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Tinto Talks #20 - 10th of July 2024

Welcome to another Happy Wednesday, for the 20th Tinto Talks, where we give out a lot of secret information about our absolutely 100% super-secret game Project Caesar.

First of all, I want to take this opportunity to thank all of you for your great feedback, which is helping us shape this into an even better game.

Today we talk about what will replace the Technology Levels and National Ideas of EU4. While some aspects of the Idea system are covered by the Societal Values and/or the Laws of a country, this new system will cover the rest.

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Maybe these advances are good for us?


What were different effects from the Technology Levels and Ideas are now something we call “Advances”. Advances can unlock new diplomacy, new units, new abilities for units, new character actions, new subject interactions, new estate privileges, new laws, new policies in laws, new inheritance systems, new casus belli, new government reforms, new cabinet actions, new buildings, additional levels for buildings and new production methods. An Advance can also unlock mechanics like investing in stability, building roads, collecting taxes and much more. Last but not least, advances can also give you important stats like more literacy for your nobles, or better military tactics.

At the start of each age, each country will get a new Advances Tree, which will be unique to that country. A tree usually contains about 100 advances, some which are common, and some that are specific to who you are playing. Every tree, except the Age of Tradition, has 4 different starting points, a common one, and one from each institution. The ones from an institution tend to unlock relevant advances to that institution.


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Eventually all advances will have fitting and often unique icons, but for now, the sickle is good!

About 70% of all advances in a tree tend to be common for every country, but the rest depends entirely on which country you are playing. Over one third of the advances in a tree in Age of Renaissance and Age of Discovery does not require any institutions to research.

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This is part of the tree unlocked by the Meritocracy Institution..

We also took the national ideas and adapted to advances. Some of them made no sense and were lost, but in general the starting bonuses ended up as two Age of Traditions advances you start with already researched, and the rest is spread over the rest of the ages, with what was the finishing bonus as an advance in Age of Revolutions. In many cases they have been moved to the appropriate time as well, so currently many unique and powerful Swedish advances are in the Age of Absolutism. We have also heavily revised those whose names survived, and when we work in making unique content for a country, we aim to add more advances as well.

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Poland currently has 16 unique advances...

We also have a lot of unique advances for what culture you are playing, or what religion you are playing, if you are a country that can own locations or not, and for what type of government you have.

Some of the ideas from the idea groups ended up directly as advances unique for certain types of countries, like the Horde Government ones were converted to unique advances for Steppe Hordes, and the Divine Ideas as unique advances for Theocracies.

However most of the ideas ended up being sorted into an administrative, diplomatic or military focus, with at least 10 in each category for every age, starting with the Age of Renaissance?

Why 3 categories? Well, at the start of each age, you will pick one focus, which will add those advances to your tree for that age. Now you may think, why would anyone pick something else than the military? First of all, there are different powerful benefits and tough choices you have to make. Let's take a look at the choice in the Age of Renaissance.
  • Administrative - Better Administrative Efficiency, Lower Interests, better proximity propagation, Cheaper Mercenaries and more..
  • Diplomatic - Better Merchants, More Diplomatic Reputation, March Subjects, Cheaper Warscore Costs and more.
  • Military - More Prestige from Battles, Monthly Tradition gains and more.
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Hard or easy choice?

At the start of an age, the tree is populated with the advances depending on what your country is at that time as well, so you will only get relevant advances to choose from in that age. If you switch tags or change religion or government form, that will be seen in the next age.

The Advances tree for Age of Traditions is a bit unique in that it has many starting points, and there are many countries, particularly in the New World, who do not start with all of them. Metallurgy, Agriculture, Written Alphabet, Ship Building & Meritocracy are different starting points who all have trees. Feudalism, which requires to have embraced the institution to research, is in the Agriculture tree, and requires Horse Riding researched first. Legalism is part of the Written Alphabet tree and requires Codified Laws and the institution to have spread to unlock their sub-tree. Many of these are more expensive to research.

This together with lots of unique advances in the first three ages provides an interesting progress as a new world or similar type of country outside of the Eurasian Core.

Each advance has a research cost that is the same for almost all advances. There are a few keystone advances such as “Written Alphabet” that are far more costly though. Every country generates “research” each month, which is “paid” directly into the advance you are currently researching. While a bit unrealistic, but good from a quality of life perspective, you can store up to a year's research without having an advance being researched. There is also a sort of catch up mechanic where advances from an earlier age are cheaper than the current age.

The amount of research you do depends on what type of country you are, if you are a settled country, or still a nomadic group of pops, and on the power of your liturgical language. The satisfaction of the clergy estate and the average literacy of your country also impacts how quickly you research.

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As you build up the literacy of your population you're research will grow .

You can also fully automate research and let the AI keep researching for you, and of course we got a proper research queue, so you can just select which techs you want to get, and it will add all prerequisites to the queue as well, and you can keep adding any valid advance to the queue.

Stay tuned, as next week we will delve into the fun and joy of exploration..
 

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Everything is great except the focus system which just feels jarring and out of place.

If you already can have other pre-requisites for specific technologies, why add in a lock-ed in system where you just choose a set of “ideas” per era?

What does this add game-wise when you could have era specific techs with more complex pre-requisites instead (eg, for military, maintaining a specific type of military advisor for X number of years).

Like why introduce this varied, potentially hugely complex and interestingly interconnected system and then dump a once every 100 years disconnected feeling choice into it?
 
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I think this is the weakest part of PC so far
 
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An intrinsic advantage further matured in the eu series due to its graphic design nature are tooltip or pop up messages which are basically text with a sketch which further require a players imagination. As such i advocate that not only playing eu4 fosters historical knowledge it also helps becoming more creative due to imagination.
As such i recommend having a more random natural organic tech tree. An example: you play as a mediterranean nation and suddenly get pop up sir naval architects or ship builder in region is capable of building a better version of previous ship name, we call these new ship type a galley. After all not all galleys where equal.
As such the wording should be changed into a galley type of technological ship can be build. Or lets bundle our ship building expertise and found first naval academy.

Than if you go deeper in gui into tech tree you can track somehow and see direction of where you go, but can easily steer with just points and mana like abilities.

So if you want to speed up better ship designs this should translate in scaling effect (metrics such as durability/naval reach/haulage capacity/firepower) as such you can see in the ledger who has best galley, not just has galleys. Working with such a mechanic would also help better distinguish quality vs quantity approaches.
Not sure what could help to a more granular approach maybe a non limited approach to spending but where too much spending decreases its effectiveness.

Additionally a hard fix chosing out of three routes diplo, admin or military is also to linear, better leave it out and leave it to the players and make interaction with advisors and advisor management more lively with not alway linear outcomes but also random ones as such not every playthrough is the same. Eu4 did this in some aspects by for example with a low spending in an area give unexpected messages that things are worsening or with a higher spending that things better. Still not only more spending means always a guarantee for 100% better messages if not deviated from this game will be to linear and to predictable, easy to manage
 
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I dislike this grouping of 30 advances into 3 focuses (3x10! permutations) instead of letting the player pick any 10 out of the 30 (30!/20! permutations), just as I disliked the grouping of ideas into idea groups in EU4 instead of letting the player pick any idea like in EU3.
It reduced the granularity of player choice and the diversity of idea combinations.

The advantage of grouping is you can have 2 great advances, 4 situational advances and 4 nice-to-have advances in each 10. If you allow pick'n'mix then EVERYONE will pick the 6 great advances and the best 4 situational advances for them. Therefore in a pick'n'mix situation ABSOLUTELY every option needs to be of comparable value to everything else.

i.e. everything is porridge, and nothing is allowed to be fun.

Let the 75+ other advances per age be 'nutritious' - let the extra 10 you pick as a GROUP add spice (or sugar!)
 
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For the administrative/diplomacy/military focus, maybe you could make it so instead of selecting a preset set of 10 advances in one category, you can research up to 10 "avancée type" advances choosed from all categories.
This way you can truly customize "elites" advances you choose and for example, do a maritime merchant run with elites advances from both diplomacy and military focus, but not have some useless "Marcher Lords" advance you won´t use this run.
 
If this is the replacement for national ideas and only certain tags get anything unique then I can confidently say this system is a downgrade since we are entering closer to the Victoria 3 grey blob scenario of bland nothingness for everyone who isnt the same 8 countrys.
 
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The advantage of grouping is you can have 2 great advances, 4 situational advances and 4 nice-to-have advances in each 10. If you allow pick'n'mix then EVERYONE will pick the 6 great advances and the best 4 situational advances for them. Therefore in a pick'n'mix situation ABSOLUTELY every option needs to be of comparable value to everything else.
Well yes but you can get completely useless advances for your playstyle.
If you want to add some restrain over all the meta advances, you can make so the focus restrains you to take say 6 advances from its category but still allows you to diversify the 4 remaining advances in other categories.
 
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.
Only half kidding:
1) roughly the same research and no mega-tech-rush, please. Otherwise unhistorical and especially snowball. (game-reason)
2) It is indirectly already,in the game as increased literacy and increased institution-spread (and perhaps others).
3) Universities were more vanity-projects - not universities of technology. Otherwise they increased POP-promotion and political awareness. (Could be gates for techs, but not tech-creating.)
 
Anyone else hate the italicized font used? It is just so grating.

Also, the color of the Balliol rebellion in selection.png really blends in with the water next to it. Spent a couple seconds wondering why large swathes of Scotland had sunk into the ocean.
 
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The only part I don't like about this system is the fact you are locked out of researching the techs you didn't "focus" on. I'd much prefer it if your focus unlocked those techs for that age and after that age has finished the rest of the techs are unlocked. You'd still get the feel of focusing on that aspect without the annoying permanent blockage of technologies that don't feel like they should be blocked off.

I don't like the idea of missing out on what feel like important technologies like "debts and loans" or "privateers" or "mercenary recruitment", just because I was focusing on a different tech that age. The age technologies seem very important, which makes locking them off permanently annoying.

In my opinion it feels a lot better if you unlock the techs on-time if you focus on them that age, and then after that age the rest unlock without bonus you get from older technologies, because you weren't focusing on them. (other than that great dev diary I loved it) (you could game rule this as well if it breaks balance)
Very much this.
I think a better system would be to make the ones you don't choose cost more.
Another idea I would endorse. Maybe combine the two in some fashion.
Only allowing the player to choose on focus every age seems rather punishing, especially when you don't know how the game will progress. Especially, for example, if in multiplayer you lose your trade ports in a war, and you've locked yourself into the diplomacy focus. Or if you suddenly get a PU that completely changes your play style. Or if you lose your colonial possessions. There are so many ways where the player could have to change up their tactics dramatically. If these events happened a decade into a new age.
To be fair, a society experiencing something like that would certainly need time to adapt to its new circumstances and reinvent itself.
 
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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.
Yeah as others have noted, it was not the case and the tech just speeds up getting claims, it doesn't unlock them. You'll notice that "Claim Fabrication" is the name of an idea in EU4. In general a lot of the mutually-exclusive ideas are straight from EU4. Unfortunately Johan didn't consider those sound like the names of technologies and that has lead to a lot of confusion.
Can you plagiarize your own work? I don't think you really know what plagiarization is.
'Twas just a little jest, about how this game is totally not Europa Universalis.
 
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On first glance i really really love this system.

i have one fear howeever. If "unique" (e.g. tag/religion specific) advances only unlock when the age changes, it would be possible to be "too late" when forming a nation? E.g. If i dont manage to form Prussia in a age before they get their content I either miss out on it or have to wait 100 years to finally get it. Even if i formed them just as the age advanced, one month late would mean 100 years wait? Would love some calrification on that.
 
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I'm not a fan of picking one focus per century. That feels to restrictive and simplistic and reminds me to much of stuff like ideologies from CIV.
Why not split each group into two for six foci in total and let the player pick every 50 years? Sort the advancements to some light theme and give them a more descriptive name instead of the generic admin/diplo/mil.
So yeah, in short I'd love the foci to be a bit closer to eu4 idea groups.
 
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So, if Focus advances are like EU4 ideas, they mostly will be modifier stacking that won't change the game much, because EU4 ideas were like that. With one exception: Colonization. Taking the Exploration idea group was the only way to be able to recruit explorers (and only of only two ideas to give you colonists). Curious how Project Caesar will handle that. It could be like Vic3 where everyone can colonize but by default they're pretty bad at it, but that seems like it would result in all uncontrolled provinces getting eaten by 1437. If it's gated behind a focus, that will create the funky situation where you're obligated to take a diplomatic focus in the Age of Discovery no matter how far in the future you expect your colonial ventures to be. Which... well, it's not horrible, it's manageable. But it would feel weird.

Now that we've clamed down and Johan has clarified things, the Focus system seems nowhere near as bad as I thought at first. But it still feels like a jarring departure from the "simulation not board game" philosophy Johan proclaimed early on for PC.
 
Are the focus specific advances less "gamechanging" than other advances? Like the Footmen advancement granting new unit types, would the Privateers advancement only grant a buff to privateers and not give you the ability to privateer?
 
Bit of a "damned if you do, damned if you don't" with the fundamental design here. Either the focus Advances have major impact and interesting mechanics become mutually exclusive, or they have smaller impact at the cost of going against the "PC should be about deep choices not modifier stacking" design ideals. I'll take the modifier stacking option any day as the less damaging option for sure, but either way this design choice did not land well.
 
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Will there be advances that require previous advances from multiple different "tech trees"? For example, I feel like, the Swedish Indelningsverket should be a combination of an administrative and military advance having prerequisites from both "tech trees".