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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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armies not led by commanders will be far far worse.
This is tangentially related to this week's topic, but how many characters can we have, on average?

We've seen the ruler, we've seen members of the cabinet, explorers, now generals. Presumably they can be interchanged so I could use my event spawned Colombus as a missionary in Granada, but that's a bit beside the point.

Is a character 'shortage' to be expected, will we have more than how much we could give meaningful things to do (regardless if they are actually right for the job), or somewhere in between?
 
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I have no idea, but I don't think they would be far behind Classical Greece in terms of military technology either tbf. And I don't think you would disagree too much on that. If we humans are good at something is finding the most efficient way to kill each other given what we have
I am pretty sure these aboriginals and hunter gatherer native americans were far behind the classical greece lol,
For them the most efficient way to kill other tribe would be gathering everyone and rushing towards them all at once while throwing and burning everything they can
 
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Army cycling is skill expression.
If that is "skill expression" (whatever that means), then anything is "skill expression". Army cycling is simply taking advantage of the game mechanics and the fact that the AI does not do the same.

What is the skill in pausing the game to see how long neighbouring armies take to arrive to a province, and then pausing the game and sending the army forward to battle and retreating the one that has been fighting, and repeating this over and over until you've won?
It can be considered sending in reserves; it's certainly more interesting than jamming your 50000 stack into one province and waiting for the stat check.
Then, the AI's reserves either shouldn't have morale hits by already being in the province, or it should do the exact same cheesy "skill expression" strategy so it will itself circumvent the game mechanics.

It is no more interesting once you have the method down. It is certainly far more micromanagey, that's for sure.
 
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only combat and units ticks at 8-19

the rest of the game ticks once per day
Is there any part of the game that ticks less frequently? For example, in Vic3, construction works on weekly ticks, even though the game has 6hr ticks for combat purposes.
 
Just to clarify; does frontage determine the number of 1) regiments in a section, or the number of 2) men? Since you mentioned that China has levee regiments of 1500 vs 1000 of another nation, they would bring in more men (and thus effectiveness) for the same frontage if 1) is the case. Or is there some combat power scaling there?
 
Will the artillery be on the backline or does it have to be in the frontline like infantry does?
There is no front/back line distinction anymore. Artillery is placed in the sections as any other regiments, it fires at the start of the battle in the bombardment phase, and then in the main phase it can presumably engage as any other regiment.
 
I am pretty sure these aboriginals and hunter gatherer native americans were far behind the classical greece lol,
For them the most efficient way to kill other tribe would be gathering everyone and rushing towards them all at once while throwing and burning everything they can
I have no idea why the only reactions so far are "disagree".

Someone here is seriously thinking that classical Greece with bronze armor, units led by commanders, treatises on warfare and mercenaries known and respected in the entire eastern Mediterranean for their ability to fight isn't far more advanced than basically stone-age indigenous tribes?

Even the earliest Roman army (early kingdom) when Rome was just a village and battles/wars consisted mostly of bands stealing cattle from rivals used at least bronze swords/spears and primitive bronze armor.
 
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Follow-up question, why not just have each tick represent 2 hours, so keep 12 ticks a day but represent the whole day?
 
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I'm really excited to see Pop-based Regiments and Automation borrowed into the game! One question about the hour tick speed: it will definitely lend to finer strategy, but with 500 years of gameplay, each 365 days with 12 hour ticks each, a full campaign will run 2.19 million ticks in total; much higher than the 146,000ish ticks in a campaign of EUIV. Will everything run at this tick rate outside of military? Will the price of wool change hourly? I know this question is essentially 'does performance hold up in the late game,' but...does performance hold up in the late game? I expect that variable regiment size will help, but with max regiments of 3,200 per Tinto Talks 11, I still fear that late game army bloat will bring gamespeed to a slog. Any insight into the non-military side of game tick speed is appreciated!

Edit: From another Johan reply, "only combat and units ticks [hourly], the rest of the game ticks once per day," which I'm glad to hear!
 
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I am pretty sure these aboriginals and hunter gatherer native americans were far behind the classical greece lol,
For them the most efficient way to kill other tribe would be gathering everyone and rushing towards them all at once while throwing and burning everything they can
it wasn't. We have proofs of complex trade and war systems in pre Columbian America. An example of this is (I don't remember the tribes'names for this sorry but I think Milo Rossi talked about it in a video) Tribe A and B being at war. Tribe B has a mountain gull of interconnected galleries and caves as a fortress. Tribe A push Tribe B in its mountain, puts fire to the base of the Mountain and then storm the exits with arrows

how is that "not organised" it beats me lol.

(also taking into account the proofs of them having a trading network spanning thousands of kilometers, which implies a good degree of societal organisation)
 
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hey ! thanks for the amazing TT, as you said armies will be far far worse without a general, so is there any chance they die in battle randomly as is the case in eu4 (or not so randomly) because that could be annoying to lose a battle to rng if your general just decides to commit a suicide charge into the frey right away and then your entire army becomes garbage (although it could be considered somewhat historically accurate lol). Also a small detail thats bugging me a bit, i feel like the food consumption and siege ability should be switched, the administrative skill to me represents the ability of the general to maintain supply lines, so it sounds more food related than the diplo skill, and for the siege ability the diplo skill could reprensent the general's aptitude to convince the enemy to surrender or to have defenders defect and the siege ability bonus would fit better in this category imho.

thanks for reading!
 
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I have one question about doom stacking:

Is doom stacking not still very viable because while they can not fight all at the same time they can fight the enemy longer and will eventially wear them down (as reserves are replacing causalties). Pops lost maybe painful, but for a decisive battle I probably won't care.
 
yeah, but the its currently not even top 5 in most OP values there.

admin impact on frontage will see the nerfbat by at least 10 ... it can basically allow you to have 100% more troops fighting vs an enemy if you got 100 and they got 0..
My head-canon for the current values then is that high admin gives your commander the ability to force the opponent's regiments into having to make an appointment for battle and then drown a portion of their army in paperwork, thus the abstracted away superior numbers