• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 300Like
  • 149Love
  • 18
  • 6
  • 6
Reactions:
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.
 
  • 96Like
  • 32Love
  • 6
  • 2
Reactions:
How long will battles take on average? Will they be reinforced from far away like EU4?
 
  • 1
Reactions:
Honestly, this is much better than I expected and very close to what I hoped for. I will have to re-read this later to properly absorb it.

My highlights of what was beyond AWESOME:
- The ligher, quicker units having a purpose (more speed and initiative) and all the engagement part
- The 3 flanks (CK2 had awesome battles due to that)
- Hour ticks
- Generals having so many different impacts based on their stats
- Making doomstacks less useful or even bad

Only questions I have are:
- There is no more fire vs shock damage combat phases. So does it mean that gunpowder units (or ranged non artillery units in general) behave the same as melee ones, just that they have different stats? Or is there something "extra" that gunpowder brings to the table beyond better stats (such as the fire pips in EU4)?
- Is there a difference between morale damage and actual damage (i.e. people killed) based on an unit's stats? You mentioned moralle damage is done if there are no engaged units, but I assume they also take it from normal casualties / being engaged.
- Is there a limit of how many units / regiments or types of units / regiments there is in a flank?

It would be good if in a future TT you could explain a bit the main types of unit and their role in combat, like you teased wiht the lighter, quicker units being important while the heavier ones are not yet engaged.
 
  • 25Like
  • 2
  • 1Love
  • 1
Reactions:
Are there any plans for for a nice "immersive" graphical representation of the actual battle?
I know this is a grand strategy game but in all previous times all battles are forgettable in my opinion.

Maybe some kind of a more fancier (graphical) representation of the actual battle will make battles more immersive(?) or enjoyable to watch unfold.

Just thinking out loud.
 
  • 7
  • 6
  • 3Like
Reactions:
  • 58Like
  • 7
  • 4
  • 2Love
  • 1Haha
Reactions:
1721827193372.png

1. Am I correct in assuming the three squares to the left of each regiment is their designated section?
2. If a reinforcing army joins the battle will the units with "right flank" not join the left flank if it's collapsing due to it's assignment or will it reinforce like a unit assigned to reserves?
 
Last edited:
  • 9Like
  • 1
  • 1
Reactions:
Are there any plans for for a nice "immersive" graphical representation of the actual battle?
I know this is a grand strategy game but in all previous times all battles are forgettable in my opinion.

Maybe some kind of a more fancier (graphical) representation of the actual battle will make battles more immersive(?) or enjoyable to watch unfold.

Just thinking out loud.
For how atrocious they are to play with, I love the way battles look in Victoria 3. Much cooler than two guys shooting at each other or poking air with sticks.
 
  • 15
  • 5
  • 2Like
Reactions:
This looks amazing.

Few questions:
1. Is there an option for night attack, if general has certain trait?
2. Are ambushes possible?
3. Not directly subject of this talk, but, does regiments regain their manpower same way as in EU4, or you have to be in your territory, at least controlled?
 
  • 6Like
  • 1
Reactions:
what determines the frontage of a regiment? bigger regiments take up more frontage right?

What about damaged regiments, will they take up the same frontage as a full strength regiment? In other words, will a 500/1000 man strength regiment take up the same frontage as a 1000/1000 strength regiment? or will the frontage drop as the units get depleted?
 
  • 3Like
  • 1
Reactions:
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.
 
  • 110Like
  • 23Love
  • 10
Reactions:
That sounds like a lot of stack chasing and micro. I personally don't like this and hope for more automation. So far, warfare is my least favourite part of all that has been shown regarding Project Caesar.
I am also worried of that but he said there is a better automation, basicamly What ai use, so lets see if that's enough
 
  • 6
  • 1Like
Reactions:
Will there be any dice roll/modifier penalties for attackers/defenders depending on vegetation and topography? Or they will affect the combat for both sides in the same way (e.g. the mentioned frontage)?
Let's say, will it be easier to defend in mountains and forests?

Otherwise, that looks great and immersive!
 
Last edited:
  • 3Like
Reactions:
I'm actually a bit surprised that there are going to be 12 ticks per day.
EU4 has 1 tick per day over 400 years. Victoria has 4 ticks per day over 100 years, so about the same number of total ticks per campaign. HOI ticks once per hour over a bit less than 20 years, again a similar number of ticks. Stellaris and CK operate on one tick per day (well, Stellaris's combat is real time) and have a campaign duration between 300 and 550 years, so they're at least in the same ballpark in terms of their number of ticks.

Now PC comes along with its 500 year campaign and 12 ticks per day!

Not saying that it's a good or a bad thing that you're breaking with that tradition, it's just something I noticed.

I guess time zones will be syncronized, won't they? I.e. when it's the 8 AM tick in Spain, it'll also be 8 AM in Australia?
 
  • 17Like
  • 3
Reactions:
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.
 
  • 1
  • 1
Reactions:
The drilling mechanism added it yes.
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.
 
  • 4Like
  • 1
Reactions: