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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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I wonder how badly the game's balance will be shattered if modders move all of the techs into a single focus. And I bet they will, if this utterly nonsensical system remains in-game. A country making technological advances in only one of administrative, diplomatic, or military fields for one hundred years is the most unimmersive and unrealistic thing I've heard in a long time, it sounds like something from the Bad Ideas thread not a serious DD!

EDIT: I realize now I misunderstood, and only a small subset of techs are locked behind the focus, so it's not as bad as I thought. I still dislike it, and I still wonder how crucial it is to game balance.
 
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This looks promising, but I have one worry. With the idea groups in eu4 you could really 'customise' your country to have a specific focus/playstyle. Especially with the many policy combinations this had the potential to make every campaign feel unique. Because some were stronger you would still mostly go with the same, but that's besides the point.
My question is: will this new system give you the same level of customizablilty? Picking between administrative, diplomatic and military each age is doing that a bit, but it feels like there's less choice, although I obviously don't know the details of this mechanic so maybe my worries are taken cared of already.
 
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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

Wait what? So if a building is behind the admin tree but i select the military, that means I will never be able to research it??? That doesnt sound like technology at all.

Technology should be available to everyone, all of it. Researching AI does not mean that the US no longer does any advances in military technology. Makes no sense.
 
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So these modifiers will apply everywhere instantly? If you discover a new advanced production method, you can immediately switch to it in all your locations around the world, even in the least developed backwater?

Yeah, we count that time into the "1-3 years" it takes to research an advance.
 
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Are there ways to add particular advancements to the advancement tree aside from which focus you pick? Can an advancement show up and become available via event?
 
Question:

Are you guys moving away from “Ducats” to allow other different currencies to be introduced, or will the Ducats “de facto” stay the same, but countries will have a unique bonus like Krakow Grasz as implications boost?

Ducats is staying
 
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Are the advances in the focuses at the start of each age the same for every country? Seems like there would be 'meta picks' for each age, with some ages having pre-defined better focuses than others, unlike other advances which change depending on various factors in/about your country.

No. Part of the tree is "randomized" :p
 
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When you say "each country will get a different tree". I guess those are selected by the devs, and not randomly generated by the game.

I understand having a different tree between Castille, and Trebizond. But what about the differences between Holland and Zeeland : in this case will these very nearby (geographically and culturally) tags get the same advances trees ?
 
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I wonder how badly the game's balance will be shattered if modders move all of the techs into a single focus. And I bet they will, if this utterly nonsensical system remains in-game. A country making technological advances in only one of administrative, diplomatic, or military fields for one hundred years is the most unimmersive and unrealistic thing I've heard in a long time, it sounds like something from the Bad Ideas thread not a serious DD!
It's not, getting military focus doesn't prevent you from research diplo, it remove only some of the diplo techs
 
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People that are fans of the PDS style GSG tend to want to have unique content per tag.
Any insights on the preferences between tag specific content and culture/region/religion specific? Perhaps the latter is a newer concept, but I'd guess that it could make up for (parts of) the tag specific content, while also pleasing another crowd?

Personally I think some tag specific content is cool and to be expected with the most popular/interesting tags.

But I'm really a fan of culture/region/religion specific content, as a game design strategy, because it potentially allows you to take a minor related to a big famous historical nation, and conquer that nation without loosing out on all it's content.
 
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Smaller question: Can technologies be gated behind institutions only, or can an individual tech be gated behind an arbitrary trigger (societal values, stability, number of provinces, etc)?

It can be gated by anything.

The Horse Riding advance from Age of Traditions requires there to be horses in the market the capital belongs to.
 
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Personally, I hope that the "age of revolutions" tech tree is big enough that it is a challenge to finish it by 1836
I hope that the tech "tree" becomes more non linear, with techs that get unlocked with either this or that kind of thing.

Its really really non-linear.
 
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In EU4 when selecting which nation to play you can see the national ideas, will there be something similar in place so you can see which unique advances each nation has at its disposal before playing as that nation?

Yes. We have a system that lists "all" custom content you get from tag, culture, religion, government type etc on the start screen.
 
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I wonder how badly the game's balance will be shattered if modders move all of the techs into a single focus. And I bet they will, if this utterly nonsensical system remains in-game. A country making technological advances in only one of administrative, diplomatic, or military fields for one hundred years is the most unimmersive and unrealistic thing I've heard in a long time, it sounds like something from the Bad Ideas thread not a serious DD!
Read it again man. The focus is only ten techs per age. Even if you pick military there are still twenty five or so diplomatic and administrative techs. Just thirty five military techs. It is comparable to idea groups and no more arbitrary than them really.
 
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Yes, they are about 33% cheaper then.
Does this stack with ages? E.g. if I'm two ages behind do my techs have 0.67^2 = 0.44% the default cost?

More seriously, this seems yet another argument for why global ages are silly. Why would Aztecs or Japan suddenly become 33% better at researching plate armor or whatever because the Europeans suddenly became very good at sailing their boats long distances (started Age of Discovery)?
 
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Did you consider designing it so that you don't, as the state, research anything directly yourself?

i.e. instead of having a research meter that you fill up, you instead can set some funding/commercial incentives for military, diplomatic or administrative industries. And then, according to other factors you indirectly control (literacy, burgher wealth, trade exposure), the estates do the research for you.

Whilst some will feel that this limits player agencies, I think you could design it in a way where you have agency, it's just indirect. It's also much more in line with your stated initial philosophy of immersion over feeling like a board game.

That would be an entire other game.
 
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