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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 had a question that wasn't related to this section, so I wanted to ask, thank you in advance.

Will forces such as the welfare level of the people, gross domestic product, country's economy and army be listed?
Will there be concepts such as the welfare of the people and the level of development?
 
I'm a little confused on how frontage works in relation to regiment size.

You mention that levies and regiments can be raised in different sizes (due to population). OK.

But also, each regiment/levy takes up an individual frontage slot?

So, trying to understand - Does this mean I'm fighting at even more of a disadvantage against someone with big units if I have smaller units?

Hypothetically - Someone has 25 regiments, 1,000 men each. I have 250 regiments, 100 men each. Won't I just get slaughtered because my 100 men will keep going into the front to die at 1:10 odds while the rest of the men sit in reserve waiting their turn to perish?

Obviously this example is a little extreme, but I'm curious more about the principle.

Yes, if your regiments are smaller then you are at a disadvantage..

A levy of 1000 men is comparable to a regular at 100 though.

This shows the effectiveness of the regular units through the ages..


1721829484197.png
 
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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?
They can't reinforce but different flanks can duke it out with each other until one side wins.
 
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pretty sure we dont have one.
Speaking of Map Modding, I do hope that province map now works like in Victoria 3, where the engine gives a unique ID for provinces (aka locations) based on their HEX color. Because let's be honest, manually defining 40k+ locations would take years. So I hope that PC either works like VIctoria 3 does or PC now has modding tools that automate such tasks as defining locations to IDs.
 
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Will characters, such as generals, explorers,... be able to get higher skills over time in the office... like.. will there be a room for improvement over time if we hire low stat general?

Not often enough
 
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Considering the hourly ticks:
Will the time a unit spends on marching or resting influence how much that unit will 'consume' morale/organisation/... passing through a certain location?
I can imagine that units will lose less morale,etc. while marching through temperate flatlands, while having increased consumption in mountainous campaigns.
I can also see how an army that's marching days on end will arrive with a lot less morale, but more provisions, than when an army decides to take a few days of rest along the way.

This could make organising distant military campaigns a more intricate challenge of logistics for the player (and AI), with potential for 'logical' vs 'improbable' pathfinding for armies.

We will talk about logistics next week.
 
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Will primitive nations start with 1 army section or is it fixed to 3 for all nations?
I feel like 3 section army system could be a advancement that some primitive nations need research
 
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Objectives is a game changer for me. Colonial wars were chaotic to manage, especially when European enemies had Native allies. They moved in and out of sight, attacking from all directions and causing havoc in the colonies, leaving little time to oversee the tactics of regiments overseas.
 
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Will these mechanics be designed and balanced with (competitive) multiplayer in mind, or will the focus be primarily on the singleplayer experience?

ideally for both.
 
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So we can’t force our armies to stay awake?

The time only ticks from 8:00 to 19:00 in the entire game? Or only for army movement and engagement?

only combat and units ticks at 8-19

the rest of the game ticks once per day
 
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I have a question and a request.

1. Does the game have a tick calculation setup similar to something like

Hour ticks = only for unit movement
Day ticks = construction, recruitment progress?
Month ticks = gain income, calculate trade, rebels progress

Yes
 
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My hunch is that "objectives" represent the way to control armies without micromanaging their individual movements, by being able to say things like "capture this location" and "defend this border" and the units then move automatically to meet those objectives.

The "automatically" being the same for the player as it is for the AI.
 
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Every regiment, even those in the reserves, have a ticking penalty to morale every hour of the battle.
So I presume this means that the regular tactic of cycling armies (parking armies in the neighbouring province and running into battle when the player's army has no reserves and low morale, while the AI's army's reserves are constantly hit by morale penalties due to being in the battle province)?

If so, won't this make warfare as easy as it was in Victoria 2, where by cycling armies, a comparatively smaller amount of troops can wipe out an armies dozens of times bigger?

2023640155.jpg
 
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So now that we have hours, does that mean that the dice rerolls every 3 hours? Or hourly like with the other checks that happen in combat?

every 5 hours but yes
 
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