• 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!
 
  • 299Like
  • 149Love
  • 18
  • 6
  • 6
Reactions:
But does it prevent them from taking too much damage if they are with other units (like infantry for exemple) un their section ?

they will break quicker, thus taking less strength damage
 
  • 8Like
  • 5
Reactions:
Could you please explain a bit more about frontage. Will be happy to get at least some answers::

1) is it the same for each section? Like frontage 7 means 7 for the left flank, 7 for the right flank and 7 for the centre section? Of 7 in totla? Can you have frontage value with decimals, like 7.85?

2) do different regiments take different frontage? Like for example artillery takes 0.25 frontage, Auxiliary 0.5, calvary 1 and infatry 1.25 etc.? Or it's meant as 1 regiment = 1 frontage point (like combat width in EU4)?

3) could you provide us with some approximate numbers as an example if possible? Like frontage ranges how (if) do they change in ages, from technologies, good/bad general etc. Maybe some battle interface screenshot WIP :)

4) do auxiliary units also take part in a battle? Or are they only for logistic purposes?

5) just appreciation point, that system already looks amazing! Thanks!

1 - yes its the same, and fractions will occur.
2 - they CAN have.
3 - not yet
4 - yes they do.
5 - thanks
 
  • 14Like
  • 5Love
  • 2
Reactions:
In EU4, armies feeling bigger over time is done by having a bigger economy in the late game that could support it. If in this game the size of the regiments also increases, wouldn't that generate the player having an exaggeratedly bigger army? If the maintenance costs increase along with the regiment size, you would have to disband some regiments in order to keep sustaining your current army with your current economy?

you gotta keep your economy improving then!
 
  • 16Like
  • 2
  • 1
Reactions:
That's weird the other way now. So the Battle of Leipzig would only have 7 artillery units combined, assuming 3600 men regiments?

Artillery is about 1200 men per unit
 
  • 12Like
Reactions:
Let me see if I understand this by playing out a hypothetical left flank battle of Red Team with 100% cavalry vs Blue Team with 100% artillery (assuming same unit types for these categories). Suppose Red Team has an amazing general with excellent Diplo/Mil stats (so great initiative/combat speed buffs) while Blue Team has nobody. Also suppose Blue Team has a 100% artillery doomstack in reserves. Assume artillery has low combat speed and low initiative:
  • Bombard phase: Blue Team one-sidedly damages Red Team, each cavalry regiment takes roughly the same amount of damage with slight RNG variation
  • Because Blue Team has no general, they have a small Correct Section Chance and therefore there's already holes in their left flank right at the bombard phase
  • Main phase: Red Team's cavalry quickly succeed their initative rolls and become engaged within a short number of ticks. In that time, Blue Team gets one lucky roll and so has one engaged artillery regiment
  • All the engaged cavalry focus fire on Blue Team's one artillery regiment, promptly breaking (either by morale or by death)
  • None of the other Blue Team artillery succeed with initiative rolls, Red Team cavalry trash the morale of the remaining artillery (but no kills)
  • Blue Team starts to get easier initiative rolls as the ticks go by but the artillery engage one by one, instantly get focus fired by all of Red Team's cavalry and break just about immediately
  • A tiny handful of Blue Team's reserve regiments (equal to the number of holes in this flank) are rolling to reinforce
  • When a reserve regiment succeeds in reinforcing, they are immediately engaged: no need to roll initiative
  • Such reinforcements also come piecemeal and instantly get focus fired by all of Red Team, breaking fast
  • After a while, all of Blue Team's left flank has broken either from focus fire or from morale getting trashed while nobody was engaged
  • Since nobody in Blue Team is even in the left flank, Red Team's cavalry start hitting the center section with their big flanking bonus
  • A Blue Team regiment succeeds their combat speed roll and moves from reserve to left flank
  • Red Team cavalry stop hitting the center for as long as it takes to focus fire that one reinforcement, instantly breaking it
Does this sound right?

More than 1 regiment can reinforce from reserves in a tick.
 
  • 11Like
  • 3
Reactions:
Question related to loses of population. How will that impact location jobs?

Say we have 10000 peasants in one location and after the war we have only 4900 left for 10.000 jobs.

will all buildings and jobs be filled 49%? Or will buildings (and rgo) be filled in (build) order? if so what happens with the 900 people left if we only have 1000 job buildings left? Do they work with 900/1000 or are they closed, and 900 people sit around?
 
