenberg style presses wouldn't reach china until the 19th century due to a lack of need or knowledge of it in china. This could also apply for chinase ceramics and transparant (leaded) glass.

An alternative suggestion could be that certain technologies if discovered are or would lead to dead ends which makes/would make it it impossible to discover, similar yet better technologies due to a lack of need (for example china having already discovered woodblock printing and movable type should have a -100% monthly discovery chance for the gutenberg press because of already possessing movable type and therefore having no need to discover a better gutenberg style press) could be a game rule.

Individual countries should also have later parts of Institutions discovered if they had then historically (chinase having professional armies discovered already) [professional armies should be a technology/breakthrough however, not an institution]

I know Tino axed the idea due to performance costs but technologies spreading like Institutions would be so cool, espeically if certain provincial modifiers which would represent reactionaries or non ideal conditions like war could slow the spread of certain technologies.

Some Technologies and breakthroughs should if discovered (or if tino implements it spreads to a province) should increase unrest and instability, and make it easier for a province to gain unrest (representing the printing press making the spread of heretical and seditious ideas easier) nations could have the opportunity to ban dangerous and destabilizing technologies like the printing press and stamp them out in the provinces they spread to, but their benefits and the chances to discover other technologies would be lost too (Islamic states like the ottomans historically restricted the spread of the printing press for example) [the printing press could be made more destabilizing for Islamic nations, to encourage the historic banning of the printing press as a game rule]


Technological discovery like in real life should be passive, outside of the players control, with the player only being able to control the chances of discovery through the particular territories they control and through how they run their nation in general (I.e. encourage commerce, higher chance of discovery) but over time with new institutions players should be able to directly increase the chance of discovery of certain technologies (for example the British longitude board, offering a reward to solve the longitude problem and then an inventor solved the problem because of the reward) This could be represented by the discovery of later institutions (like the scientific revolution) which would allow for nations to issue monetary rewards to inventors to dramatically increase the chance of monthly discovery for the desired technology.


buildings like universities, policies freedom of speech, higher literacy should increase monthly discovery chance.

There could also be country or region specific inventions like Venetian glass (which would be a tech dead end, making the discovery of lead glass impossible due to a lack of need). the demand for clear glass for scientific discovery and as a luxury good historically earnt Venice a lot of money until the discovery of lead glass by George Ravenscroft) Europeans paid large sums for chinase ceramics (tea cups, pots ete)


There should be technologies that have been already discovered by nations by the game start (1337) dating all the way back to at least antiquity (1AD) (and maybe even before that if tino is interested) and if a nation lacks these discovered technologies, they would have to be discovered first before new technologies could be discovered if they derived from those old technologies (for example europe had blown glass since antiquity and they make further discoveries on glass production and producing higher quality and clearer glass as a result of being able to blow glass, China lacked the ability to blow glass until the jesuits bought it there in the 17th/18th century, so glass related discoveries should be impossible for china until they discover the ability to blow glass either on their own or until it's bought there (which would be the only way if dead-end technologies were turned on)

Here's what institutions could look like:
Written Language (1AD)
Legalism (1AD)
Manorialism and Feudalism (843)/(Roman/Chinese) Classical Administrative State (1AD)
Meritocracy (1AD)
Widespread Literacy (1066)
Humanism (1300)
Columbian Exchange (1492)
Scientific Revolution (1543)
The Enlightenment (1700)

[ Meritocracy in practice would be china/asia exclusive until the europeans colonize parts of india/asia]

[Feudal/Imperial Administration would be unlocked where it was present historically, byzentines and china would have Imperial Administration while europe/Islamic world would be feudal/itaq]

Ages (like the age of reformation) should be region specific, with region specific effects, bonuses and unlocked events earned as the age progresses (like province conversion chance, ete)



The ages in europe could be:
Age of Traditions (feudal era)
Age of Renaissance
Age of Discovery
Age of Reformation
Age of Enlightenment (I know it overlaps with the institution of the same name)
Age of Revolutions



things I'm not sure where to categorize:

International Trade (Tech or Institution) [think roman Mediterranean trade and the silk road]
Global Trade (Tech or Institution)
Merchant Banking (most likely tech, but could be an institution)

Please give me more suggestions for what institutions (ideas/institutional advances/intellectual movements which fosters and encourages technological advancement) and ages (for europe and other regions) should be in the game. Feedback on current suggested institutions would also be appreciated)


Ideally there should be enough institutions so that the Great Divergence is accurately modeled with western europe steadily pulling ahead of the middle east and asia after 1450 until there's a huge gap in technological advancement with europe being far ahead of asia and the middle east by 1700. The institutions should also be in such number and structure that it should be almost impossible for native new world nations to catch up to europe or asia technologically in the game's time span.

EDIT: Thinking about it more, I think that discovering technology should still be impossible if your nation doesn't do things related to it but technologies and ideas should spread like Institutions and it shouldn't stop you from embracing the new technology when it spreads to enough provinces in your kingdom

(for example if the sextant invention spreads to enough provinces, you should be able to embrace the sextant (with a cost) when it spreads to enough provinces, and it would cheaper to embrace the more provinces it spreads to) the cost would represent the cost of the administrative effort needed to make sure that knowledge of the invention is spread throughout the realm

This would represent your people learning about innovations from other realms either by visiting them or being introduced to these technologies by foreign visitors

TLDR: Nation's should discover technologies based on what happens in each nation (more trade, more chance to discover trade related inventions, the less a trade a nation does the lower chance it has [and in cases where the action is absent almost no chance]), individual technologies should be In a non-linear tree separate from institutions (ideas which help advance tech) and ages (which describe a time period in a specific region)
 
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So in the cmpletely unrelated EU4 before I declared a war one of the things i checked was the mil tech level of my intended victim. Will there be any easy way to get the same relevant information easily before a DoW in Project Ceasar?

Also the most important question: You mentioned building roads. Will they be visible on the campaig map?
 
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Are you familiar with the civ 6 mechanic of "Eurekas" where doing certain actions or fulfilling certain criteria give a small boost to research a specific tech?

Do you think something similar will work/enhance this feature, i think itbwill feel more "realistic"/dynamic if a nation that fight many naval battles will receive a boots to thier following naval tech because they have a natural need to advance and improve this field.
 
I really like the system. Fixes a lot of problems with EU4 for me. It's so annoying when you get your first idea group late because you are conquering stuff and need admin points to core. No more taking a diplo idea group first everytime because you need the other mana elsewhere !

I love how it combines idea groups, technology and national ideas all into one system. Makes institutions actually important and meaningful, instead of just being a random perecentage debuff.

Some suggested ways to deal with the complaints of being locked-in/out. I don't really get them - you are similarly locked out of idea groups depending on what you take in EU4. Maybe allow switching once, at the cost of simply forgetting your old research. The same as it was possible to switch idea groups in EU4 - rarely done, mostly ineffective, but nice to know its possible.

Another idea: Allow choosing a focus from earlier times - with the disadvantage that newer advances might be more powerful and better related to the current tech level. Then you'd never be really locked out of anything. This would allow more choices, and make sense for some cases. Maybe the colonization related buffs are in an earlier age, and you start colonizing later then normal.
 
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I'd like to share my opinion as well. I don't like the idea of advances being locked out because you have to choose one of three focuses. I'd rather to have a bonus to research the advances of a chosen path and/or penalties to advances of the other paths. It would be similar to EU4 priority, when you could get 3 mana income of a admin/diplo/military by spending 1 mana of the other ones. I'm OK with having unique advances for cultures, religions, countries etc. but I wouldn't like my rival, for instance, being stronger than me just because he can get those 3-4 military advances that makes him stronger and I can't because I choose diplomatic way.
 
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Since there are many concerns and uncertainties regarding this dev diary, I humbly suggest taking a further step of in-depth analysis regarding the main doubts expressed by the community and, in general, explaining again in a more explanatory and timely manner the dynamics introduced in this dev diary . So as to reassure fans and dispel any doubts that have emerged or not yet been expressed.
 
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Thank you for the DD. I have one little remark concerning the research speed:
research_speed.png
Probably you should also include the possibility of direct gold investment to speed up research because it was quite historical that some rulers directly funded schools, universities, artists and scientists.

The details are about the balance (my proposals):
- it must be costly because research has never been cheap, but you should include the possibility to directly invest gold in science to have a SLIGHTLY faster research speed.
- the maximum speed increase from scientific investment should be limited by ~10% lets say. Johan said that normally a country would research 75-80% of age advances, so if you invest a ton of gold in science, this value should be ~85-90%, but not 100% to make the game more interesting and avoid exploiting.
- this option can be available only if you have at least one university in your country.
- one can say that universities and libraries may require gold for production method and increase literacy and this increases research speed indirectly, but these things may freely coexist.
- this adds variety to the game, because there is one more option to spend your money, so you have to decide better if you need more investment in stability, court, navy, army or science etc.
- feel free to correct or improve my assumptions.
 
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Selection.png has my eyes melting, but the all the underlined text makes it look cheap. I mean this in the sense that it looks .docx text, unoriginal, without it's own style in a way. I think that bold text is good way to show that a term has a tooltip though, but the underline makes it a bit unreadable.
 
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