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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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Will some advances have other prerequisites other than having the previous advance? Will there, for example, be a requirement that you need to have a certain amount of navy tradition in order to advance your fleet, or have a certain amount of administrative competence amongst your ruler and cabinet members in order to further develop your government's administration by having a requirement like "Have at least 150 admin skill amongst your ruler and cabinet members"?
 
Is it “written alphabet” or “written language?” Because those are very different things, and I would think you actually want to represent “written language” here.

China should not need to adopt an alphabet. Mesoamerican societies with a written language should have that acknowledged.

Also curious what “metallurgy” means. Copper (like the Great Lakes societies), alloying (like mesoamerican and South American societies), bronze (like the Tarascans), or iron/steel?
 
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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.
My bet is that some unique advance will enable explorers for the Iberians, and then once the 'New World' institution spawns, it will enable advances containing colonization related mechanics.
 
First - i like what i see. and i think the choice at the beginning of an age is fine.

Still i give a solution for a problem i do not absolutely see myself so it is just food for thoughts.

how about we do not get a choice per age put per institution? We would split each "group" in three.


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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.
Surely that is what buildings etc. are for?

Does anyone know if the advancements are the technology tree, or if this is a different system that's more like ideas from eu4?
Johan told us in the dev diary...
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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I liked the system overall. We will have more play styles.❤️ However, the number of countries with their own advances needs to increase. The huge difference in "technology types" between some countries may make competition impossible. (Ex: British may take every diplomatic focus in each age and you will never be able to beat up their ships.)

Additionally, advances for alternative countries (such as the availability of Ottoman-specific technologies in other Turkish Beyliks) should be spread worldwide. A Chinese emperor coming from Indochina should be able to optionally bring himself closer to "CHINESE TECHNOLOGY" or even replace it.

Edit: Oh and, It feels like Focus System in HOI4. So it would be great if we can see special advances that leads countries governments or events etc.
 
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First - i like what i see. and i think the choice at the beginning of an age is fine.

Still i give a solution for a problem i do not absolutely see myself so it is just food for thoughts.

how about we do not get a choice per age put per institution? We would split each "group" in three.


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But why? It seems a lot of people here seem to only want good consequences from their choices and no downsides. Which in my opinion is one of the biggest problems of EU4 and the reason why it is so easy. Instead of min/max-ing every advancement, this system comes with a downside (e.g. not focusing on military this age) and I love that. It also seems less prone for the AI to make bad decisions. If the decisions become more granular/selective and you can almost pick individual advancements the player will always outsmart the AI (and also at a risk that every campaign you feel you should select the best one).
 
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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.
But there is nothing random or semi-random about it then. If it tied to culture, religion etc, then I know perfectly well what I'm gonna get when I pick a country to play. If that's what he meant then no big deal, but its a fault of poor wording for the missunderstanding.
 
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.
100%
 
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Written alphabet!!!!

Can you also adopt a foreign alphabet, it's kinda faster than creating a new alphabet, but you get constant trouble in the writings, because it's not a proper alphabet for your language?
In a previous dev talk you mentioned press machine tech. Is is then somewhat flexible? I mean obviously you cant just switch back and forth, but through events, side quests or something?

Game looks already much more dynamic than ck3 and imperator (didnt have time to play vic3 thogh).
 
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Allow me to make another suggestion. I understand that a country picking 1 of 3 options makes them all play different. And that uniqueness in each country is what you are going after, however, I think locking out 2/3rds of the tech tree is a little harsh, quite unrealistic, and a lot unfun. How about this? Every age you can pick a National Focus for your nation. Administrative, Diplomatic, Military. When you pick one, all the advances in that tree will progress at whatever your country’s research speed is at. Once you research X amount of advances, the other two National Focuses open up to you (with some exposure from other countries maybe) Research in those other trees should be a lot slower because they are NOT YOUR National Focus. But if the player wanted, they could pick them.
That way, some balance is still kept in place for not picking those focuses, and the player is punished, but the option is still there which I think is most important for immersion and fun :) Obviously, dont make stacking modifications that makes researching quicker in Non-Selected Focuses.
It doesn't lock out 2/3rd of the tech tree. In each age there are around 25+ techs for each mil/admin/dip. You then choose a focus that gives you an extra 10 techs (advances) in one of those categories. It doesn't cut you out of the base techs, but means you have to choose which bonus you want.
 