Let me see if I understand this by playing out a hypothetical left flank battle of Red Team with 100% cavalry vs Blue Team with 100% artillery (assuming same unit types for these categories). Suppose Red Team has an amazing general with excellent Diplo/Mil stats (so great initiative/combat speed buffs) while Blue Team has nobody. Also suppose Blue Team has a 100% artillery doomstack in reserves. Assume artillery has low combat speed and low initiative:
  • Bombard phase: Blue Team one-sidedly damages Red Team, each cavalry regiment takes roughly the same amount of damage with slight RNG variation
  • Because Blue Team has no general, they have a small Correct Section Chance and therefore there's already holes in their left flank right at the bombard phase
  • Main phase: Red Team's cavalry quickly succeed their initative rolls and become engaged within a short number of ticks. In that time, Blue Team gets one lucky roll and so has one engaged artillery regiment
  • All the engaged cavalry focus fire on Blue Team's one artillery regiment, promptly breaking (either by morale or by death)
  • None of the other Blue Team artillery succeed with initiative rolls, Red Team cavalry trash the morale of the remaining artillery (but no kills)
  • Blue Team starts to get easier initiative rolls as the ticks go by but the artillery engage one by one, instantly get focus fired by all of Red Team's cavalry and break just about immediately
  • A tiny handful of Blue Team's reserve regiments (equal to the number of holes in this flank) are rolling to reinforce
  • When a reserve regiment succeeds in reinforcing, they are immediately engaged: no need to roll initiative
  • Such reinforcements also come piecemeal and instantly get focus fired by all of Red Team, breaking fast
  • After a while, all of Blue Team's left flank has broken either from focus fire or from morale getting trashed while nobody was engaged
  • Since nobody in Blue Team is even in the left flank, Red Team's cavalry start hitting the center section with their big flanking bonus
  • A Blue Team regiment succeeds their combat speed roll and moves from reserve to left flank
  • Red Team cavalry stop hitting the center for as long as it takes to focus fire that one reinforcement, instantly breaking it
Does this sound right?

It depends on if 'Engaged' is a state change or just a 'to-hit chance'

Say 8 cavalry with a 75% initiative face off against 5 artillery with a 20% initiative on one flank of the army.

Bombard round happens
Then in the first round 6 Cav pass their initiative check and only 1 artillery does

@Johan is it:

State change:
Cav 4 engages Artillery 2 (i.e. an engagement is between 2 units) thus with 6 hits on the cav side all artillery is engaged and one cav is left over to look for other targets or do general moral damage.
If a state change do the units stay 'engaged' from that point on, or is it recalculated every tick?

To hit chance:
Either:
all 6 cav attack the one engaged. If there is excess damage left over it counts as morale damage on the other units on this flank. This continues until the whole flank is dead and only then can any damage move to the central section
Or:
1 cav attacks the engaged, the other 5 are free to hunt targets in the central section (using their flank bonus). If there are no 'engaged' targets in the central section available then the remaining 'hits' are converted to morale damage on the flank units.
 
Would you consider adding a ranged/backline section for things like artillery and archers? Early game it could be where you put archers, but as firearmrs gradually replace swords as the main infantry weapon it would be just artillery and maybe the support/logistics units.
 
@Johan One more question thanks for answering the first one! Can we add more unit types, say more than one Auxiliary present and have two slots for different Auxiliaries? Thanks!
 
How much the tech will impact battles? I always felt that in EUIV "falling behind" was almost a death sentence for the men in the army against a superior tech enemy, while historically the advantage started to bite really really hard in the closing EU decades and in the XIX century, after the end of the game timeframe.
 
Intriguing DD thanks Johan ! My question regarding this topic is - can we have more than three EU IV types of units i mean not only infrantry, cavlary ,artillery , but also heavy infrantry, skirmishers, light/scouting cav, archers, crossbowmen, etc ( depending of age or culture this types can change of course) ?
 
Hello Johan,

Will there be flavour regiments/units with unique perks or abilities (like legions in imperator or the tercios/musketeers in eu4)?

Will the experience mechanic differentiate between drilling and combat experience (like in hoi4)?

Cheers
 
  • 2Like
Reactions:
I'm worried about what the level 5 speed will be like. If I play as an island and I want 10 years to pass quickly, how long will I have to wait?
 
  • 1
  • 1Like
Reactions:
adding a new functionality to splitting would be nice: whenever you have more than one army selected splitting selects half of the stacks instead of splitting away a half of one of the stacks
 
Dose that mean that the smaller of the 2 data type limits is being removed? (the crashing at 2^16 provinces that was found in Vic3)

Might be similar.
 
  • 10Like
  • 1
Reactions:
@Johan One more question thanks for answering the first one! Can we add more unit types, say more than one Auxiliary present and have two slots for different Auxiliaries? Thanks!

You can have multiple types of each category and modders can add as many categories as they like.
 
  • 15Like
  • 1Love
Reactions:
How much the tech will impact battles? I always felt that in EUIV "falling behind" was almost a death sentence for the men in the army against a superior tech enemy, while historically the advantage started to bite really really hard in the closing EU decades and in the XIX century, after the end of the game timeframe.

A fair bit. This is ard to judge, but its also that we want advanced nations to be better.
 
  • 19Like
  • 2
  • 1
Reactions:
Intriguing DD thanks Johan ! My question regarding this topic is - can we have more than three EU IV types of units i mean not only infrantry, cavlary ,artillery , but also heavy infrantry, skirmishers, light/scouting cav, archers, crossbowmen, etc ( depending of age or culture this types can change of course) ?

We have four categories,and usually light/heavy variants for inf,cav.. and lots of unique other variants
 
  • 17Like
  • 4Love
Reactions: