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Tinto Talks #22 - 24th of July

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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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.

View attachment 1167222
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.

View attachment 1167223
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.

View attachment 1167224
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.


View attachment 1167225
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!
Several items:
If I'm reading this correctly, seems there are situations in which it would be advantageous to avoid engaging even when possible to do so - most obviously, to allow the side with an artillery advantage to do more damage with it over a longer battle. Obviously, the other side would want to engage in these situations, but do defenders have the ability to find and hold chokepoints like the "narrow flank" in CK2 for this purpose of reducing frontage?

There would also be situations in which you want to withdraw units not yet broken from the battle, i.e., manually "break" them before they're broken. For example, the battle is going in your favor and you want to avoid wasting your elite units, or you want to swap in units that are a better counter for the enemy's units. To avoid interminable swap and counter-swap, you would want units thus ordered to withdraw to also not be allowed to rejoin the battle, but there really should be a way to do this (that the AI would use).

Is it possible for the type of pop from which a regiment is constituted to affect its combat stats? I'm mostly thinking of this in the context of fantasy mods, though I could see this being applicable to humans as well - some ethnic groups are on average bigger and stronger than others, and a regiment of men with a mean age of 25 is obviously going to perform differently than one with mean age 35.
 
To take advantage of the hourly ticks in battle and to add extra strategic depth to battles (now that they are more important in winning wars), what about if you had battles be composed of

Vanguard (does damage to the enemy vanguard during the bombardment phase, if initiative is high then damage is done to the main army first until met by enemy vanguard)
Left Flank, Center, Right Flank
Rearguard (Reserves)

Then you had a customize button (some countries would do better with certain settings)

1) Vanguard Orders
- Skirmish (Default, does damage then retreats) *Can pair with move to protect rearguard or reinforce fronts*
- Hold front (continue to attack/defend until losing is guaranteed, then retreat to reserves unless broken) *Cannot pair with Skirmish*; useful during emergencies)
- Move to protect rearguard (Flanking defense bonus; useful if expect another enemy army coming to join the battle)
- Reinforce fronts (the left, center, and right based on where they are needed)

2) Rearguard Orders
- Reinforce fronts when needed (default)
- Look to flank (gives flanking attack bonus)
- Protect the rear (gives flanking defense bonus)
- Have the vanguard hold the rear (the retreated vanguard ignores rearguard orders and stays behind if it is sent to protect rearguard, if not ticked then they will follow rearguard orders)

3) Army Orders (these would require more game knowledge such as knowing what your advantages are compared to the enemy's disadvantages)
- Standard Line (default)
- Pincer (left and right attack while center defends; used when you know you have stronger units that are better off concentrated instead of dispersed evenly)
- Hammer and Anvil (The center and either the left or the right defend while the right attacks to try to break the enemy and flank, the AI determines which flank is more suited to do the attacking)
- Square Formation (highly defensive and big flanking defense bonus; useful when outnumbered but technology is higher yet weak against an enemy with high attack during the bombardment phase)
- Feigned Retreat (series of attacking and defending where the army that has a substantially higher initiative gets a bonus to its attacking phase)

Generals could have traits that make army orders have a higher chance of success while bad generals are better off with the default standard line until they "level up". This way you don't have to micro and guess enemy armies, you just need to know the generals you are facing. Your generals could get traits for the orders if they attempt them several times during the course of a war.

The benefit of having default orders is that you don't need to worry about changing your armies (good for beginners) since they will perform normally as expected. The additional orders are more for advanced players to get a victory out of a potential defeat. There could also be a game rule to limit the frequency of the AI using non default orders unless the AI generals are of a high level to sort of give players an challenge as well as an incentive when facing a tough opponent or wanting to learn the skills to beat the odds during an important war/battle.
 
I hope however that the fleet will be as important in some military campaign as your army and sometimes even more.
What if there could be an impact on logistics of the army if a fleet is nearby, not only when usig sea tiles but also in big rivers?
Furthermore to make fleet more important there needs to be a rework on how straits work. It can't be that you can put your fleet in the strait between Skane and Denmark and the army can cross no matter the fleet if both sides are controlled... why? This particular strait is 2km wide at least so any ships positioned there could stay well out of range of artillery and still be able to shoot down crossing rafts and boats...
Another aspect would be of course winter, if the strait froze somehow...

I really hope though that fleets will be more important then in EU4, because I'm sick of hearing people getting called "Fleet trolls" while historically it was pretty op to travel vast distances in a rather small timespan and still to this day a naval empire is the nearly uncontested hegemon of the world.
 
Will there be a feature that adds exchanging territories in peace deals? In EU4 you can only give up or gain territories, but I would love to see a feature where you give up territories and gain new territories in exchange
 
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Will there be a feature that adds exchanging territories in peace deals? In EU4 you can only give up or gain territories, but I would love to see a feature where you give up territories and gain new territories in exchange
This would be pretty cool to have implemented, especially since it'd make the peace deals more dynamic and interesting
 
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Will it be possible to mod the number of ticks per day? If you wanted to have a mod that ran the full 24 hours, would that possible? Or would a modder just handle it as 2 hours per tick?
 
Can we cut off retreating armies? I'm aware it might make things more difficult for players but being able to surround (even if only partially) an enemy unit and cutting off their retreat was a very common tactic especially with more mobile armies. I'd love to not have to chase an enemy army across the planet simply because they lost the battle. This would also encourage tactical retreats
 
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Great system, I am sure I will love it honestly.

One thing I am not sure I understand (as I have not played either Imperator or EU4?) is how artillery exactly works or rather how the combat phases work.


Let's say I have an army composed of 5 regiments of Artillery (A) and 10 regiments of Infantry Levies (IF).
I decide to build my sections to each have 1 regiment of Artillery and 2 regiments of Infantry and the rest in the reserve.
So my army would look like :
Left : 1A 2F // Middle : 1A 2F // Right : 1A 2F
Reserve : 2A 4F

I march on the province of Grenoble and meet an enemy army, combat ensues :

Bombard Phase : only the 3 Artillery Regiments I have in each section fire ONE TIME on their opposing section, right? The reserve ones do not fire.

Main phase : Each section tries to engage some of their regiments every hour until maximum frontage is reached. Can artillery units be engaged ?
Battle continues.

Let's say my left flank has, at some point, no longer enough valid regiments to cover the frontage. Which of my 2A and 4F will be chosen to reinforce my left section is random, right (pondered by Combat Speed)?

Main phase continues until end of battle.

So that means that the preliminary bonus of being artillery and participating in the Bombard Phase only applied to the 3 artillery regiments I had at the start of the battle in my sections ? Since Bombard Phase occurs only once at the start of the battle ?

Thank you for the great DD !
 
So for the first two centuries of the game what purpose do infantry serve? Cavalry regiments seem to be outright superior and without a cavalry ratio mechanic a pure cavalry army seems optimal. Besides economics, and assuming longbow men aren’t some horrendously OP English special unit, why should I build a professional infantry corps before the Age of Reformation?
 
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There have been stories and sagas when in history a much smaller army defeated a much bigger army (Hussites against crusaders engagements were one of the many examples) with similar tech level. However in EU4 this was not happening, the stats in EU4 were mostly based on quantity of men and without heavy modding the impact of generals and terrain was only a little. And what's more, even if a little smaller army defeated slightly bigger, its morale was so low that if it was engaged by similar enemy army in a short time (the same month), it was almost always defeated. This is my experience. So question to PC, will have leader pips or experience of leaders and units have or quality in army tech much higher impact to allow heroic victories against much stronger enemies in this game?