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Johan

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Welcome to another Tinto Talks, the Happy Wednesday where we give you fun information about the top secret Project Caesar.

Today we will talk a little bit more about how armies work and take a look at how combat works. I’d say the entire unit and combat system is based on the mechanics of the EU series, but we’ve taken influences on combat and organization of armies from March of the Eagles, ideas of the connection between Regiments and Pops from Victoria, and logistics and automation from Imperator, to create what we believe is the best of all systems.

I am now assuming that you all read Tinto Talks #11, where we talked about different types of regiments like levies, mercenaries and regulars, and discussed how manpower worked. If you have not read it already, go to https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-11-8th-of-may-2024.1675078/ before you continue reading this.

Regiments can be recruited in any location you have built the infrastructure to allow recruitment in, Levies can be raised in any province capital, and mercenaries in any capital, city or town. While regular regiments go as low as 100 men at the start of the game, Levies, which fight much much less efficiently, can be organized in up to 1,000 per regiment from the start, with the Chinese even having levy regiments of 1,500 at the start. Why does it work like this? Well, calling up a levy as Poland and get 11,000 men, but 110 regiments is a bit too much, but you can live with it. Delhi, Mamluks and others with 700 regiments are rather too much; and as usual, Yuan breaks everything, where even with low control and wrong culture, calling up a levy, and being forced to handle 1800+ regiments is a bit too much to most of us human beings.

Before we go into how combat itself will work, when two armies that are hostile to each other are present in the same location, there are some things that will need to be explained. As in many other games, you have as much control over your armies as you want to, and you can move them around and reorganize them to your heart's content.

With the granularity of the map though, we could no longer use days as the smallest tick, but have to resort to hours as the time tick. The day ticks from 8:00 to 19.00 every day, and the remaining hours are skipped over (representing the fact that armies need to rest and are not always on the move). Now some may be worried that the game will be slower and perform worse, well.. When you fight a war and you care about it, you probably play at a slower speed, but at max speed the game should be as fast as EU4 or Imperator.

However, we have something here that we will only tease about today, and will talk about in a future Tinto Talks, ie, a powerful objective system that uses the same AI components as the AI itself uses.

ui_teaser.png

Is it objectively better to give an objective?


An army is a group of regiments that are organized as a single entity. These can be led by a character who may or may not have traits for being a general. If they don’t have a trait they may get one after a large battle.

The abilities of the character have a lot of impact on the military aspects, and each attribute has at least three different benefits.

general_tooltip.png

It is always better to have a commander than not..

The regiments themselves can be deployed to one of four parts of an army. They could be in the center, they could be on the left flank, they could be on the right flank, or they could be in the reserves. While you can micromanage your army in detail, there are also ways to autobalance your armies. We often refer to one of these four parts as a section as a common word.

polish_army.png

Very WiP UI, but these are the feudal levies of Poland..

So how does combat work? There are a lot of similarities here with EU4, but we only have 1 type of main phase, but the dice roll is rerolled as frequently as that game.

The battle starts with a bombard phase, where any unit that can bombard, which is basically only artillery units, will be able to fire on the opposing army. The Artillery will be able to damage units in the opposing “section”, so your left flank fires on the enemies right flank etc. If there are no units in the opposing section, it can fire at any sector that is not the reserves.

In the main phase combat works like this.

Each section tries to get as many units to engage as their maximum frontage allows. Most of the time, every regiment has the same frontage value. They will attack their opposing section until there are no possible units left there, and then they will hit enemies in the closest section.

Only engaged regiments will fight in the current round of combat. And a regiment will try to fight another engaged regiment in the opposing section first. If there is none in an opposite Section, they can attack any other Sections, where a unit with a good flanking ability can do extra damage. If there is no opposing unit engaged, they will damage the morale of all regiments in that section.

So how does a regiment engage then? Well, at each tick, they roll a dice and check against their initiative, and if they succeed, then they become engaged. This chance increases for every hour of combat. This will make you want to have every section of your army to have units that can engage quickly, to allow your heavy hitters to get enough time to engage. Now this may not always be an option, especially in the earlier game when your selection of units is rather low.

Every regiment, even those in the reserves, have a ticking penalty to morale every hour of the battle.

A regiment that gets too low morale, will break and leave their section until the end of the combat, and will be in the broken units section.

If there are not enough regiments in a section to cover the frontage, there will be a chance for units in the reserve to reinforce that section. However, only enough units for the possible frontage of the battle attempts to reinforce each hour. So having huge doomstacks has no advantage.

The broken units section are the regiments that have been routed in the current battle. They will no longer participate in this battle at all, even if their regiments are still a part of an army that is engaged.

A battle is over when one side has no regiments in their three front sections or the army retreats due to no morale or a manual order to retreat.


attacker_tooltip.png

Pretty decent army, but not sure it will win against 11,000 polish levies.

There are some important new attributes to think about for units.
  • Combat Speed: This is how quickly units can move up from the reserves section to fill holes in another section.
  • Frontage: There is a limited amount of regiments that fight from each section. Topology and Vegetation can reduce this, and some units may require more or less frontage. At the start of the game, a regular 100 men sized regiment uses the same frontage as a full 3,600 men in the Napoleonic era. This is done to scale the numbers to feel properly historical while still getting good gameplay.
  • Initiative: How quickly a unit can engage as soon as combat starts. Lighter units have higher initiative.


Stay tuned, because next week we’ll talk about Logistics and Sieges, the most important part of winning wars!
 
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"This chance increases for every hour of combat" Confirmation that PC ticks in units of time smaller than days?

I literally say that earlier in the post.
 
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Will there be an artificial Province Limit like in Hoi4? Because that would suck for map-making mods. If yes, what will it be?

pretty sure we dont have one.
 
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Since PC now simulates hours in a day as ticks, will there be any representation of seasonal day length variation? If it is winter in, say, Russia, wouldn't that mean armies have less daylight hours to move (and same with summer days being longer)?

no, that would be a pain to keep track on.. we had some abstractions on it in hoi2/hoi3, and think we did in hoi4, but it never looked good.
 
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Does that mean you can use different leaders on mid and flanks and reserve, like in March of the Eagles?


What happens when you use Force March?

Is there possibility to use different tactics, like you can in HOI4 for example? Since it would make sense to have that sort of ability, during the eras, where military tactics changed/innovated the most.

No, we have only one leader per army, as subleaders would add quite a lot more characters to the game.. Thats fine in a wargame like March of the Eagles or Hearts of Iron...

Tactics was something we had in Imperator and even after 5 iterations it sucked.
 
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If I recall correctly, discipline here works similarly to EU IV. In that case, it seems, that having a good commander will be really crucial for winning battles.

yeah, but not just that stat, they are all very very important.
 
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How long does your average battle last, given the increased ticks? As long as EUIV, shorter or longer?

About 20% less ticks right now than eu4.
 
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So... the longest timespan of any PDX game AND hours as smallest ticks?

There should be a free DLC as a reward for those that actually reach the end date.

The key is to make the game fun and challenging during the 500 years.
 
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You've said previously that battles will be more decisive now, an idea I like very much. Any info on how that will be done?

more warscore from battles, less cap on warscore from battles.

dead soldiers = dead people
 
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Does Discipline and Military tactics work like in EU4, or are there major differences, regarding to their impact on the battle?

Pretty much the same
 
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How do stackwipes work? Do reinforcing armies get a penalty to initiative?

Reinforcing armies end up with their regiments in the reserves box.. so the chance of actually joining the battle has another impact first as well.
 
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So to summerize: We get Ck2 system of 3 "sections" engaging in combat and Hoi4 reinforcing of combat? I assume damage dealing will be related to dicerolling so Eu4/Vic2 stuff. Ohhh and Old Eu4 combat width dependent on terrain?

NICE

yeah, good description. Keeping the core, while adding things we know will improve it.
 
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I was hoping for something like this, holy cow! And with ticks representing hours, you've also solved the weeks long battles of the earlier games.

That is one advantage yes.
 
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Interesting... so if I wanted to model the reason why China didn't push as hard into firearms since its regular combatants were steppe nomads on the north where the usual early firearm tactics were not all that especially effective, I'd just make the steppe nomad units have particularly high initiative for the time compared to early firearms?

That doesn't even seem all that unreasonable, honestly.

yeah.

The early game Horse Archers have +5 to initiative, +20% combat power on grassland and sparse vegetation, and is 100 men more than other cavarly, so it keeps up in the size even in the Age of Renaissance.
 
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Will "Cavarly Flanking Ability" modifier be any useful here? Because in EU4 it's not as useful, especially in mp, since both sides can pretty much all the time keep their frontline full, so there's no real way to flank enemy, except by literally flanking from different province/location with another army stack.
Reading from here, it seems that it's going to be same.

Except for the time a section has problem. But yes, its not as powerful as it should be. I have some ideas though.
 
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This looks great! One question: do regiment size for levies adjust automatically based on province population or are they fixed depending on things like region or tag?

they all merge together as they get recruited into standardized regiment sizes... If they can fill them.
 
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