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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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I'm worried about what the level 5 speed will be like. If I play as an island and I want 10 years to pass quickly, how long will I have to wait?

About same time as eu4
 
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Sorry if this has been proposed already, but I think that an "all positive" commander isn't the way to go. In my opinion, if a character has very low stats, then his modifiers should be negative. After all, I see a character with 1 admin ability as a totally incompetent one that probably does more bad than good: still, in the current situation making him a commander gives a positive modifier to the army regardless. I believe it'd be more interesting if a "base level" (say 30 points) is set for which the modifier is 0, and above that is a positive and below is a negative modifier. Obviously, it needs to be that not all traits are subject to this: modifiers like morale can always be positive (after all, from a morale point of view is better to have an incompetent commander that fights alongside the army than no commander at all). Still, others like army food consumption, discipline, speed, or maintenence make sense to be "negative" modifiers if the commander is not good at managing them.
This creates a possibly very interesting situation where players might be forced to choose between a monster 100 military genius that adds 20% discipline, but with 0 admin and therefore +30% army maintenence, and a rather mediocre 40 mil commander but with with 100 admin, meaning -30% army maintenence.
I hope this makes sense, and sorry if this has been talked about already!
P.S. numbers of course are invented on the spot!
 
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Yes, you can upgrade an army all at once, for a cost, and it will change applicable regiments to a better regiment of the same category. Morale & experience is set to 0, and it still need to reinforce to the new size.
If isn't a gameplay/balance problem, is possible to take in consideration a lesser punishing approach regarding experience?
In my opinion is not realistic that a very experienced soldier become a complete novice because change weapon or fighting style.
An alternative could be losing 50% of the max experience, so ad example if a regiment had 60% experience will going back to 10%, etc.
 
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How do unit ratios work in practice? The initiative mechanic gives players a reason to use scouting forces, you don’t want the enemy to achieve superiority and demoralize your unengaged units, but for artillery won’t they end up taking a lot of damage from infantry during the main phase, regardless of how supported they are? Or will infantry be able to serve as cannon fodder, taking most (though not all) of the damage that would otherwise be focused on your artillery regiments?
 
I think there should be a back row for artillary because historically artillary was used throughout a battle and with a back row it becomes possible to simulate winning an artillary duel with counter battery fire and then being able to fire at enemy troops unmolested

it also simulates that when enemy infantry or caverly reach your guns that they don't stand a chance against them. this would allow your enemy to capture your guns after the battle
 
I'm guessing the objective system will be that if you have a CB for a location/province, you will need to capture locations X, Y, and Z (or more) to get your war score ticking so that wars don't become total wars over one specific location. This will tie in to the logistics and sieging system that further prevents things like carpet sieging so that you end up with a more focused campaign where you you snake via "logistic hubs" up until you capture your war goal and hold on to it for X amount of time.
 
The drilling mechanism added it yes.

Can it be further split between being drilled to be combat ready and having actual battle experience? This was abstracted in a way in EU4 with drilling and army tradition but it was done on an army wide scale. In HoI4 you can exercise divisions up until a certain point but the additional levels are gained via combat and through the medals you can give them if they capture specific tiles.
 
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I'm guessing the objective system will be that if you have a CB for a location/province, you will need to capture locations X, Y, and Z (or more) to get your war score ticking so that wars don't become total wars over one specific location. This will tie in to the logistics and sieging system that further prevents things like carpet sieging so that you end up with a more focused campaign where you you snake via "logistic hubs" up until you capture your war goal and hold on to it for X amount of time.
Johan replied to my speculation basically confirming that my hunch was correct. Objectives are military automation, so you don't have to manually direct all your units but can tell them to do broader actions like "attack any approaching army from this position".
 
Johan replied to my speculation basically confirming that my hunch was correct. Objectives are military automation, so you don't have to manually direct all your units but can tell them to do broader actions like "attack any approaching army from this position".

Maybe that's where the geographic groupings come into play, such as "defend X area" and "siege X, Y, and Z provinces".
 
dead soldiers = dead people
How about prisoners of war? In at least Sweden's wars they figured a lot, in 30yw many were taken from the Imperials, some added to the Swedish forces. (And in the last 30yw battle I looked up the loser took equal casualties in dead and pow.)

And during DSNK many Swedes were taken prisoners in Russia - and many returned once the war was over, taking up their previous professions.

Amd previously during HYW or the Condottieri Wars in Europe the average (i.e. non-Crecy) battle would also see many pow for ransom (even if Condottieri could occasionally buy themselves out even before the rout-and-kill phase of the battle)
 
If regiments start out at 100 and reach 3,600 by the end of the game, do you need more ships in a fleet to transport one regiment? A Napoleonic era regiment consisting of 3,600 soldiers does seem a bit big.
 
If regiments start out at 100 and reach 3,600 by the end of the game, do you need more ships in a fleet to transport one regiment? A Napoleonic era regiment consisting of 3,600 soldiers does seem a bit big.
Regiments seem to have a Unit Weight per Strength modifier. This is pure speculation on my part, but I imagine that this means that this horse archer regiment from the screenshot will have 100 weight and will require the equivalent weight capacity to transport. So when the regiment size grows to 3600, I'd imagine that its weight will grow too, but since we know nothing at all about transportation capacity (or, as an aside, navies in general, but there have been hints that they might be more abstracted compared to EU4: maritime presence for trade instead of light ship spam, explorers no longer assigned to fleets but to expeditions; I imagine actual ships/fleets might only appear for combat) it might be that it'll be either abstracted, or if it still uses actual units, their carrying capacity might scale up similarly to regiment sizes. I hope and also think it's the latter, and we'll get to ferry our troops ourselves (it's a big part of maneuvering your units, ties into the importance of naval superiority and allows for the interception of enemy units), but it'll be different from EU4 where the tier 1 transport ship could ferry a single regiment just as a tier 4. If transport capacity scales with newer ship types to match the growing regiment sizes you'll need to invest in keeping your transports up to date, something you weren't really required to do in EU4.
pasted image 0.png
 
Can it be further split between being drilled to be combat ready and having actual battle experience? This was abstracted in a way in EU4 with drilling and army tradition but it was done on an army wide scale. In HoI4 you can exercise divisions up until a certain point but the additional levels are gained via combat and through the medals you can give them if they capture specific tiles.

There are some things related to this that will be shown in this weeks TT
 
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We already know of englush longbowmen for exemple, or the horse archer variant of cav

I thing it was mentioned in the TT about regiments
I know about those, but I hope we can see some more unique examples and also different ways that they're categorised. I want to see how elephants and camels are represented, whether supply units are a thing, different types of artillery. It would also be cool to see if more niche units are represented, such as war dogs or ski soldiers.
 
WIll you be able created your own kingdoms, principalities, duchies, and empires? Like in CK3 and to some extent (but not really) EU4?
And will you be able to play as a province inside another nation, considering the early game will be in the late medieval era?
 
WIll you be able created your own kingdoms, principalities, duchies, and empires? Like in CK3 and to some extent (but not really) EU4?
And will you be able to play as a province inside another nation, considering the early game will be in the late medieval era?
Johna mentioned in dev diaries about nations without province ownership.

About creation-good question..