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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 have a few questions, hope you can answer them:

1) Is Death or Alive only 2 options for army manpower/population, or is there some kind of wounded mechanic as well?

2) Could certain cavalery and/or general traits give an option for suprie quick attack, basically engaging cannons before they manage to start the first salvo? And vice verca, Armies with (from thech or general....) Tertico knowledge, can they use Pike and Shot as a dempening meching against initiation?

3) How are armies without generals? Can they manage, or do we have teleporting generals minigame, or something else?

4) why not have 12 ticks for the whole day? every tick being 2h?
 
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you can drill regiments yes, its an action you can unlock from an advance.

you can create a new subject state from any province you own, and you should be able to make a specific person its ruler yes.
ok this is cool. I hope we won't lose drill from units just standing and it is maintained for far longer. In EU4 you lose so much drilling so quick that you almost better off not doing that at all

also are subject states province wide at minimum and not location wise? (since you said province and not location)

also I know this is off topic but can a monarchy create a commune or a free city as a subject? Or are they locked into only creating monarchies as a subject?

(for example I am France, I'm fighting in the Italian wars, I want to get a one location trading city subject to be released from Naples so I can expand my trade and influence in the region without getting heavy relationship malus with Spain or Austria)
 
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One thing I am a bit concerned about is that we will not have access to artillery at all in 1337. IIRC artillery is considered an institution that is unlocked a hundred years later in the game, which implies cannons won't be available in the hundred years war despite the fact they played a crucial role in that war.

You can research the advance for Houfnice in the Age of Renaissance, so will use it a lot during the Hundred Years War.
 
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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.
1. What if both armies are without proper artillery. Phase is skipped?
2. Is there such a phase in native battles?

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.
3. Whole game is on hours base ticks? For events, trade, building constructions, recruitment all have hours progress? Or its just army/navy moves and battles?
 
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Wait, if the daylight hour ticks in PC are global while the nighttime hours are skipped, that means it is the same time of day across the entire world! Does that mean Tinto secretly thinks the Earth is flat...
its a cylinder!
Game ticks have to be for the whole day hours, not just from 8 to 19; otherwise, they create big and varied problems for the "believable world" of the first TT. And HOI4 manages timezones and nighttime/daylight combat very well, in my opinion, so it's doable.

Edit: After reading again the TT and Johan's answers I understand that maybe it's just 12 ticks each day and no visual representation of which hours it is at any specific tick, just 12 ticks each day. I find it reasonable perfect if so and that was my only problem with this TT, so perfect!
 
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But drilling doesn't work like the experience mechanic in Victoria 2. Drilling is something you stack up while at peace and then use up for an advantage early in the war, which depletes as your troops die. Experience, which is what I assume the user was asking about, like in Vic2 is something regiments gain from battles.

yeah, you get it from combat here as well.
 
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I just want to take the opportunity to say you should commit to the joke and actually force Calvinist armies to never re-roll their dice in battle.
 
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Ok I have a lot to say; first how do hours work exactly, if 2 armies are fighting at 18:00 do they just stop fighting at 19:00 and go to bed, do they keep fighting but the game just teleprts you to 8:00 the next day? Also how do the hour ticks themselves work, does it literally teleport you from 19:00 to 8:00. because if so then that's a bit weird. I hope that all 24 hours can be included, but maybe have nigh be dynamic based on the seasons and location. Even then I don't think that night should be skipped, but it should have a lot of unique attributes. Such as marching your army through the night greatly reducing you morale and increasing attrition, but still giving you the option to march through the night if necessary. Battles could also then drag into the night, although I hope that morale and ranged damage are reduced during the night because well, it's dark and you can't see.

Also you mentioned about frontage and innitiative, how exactly do they work? You said that certain units have larger frontages, but could we maybe get some examples? I assume elephants will have a huge frontage, but what about other types of cavalry and artillery. Also what can actually fire in the bomberdment phase, obviously cannons, but what about other types of artillery like catapults and trebuchets, even more do archers act in the bombardment phase? As for innitiative can units with high innitiative harass unengaged regiments, to represent skirmishing, guerilla, or hit and run attacks. Then being able to reatreat before the enemy even has the chance to engage. Because I hope smaller more agile units harrasing giant armies can be represented, especially in hostile terrain, as this could allow smaller nation to mount effective resistance against occupation and allow rebels to be properly represented. With rebel guerillas being extremely effective in Mountains, Jungles, or marshes.

Apart from that this is amazing, though I am a bit concerned about performance.
 
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Sections add another layer to gameplay, even if you have same army you can place it different to destroy a spesific army you know how its composition is.
I hope Ai will change its army structure once in a while, and after a major loss, so it wont lead to cheesing them with same composition.

I want to ask could we learn the enemy army organization via spy networks?
And could we reogranise our army even if we are at enemy territory?
 
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Pardon the off topic question, but:
Any updates on when the North Atlantic Island maps are coming?
 
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you can have as many you want in a flank, but something on the left flank will never be able to reinforce the right flank, so its usually better to balance your army.

If the left flank can never reinforce your right flank if it wins its section, does that mean you could hypothetically have a situation where you win the left, lose the right, and the middle for both sides is broken/dead leaving the two sections staring at each other across the battlefield?

How would such a battle situation be resolved?

Edit: Unless you mean reinforce as in units in the left flank waiting to engage can't use frontage in other sections, in which case that makes sense
 
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Im a bit worried about the hourly tick in a game this long. I hope that outside combat, it isnot really noticable and the rest of the game will still use daily and monthly ticks to calculate other things and fire events and such.
 
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Not sure if someone has asked this before... Is there army professionalism, like in EU4? Or did the special abilities/modifiers it gives get transferred to advances or something else?
 
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