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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.

advances.png

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.


tree-png.1161612

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.

meritocracy.png

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.

polish.png

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.
selection.png

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.

research_speed.png

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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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.

View attachment 1161586
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.


tree-png.1161612

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.

View attachment 1161566
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.

View attachment 1161593
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.
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. 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.

View attachment 1161576
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..
Maybe it's better to tie focuses to the ruler? It would feel more historic as the ruler usually decided the main direction. I think it will be balanced because you sacrifice other research if you want to get all ideas from all focuses. But it will bring a plus of more adaptable and dynamic gameplay
 
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I abolutely hate the concept of paying research currency for research. It is not realistic, and tbh not that fun. In reality being ahead in research makes other discoveries cheaper especially (advancements in physics make some advancements in medicine nearly for free). Being more ahead in tech then your neighbourhood should be very costly but also make other techs free/cheap (We dont want civ like advanced death robot nation that has never discovered sailing). I think that all techs should passively be discovered depending on the proximity to more advanced nations, and the process of speeding it up (or getting ahead of neighbours) could require the research points (representing the investment into science). Also being ahead in one branch should also make other branches on the same level of complexity or lower much cheaper.
 
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Do I get anything if i integrate a vassal who has more advancements than me? simple example. if i integrate Hulk Building Utrecht, will they "forget" how to build Hulks because I own the port locations now?

makes sense from a gameplay perspective, but less from a believable world point of view. (would even be a playstyle, let your vassals do their stuff, swoop in, and take their stuff.)
 
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If national ideas are advances now, does that mean there's a generic set? Could we see it?
there is no such thing really..
 
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As I understood it they make those advances which are listed in each category available to research, while you'll miss out on the advances offered in the other two categories. Basically a tech tree build-a-bear.
That is the most straightforward reading, but also the most absurd one. Why in the name of Zeus would learning how to do Shrewd Commerce and learning how to train your sailors with Boarding Parties be mutually exclusive for a country?
 
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So, does reformation make you switch away from Latin liturgical language, which might decrease your research?

Isn't it a bit weird as I don't think clergy stopped knowing Latin. Or do they keep Latin?
 
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Wait.
So if I don't pick one focus it means I lose on ALL TECH from that category and can NEVER reasearch it?

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

you get a new set of options for the next age
 
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Super excited about this! And I have so many questions haha. These were the first I thought of

- If a neighboring country has an advance, that you don't have, will it speed up your research of it?
- Do the estates pursue research on their own, in parallel to you as the crown? Or possibly make suggestions based on their own interests?
- Will you be able to research past the current age, at a deficit, like EU4?
- Will you be able to quick-complete research with other resources such as money?

Thanks as always :)
 
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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.
Does it imply there are (Number of tags)*5 different technology trees, all of which were manually created?
Wow... That's an amount of work. And I don't know how to express my feelings about SUCH dedication, just wow
 
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So does the admin, diplo and military focuses unlock research in that area, instantly research these techs or something else entirely?
If it just unlocks them is it possible to get the other techs at any point or are you permanently locked out?

Another banger of a dev diary btw, keep up the good work Johan and the rest of the EU5 Tinto Talks team
 
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1. To what extent do ADVANCES account for alt-history scenarios (e.g. Russia going South instead of East, Spain (lead by Aragon) going East instead of West)?

2. Do diplomatic relations (such as personal unions) influence the ADVANCES you can unlock? E.g. will the Angevin Empire will both English and French ADVANCES?


What I worry about is that nation specific advances, just like what EU4 missions used to do, force you into a play-style because any other way would be suboptimal.
 
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will you eventually have most techs unlocked (obviously not nation unique ones) as the ages progress (ie they get much cheaper as you move through ages?

The goal is to have 75-80% unlocked if you play a country in a good starting position that does not neglect their research.
 
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hmm

now that we saw both tech and ages, I can comfortably say that I don't like this at all

so, we got ages, that starts with the spawn of institutions, which are 3 separate ones for each age if I recall correctly, then each institution unlocks new tree paths for tech (advances) which works exactly like Vick 2 tech but it's a tree, and we don't have the time to research them all but we even have to pick a initial focus set for them

ughhh

Imma be fair, I don't like it as it is. Honestly I'd have far more institutions to spawn with each age and most of them (besides things like global market) to unlock culture specific advances, as for example it doesn't make any sense that Reinassance is fundamental for China. Also we could see far more variety in institutions requirements that way. Also, advances and institutions should be abled to be sold / shared diplomatically
 
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Hey Johan. I would just like to tell that, as a Pole, I appreciate "Grosz Krakowski" advance. mentioned.
BTW, in the description it should be "Krakowski(adj) Grosz" not 'Kraków Grosz'


and obviously I wish the UI for everything will change for the better
 
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Interesting system, a lot to grasp here. I hope the bonuses are mostly impactful as one of the few things I disliked about I:R is that the innovations were very numerous and felt like a lot of little bonuses that you did not care much about individually. Also the tech tree being so big and the same type of bonuses being so spread, it was hard to find in it what you wanted and get the feeling you were specializing in something, I hope the UI for this is intuitive and maybe has a function to search for particular things you want.

Suggestion that might be a bit complex to implement: it would be nice to have a "tech build" save system (like the army builder) that is saved accross playthroughs so that if I already created my "explorer", "military focus", etc advance research order "builds" I can just select and the game will research what I told it to prioritise, at least for the common innovations, so that I do not have to go and select the same ones. Probably more relevant for once we hit the 100s hours of playtime mark and already know what we usually want.

A few questions if you have time:

1. You mentioned each age "contains about 100 advances". What happens with the unique ones, i.e. tag innovations, are they just added on top of the ones you would have available otherwise? Or do they replace innovations as to limit the advances to a specific number (100?).
2. Do you already have an idea or aim at how much in % of the innovations are we expected to catch in a normal playthrough (no gamey min-max things)?
 
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Yes. You are using your eu4 goggles when thinking about the impact of institutions. It will be much more clear next week.
This is what you said last week, but here now it seems that institutions still offer extra power/modifiers, in the form of extra advances, that surely everyone in the world wants, since, well, it's extra power. Which brings us back to the problem of (some) institutions not making sense on a worldwide scale.

Sure, it's not as a penalizing system as EU4's one, but still, not ideal.
 
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