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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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Possibly extraneous to the current topic, but do you plan on adding anything to simulate the continued preference of cavalry to infantry in certain areas (such as South Asia)? Primarily this was related to the "individual temerity" that could be displayed by someone on a horse as opposed to the more formation-based tactics that took over the world from the 19th century on. Indeed many Indian rulers felt a good deal of pushback from traditional elements when it came to "infantrizing" their armies, since the cavalry was so rooted in perceptions of nobility and the honor of war, and of course the fact that those cavalrymen who proved themselves in battle were provided land grants. Though admittedly, the proportion of cavalry or infantry in an army had no impact on whether or not the British ended up snapping up that land, and from both sides of the sphere there were those who provided fierce resistance to invasion

Historical rambling aside, could this be a thing? Or is it more related to flavor?
 
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Depending how the supply system and reinforment works and how much topography and vegetations affect combat I can really see the game finally killing having a meta. I can see Spain having an army in the peninsula for defence purpuses, and having a completely different army compossition for its north africa army and then having a different one for its American army. You would also need a different compossition to fight in the netherlands. Maybe.

I mean at the end of the day its the modern age, the army with a higher moral and more cannons and disciple will always win flat open terrain and that is fine.
 
This is just a quirky observation, but based on the numbers at 100 military ability you'd get +23% discipline. With the caveat that all numbers are placeholders and will be balanced, shouldn't that still come out to 20 or 25% at 100 to bring it in line with the other ability modifier values?
 
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Well, calling up a levy as Poland and get 11,000 men

Please tell me that you've reworked the Levy formula from the May's Tinto Talks when you talked about it. Because otherwise it would mean that Poland now somehow has less population than Sweden's 661K, since in that TT there was a screenshot of Sweden being able to raise 12k men with their levies.
 
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?

Where there's no unit present.

We talked about different systems for it, but at the end of the day.. battles when started are chaotic, and you'd most of the time wants holes plugged.
 
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Armies receive automatic reinforcements from the manpower pool even if they are in hostile territory disconected from friendly provinces or overseas in other continent?

In my opinion it was one of the main problems of EU4 logistic system.

The system would be more strategical and organic if a land connection or a sea controled conection was neccessary for reinforcements. In case of sea connections, your navy size should be a cap in the max number of troops operating overseas and in reinforcement speed, it would make colonial wars in Americas and wars with/against natives much more strategical and fun.
 
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Possibly extraneous to the current topic, but do you plan on adding anything to simulate the continued preference of cavalry to infantry in certain areas (such as South Asia)? Primarily this was related to the "individual temerity" that could be displayed by someone on a horse as opposed to the more formation-based tactics that took over the world from the 19th century on. Indeed many Indian rulers felt a good deal of pushback from traditional elements when it came to "infantrizing" their armies, since the cavalry was so rooted in perceptions of nobility and the honor of war, and of course the fact that those cavalrymen who proved themselves in battle were provided land grants. Though admittedly, the proportion of cavalry or infantry in an army had no impact on whether or not the British ended up snapping up that land, and from both sides of the sphere there were those who provided fierce resistance to invasion

Historical rambling aside, could this be a thing? Or is it more related to flavor?
...culture-based noble estate dissatisfaction if your regular army isn't sufficiently cavalry-based?
 
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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.

we will talk about logistics next week.
 
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will battle give unit xp (which is drilling)?

if a unit dies, they lose drill and it makes sense. But if they do survive they should get extra experience (so, drill) to show that they are veterans

Thus for example making total routes extra costly if it happens to a battle hardened 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?

#11 explains it.. we have the manpower pool as an intermediary
 
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To have realistic numbers, can Artillery regiments scale from something like:
5, 10, 20, 30, 40, 50? 1, 2, 3, 6, 10? And then just give them either a modifier for the entire section or a massive combat power modifier?

Scaling from a realistic 10 cannon regiment to 1200 feels absurd. Napoleon's Grand Armèe only had 300 cannons in total.

Yes, there were a lot of men to use them, but we may as well depict the regiment to be the number of cannon pieces instead of men since that's the actual relevant regiment strength.

Since the number of men in the regiment is irrelevant since we can give the unit a combat power modifier, I feel this would help provide immersion.
 
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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.
Not really? 1800+ armies would be too much, sure, but not 1800+ regiments. You call a levy and immediately move them to form just a few armies, I don't see any mechanical difference between handling 3 armies of 10 regiments each and 3 armies of 600 regiments each. And for formation purposes more regiments is mostly a good thing as it allows for more granularity, the only bad thing that is more click intensive formation assignment is easily solved with a slightly better UI than the most basic "click on regiment, click on desired section, repeat for every regiment".

EDIT:
A regiment is almost always costing 1 frontage each.
Ok, now it makes more sense for battles. You keep available frontage and its usage per regiment mostly the same throughout the game, but increase the regiment size, alright. But I still disagree with the comment that a bigger number of regiments is somewhat harder to manage. It's really not, you manage armies, not regiments directly.
 
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