While I like a lot of points in this research system (like different starting points, and different nodes depending on country and region) there are two points that sound not good for me.
I really dont like the Idea of locking a big chunk of research on the start of the age and not beeing able to change it. Not sure if that is right, but there should at least be some way to change the focus of the country in between 100 years. (Maybe with change of ruler?)
I also dont like the Idea that changes to tag, goverment reform and so on just affects the Ideas of the next age. Imagine missing the some age 1 year and then having to play with old advancements for 99 years. Also it doesnt sound right to me beeing a theocracy but still researching monarchy nodes.
Not sure if I got everything right though. Maybe you have some plans for those concerns.

Edit: Ok I understand (for my first point) that you are saying the focus is not all that important since it only adds 10 advances to the already existing 90. But then i'd argue you it is to prominently featured (at least in this dev talk) because it SEEMS like a really big decision.
 
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But why? It seems a lot of people here seem to only want good consequences from their choices and no downsides. Which in my opinion is one of the biggest problems of EU4 and the reason why it is so easy. Instead of min/max-ing every advancement, this system comes with a downside (e.g. not focusing on military this age) and I love that. It also seems less prone for the AI to make bad decisions. If the decisions become more granular/selective and you can almost pick individual advancements the player will always outsmart the AI (and also at a risk that every campaign you feel you should select the best one).
You are not totally wrong, but if you would have such a clear meta in my example, and only want 3 of 10 of the options in a given focus, then you have a lot of shitty /useless options in the trees anyway. i do not want to pick the best of military and the best of dip and the best of admin. i want to pick SOME of each that does fit in my play style. Has nothing to do with min/max. Optimally, each of those mini trees would be viable in different playthroughs.
 
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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 don't like this. It's far too rigid and doesn't take into account that priorities might change during an age.

EDIT: So I posted this before I had read some clarifications of how the focus system works. Seems it only affects 10% of your techs. Still, I would prefer a system where the ruler picks the focus rather than at the start of an age. I think that would be more flexible.
 
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I don't know, for me it feels somewhat off to have to choose and forever discard dozens of options. As a player I like to collect things, or at least having options present. The thought of a singular choice locking me out of 20 innovations per age isn't exciting.

What I'd prefer is for everyone to always have all options, but the choice at the start of a new age would confer a research bonus in the category you choose. That would reflect having a national focus of sorts, but without the ugly feeling of missing out on stuff.
 
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One of the other problems I foresee with the focus system is that it can lead to a specific meta that everyone will pick because it's the best way to victory. For example, no one in their right mind is going to NOT research gunpowder when it appears (assuming it is one of the 10% that you have to take or leave; if not, I'm sure there will be other must-have techs).
 
Will there be any passive spread of advances, say between neighbouring countries or tags in the same market? Likewise, if your fighting a country will you get some sort of spread either from occupying their provinces / locations or from exposure to their army? Also, will tags in Africa / India / Asia / The New World get passive spread / bonuses / boosts to tech once they come into significant contact with European powers, in a similar vein to how historically Japanese firearm development really kicked off after Oda Nobunaga secured firearms from the Portugese?

Further too this are you envisioning any options for the sharing or purchasing of advances between nations in a similar way to the Knowledge Sharing mechanic in EU4?
 
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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.
What if you could only spend extra gold(to represent direct funding) to make universities/etc better? So that you can only get the benefits if your country actually has a "scientific network" already setup, instead of transmuting gold into the research aether.
 
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