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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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Is the design intention with this new system to avoid a "meta" build and try and make different army compositions viable? Do you think that different countries will gravitate towards different army comps based on their technologies, societal values, government, etc?
 
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With different types of troops we could in theory have a defensive focused army to defend the homeland, and a more offensive focused army actually invade the enemy territory provided we supply them properly? Eventually of course after we move away from levies. Since there are different flanks will more in depth tactics ever be involved in the future? I’m thinking along the lines of preferred tactics in Hoi4. Is there defensive or offensive stances? Is there marching vs encampment? Can you harass armies especially if you have a combat speed advantage over them without having full blown battles?
 
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It seems like a very deep army system, I love it!

The only huge grip I see is that an hour is one tick, its nice, BUT not from 8 to 19. I think it is mortgaging the entire game ticks just because from 19 to 8, armies "have to rest", which seems a bit weird to be honest, there were combat actions at night too.

Wouldn't it be better that armies in those hours stop moving or camp or something, but the rest of the game continues in terms of ticks in hours?

What happens to navies? They also rest (aka stop in the middle of the ocean) from 19 to 8?

In my opinion, if there are hourly ticks, they have to be for the whole day and for the whole game day, not being restricted from "X hours" from the whole the game because just "armies rest".

Edit: What happens to time zones? Is there a stop in the whole world just taking account of European time? For example, from 19 to 8 European time, it is for a part still daylight in America. Again, I think ticks have to be for the whole day.
 
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ok, this is actually really sick. I like this a lot.

Any ideas if we'll be able to appoint commander / mercs territories and have them lead puppet states after a successful war?

(Like for example how Spinola was promised to when Spain planned to invade England)

anyways, can't wait for the next Tinto Talks. So far this system solves most of the gripes I had with the EU4 one, if not outright all of them.

Will unit be able to get exp? Will be them able to be drilled? If the latter one is yes will "drilling" be an action barracks could do?

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.
 
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So we can have hour per tick instead of a day now?
 
How common for the AI is breaking armies into a lot of tiny stacks to carpet siege or annoyingly sneak behind my lines and start pillaging towns 500 km in the rear?

Is there any in-game incentive to keep the units grouped into larger armies to prevent this?

I was hoping for a mechanic that armies can be led only by commanders and that the number of available commanders would be limited somehow.
 
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Reinforcing armies end up with their regiments in the reserves box.. so the chance of actually joining the battle has another impact first as well.
Will reinforcing units try to reinforce where they are best suited? Say I start a battle with only infantry, but reinforce with an army that has cav and inf, will my cav try to reinforce the wings and my inf the middle, will they try to reinforce alongside similar units, or will they reinforce where ever there’s no unit present?
 
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Will armies movement speed be influenced by how large the army is? (armies that are very big take a long time to march out of camp during the day, making them march slowly on a day to day basis) Seems like that would be a good way to reduce doomstacking.
 
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How long will battles take on average? Will they be reinforced from far away like EU4?

same amount of places, but that not a continent away, but a few locations away
 
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- 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.

gunpowder is better stats basically.

morale damage can make units break faster or slower, which have different impacts

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.
 
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How are regular regiments recruited? Do we already have the required number of recruits in the place where we are hiring, or do we hire a regiment, and in the process it becomes attached to the place of recruitment and sends new recruits to the regiment? And how are regiments replenished after combat losses or exhaustion?
 
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Johan, I would like to suggest something: The ability to do night raids. While I understand the skip in hours in night time, I think it would be interesting if we had the option to, perhaps, mark a few units to conduct night raids, at the cost of them being unavaiable or with lower morale or something during the day battle. At the same time, we could also determine how heavily guarded will be the camp at night, so that less guarded camps have better recovery of morale, because more units are resting for longer, while a more guarded camp have better odds at repelling and destroying the raid attackers, but with less morale recovery. Those night raids would be attempts to destroy the other army's supplies with chances of killing troops and assassinating enemy commanders.
 
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1. Am I correct in assuming the three squares to the right 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?

1 yes, its their section.
2 it will be assigned to the reserves
 
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So just to be sure - there wont be month long battles like in a certain completely unrelated game where even armies from the other side of the world have a good chance to arrive and reinfoce their side?
 
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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?

1 - no, nights dont exist
2 - well, since some terrain block FoW you can do it like that :)
3 - next week.
 
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