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Tinto Talks #23 - 31st of July

Hello everyone to another Tinto Talks, the Happy Wednesday, the day of the week where we discuss details about our super secret game with the codename Project Caesar.

This week we will delve into the glorious world of logistics and sieges. You all know the saying “amateurs talk tactics, professionals talk logistics”.

Leader Assignment
First of all, one thing we have added is what we refer to as commission time. If a character has been assigned to lead an army or navy, you can not remove him from command before at least 12 months have passed. This removes the “teleport a leader around the world” exploit, and also makes it more of a choice of how to deploy your characters.


Reinforcing Regiments
While your levies do not reinforce, your regular regiments will attempt to reinforce if you still have manpower, and get access to the goods they require. A regiment that is part of an army that is retreating, is in combat, loaded on a ship or currently taking attrition losses will not be able to reinforce.

A regiment can only reinforce in your owned locations and in a location owned by someone you are fighting a war together with, when that location is currently not occupied.

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Not many soldiers, but 5 a month is enough here …


Army Movement
When people talk about logistics it is usually intrinsically linked to the movement of armies, and movement of armies in Project Caesar has some changes in it compared to what you may be used to.

One thing that has taken its inspiration from the Hearts of Iron series is the fact that when an army is moving they will slowly be losing morale. This creates the natural flow of armies marching and then resting, and not just marching across Europe and immediately joining a battle, like the march has had no impact at all.

We also have added the fact that an army that is beyond a certain size will be marching slower, where the size is based on its total frontage it is fielding. While you can attach units to other units, this makes the attached units move slower, as military organization in the late medieval era was rather limited. In later ages you get advances that reduce this penalty significantly, completely limiting it in the Age of Revolutions, and speaking particularly about that age, we have an advance there that makes multiple corps combat more interesting, making them to ‘March to the Sound of the Guns’. This advance allows an army to automatically react, if another army of ours in an adjacent location enters combat, and then quickly march to join that battle.


advances_AoR.png

Guess which is my favorite advance from this part of the Age of the Revolutions tree?


Food and Armies
Now you are wondering, that is fine, but an army can not march on an empty stomach? That is entirely true. Each army has food it needs to consume every month, else they will start deserting and dying. If you run out of food during a siege, you are basically forced to abandon the siege very quickly as your army evaporates.

A standard infantry regiment can usually carry a few months of rations with them, but when they are gone, they are gone. Here the new category of units comes into place. One major type of the Auxiliary Category is the Logistic units, which can carry far more food than any other type of unit.



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They might be bad at fighting, but they will provide some food…



So how do you get food for your armies then? Well, if they are stationed in your own locations they will take food from the local provincial supplies, so you sometimes have to be careful about where you station your armies, so as to not cause the local population to starve. If you want to get the food from your allies or countries you have military access with, you need to negotiate a treaty that allows you to take their food supplies. This is not always something every country will accept. Your subjects have no say in this though, as most types of subject give this access implicitly.



food_supply.png

Maybe we should have more than a single A’Urughs…


Food Supply
When you are at war, you can steal food from occupied provinces. If you control the capital of a province, you can steal the food of the local populace there to feed your armies.

If your army is at an hostile location, where you can not get local food, you can try to trace access up to 2 locations away, through controlled locations to get the food. If you can’t reach your own locations at that distance there are two ways to get food to your armies.

First of all, if there is a Supply Depot within that range, your army will draw food from it. A Supply Depot can be created by any army and you can deposit food until its maximum storage capabilities, and any army within range can withdraw from it. Any army can gather food from their homeland and deposit it into the depot if there's space. There are advances increasing the capacity of your depots as well.

You also have capacity for the navies to provide logistic support as well. There are two unit abilities that can be done for them, gathering food and distributing food. Gather food will take food from any adjacent province you own, and your fleet can store food depending on the food carrying capacity of the ships. Distributing food allows a navy to act like a floating supply depot that your armies can get food from.

While we do understand that not every player may enjoy caring much about logistics, for those you can assign logistic objectives to supporting armies and navies, and then they will solve it for your main armies.

You also steal food from your enemy in a battle when they are defeated, as a defeated army can not protect their entire baggage train as they try to escape.

Sieges and Occupations

Now let's turn to the second part of this talk, where we will talk about how sieges will work. First of all, there are two different types to talk about here, as not all locations are equal. Locations without any fortifications will not have any long siege, but an army with a single full strength regiment is enough to take it in a few weeks. A location with some sort of fortifications requires a full siege though.

siege_progress.png

Having an offensive societal value is not ideal to defend your sieges..

Food has a significant impact on how you plan your military campaigns, as it affects how long you can sustain a siege. The key thing here, and this is something I am a big fan of, is that sieges are gambles. You don’t know when a fort will fall, and now with the fact that if you run out of food you will run the risk of actually losing and failing a siege. About every 30 days there is a chance for something to happen in the siege, with chances of it getting worse for defenders or another month of holding out.

siege_outcome.png

It won’t surrender immediately, but maybe we can avoid disease amongst our troops..

With these changes, the assault is now a more potentially viable option, as either you win, and save time and food, or you fail the assault, and have taken casualties and thus preserving your food supply longer.

While besieging a coastal location, it is not only important to blockade it making the siege faster, it can also at the same time supply your army with food.

Automatic Control
As the map is more granular than in previous games we have made, warfare would turn into a massive slog to manually siege or occupy every single location. Now while we have automation systems, it still would not be very fun. Project Caesar has two different ways to automatically gain control over several locations at once. First of all, if you take a fort, all locations in its zone of control will start changing control to you. This is also valid for forts owned by an enemy if we have taken it. Secondly, if you take the capital you will start getting control over all locations in that province. Of course, this is blocked by hostile armies and forts.

As mentioned in previous posts on the forum, we have the zone of control system in Project Caesar as well, but the one with far less complicated rules that was used in Imperator Rome. As you might have noticed earlier, there is an advance in the Age of Revolutions that allows you to ignore Zone of Control. While that may be useful to chase down enemy armies, you often want to take forts and cities anyway to get your logistics sorted out.

Recruitment Options
One thing that has not been mentioned yet about the military is that we have different recruitment methods for regiments, where you can either rush the training so a regiment can be ready much quicker, but at far less strength, or spend more time in training and start with higher experience.


recruit_methods.png

So training does pay off!


Next week we will talk about ships, and some aspects of the naval part of the game.
 

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Question about how supply units work: in Imperator, especially with the tribal levies early in the game, you could end up with lots of small armies (that couldn't be merged or altered compositionally), but only one of them having a supply unit. Only the small army containing that supply unit would benefit from it's presence, all others standing in the same location would be allowed to starve to death whilst the first army continued to stuff their faces.

How will they work in PC in this kind of scenario? Can all owned units in a location draw food from any owned supply unit in the same location, even if not in their own specific army stack? Or will it be as in Imperator, only accesible to units in the same army as the supply unit?
 
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I really love most content in this Dev-Diary. But there is one thing that i find a pity:

Regulars being able to reinforce from a global manpower-pool in owned provinces.

Why not just reinforce by recruiting new units and marching them to the army an merge there. @Johan you mentioned different conscription methods having an effect of the experience of the troops, how does ist work for reinforcements? Do they have the same starting experience like the regiment they reinforce?

Furthermore:
  • Reinforcing from a global pool in a single province just encourages snaking and establishing outpost-provinces. It is not realistic to be able to reinforce a huge army as Great Britain in India when you own just a single province there
  • Reinforcement through recruitement just feels more organic and adds more tactics: you could try to outmaneuver an enemy army so that their reinforcements are unable to reach them or you could try to hunt the reinforcements. The player would have to be more careful in managing the reinforcing troops and t would lead very naturally to a seasonal warfare, where an army would leave enemy territory in autumn to merge with reinforcements in the next spring on home territory.
  • Reinforcing should is harder on your owned prvicnes, the further you are away from your heartlands (where the ability to raise troops is at max). This gives an advantage to defenders in their heartlands but makes defending far away provinces with low control much harder.
 
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We have no force march. If you want to force march, you drop your auxiliaries and artillery behind and march.
I don't understand why all these people so much like the fact that force march does not exist anymore. :rolleyes:
It is a historical thing which existed during PC's timeframe and had a significant impact in some cases. It also makes warfare a little bit more deep and flexible.
What was the main reason to remove it?
 
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A few things.

First, armies not taking priority over the local population for food is deeply ahistorical. If there wasn’t enough food for everyone, soldiers would simply take it by force and condemn the locals to starvation. It’s part of why warfare was so devistating in this era, army size outgrew the capacity of European states to logistically support them, with Germany’s devistation in the 30 years war being the most notable example.

Second, for coastal forts under siege with secure naval lines, a “defenders reenforced” event would make sense, to allow the sort of decade long sieges which occasionally happened in this era for this exact reason. This would be balanced out by the fact that if the enemy gains naval superiority the siege will actually be easier than an inland siege. So “basically impossible to take without dumb luck or an assault” if you have sea control, vs “somewhat easier to take than an equivalent inland fort” if that control is passed to the enemy. Though the latter could be offset by naval fortifications as with Gibraltar.

Third, how will artillery work with sieges, and will there be a distinction between castles and bastions where the development of larger cannon in the 15th century (Age of Discovery in gameplay terms) trivialize the former, allowing an army equipped with such cannons to blow through them in a matter of days? The jump from castle to bastion was primarily relevant because castle walls could be physically demolished in extremely short timeframes by these new cannon, and a simple change to garrison size or fort defense modifiers wouldn’t properly capture the situation. There needs to be a special flag on castles that if an army has certain types of cannon, a breech will be created almost instantly, perhaps via the assault action.
 
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I really love most content in this Dev-Diary. But there is one thing that i find a pity:

Regulars being able to reinforce from a global manpower-pool in owned provinces.

Why not just reinforce by recruiting new units and marching them to the army an merge there. @Johan you mentioned different conscription methods having an effect of the experience of the troops, how does ist work for reinforcements? Do they have the same starting experience like the regiment they reinforce?

Furthermore:
  • Reinforcing from a global pool in a single province just encourages snaking and establishing outpost-provinces. It is not realistic to be able to reinforce a huge army as Great Britain in India when you own just a single province there
  • Reinforcement through recruitement just feels more organic and adds more tactics: you could try to outmaneuver an enemy army so that their reinforcements are unable to reach them or you could try to hunt the reinforcements. The player would have to be more careful in managing the reinforcing troops and t would lead very naturally to a seasonal warfare, where an army would leave enemy territory in autumn to merge with reinforcements in the next spring on home territory.
  • Reinforcing should is harder on your owned prvicnes, the further you are away from your heartlands (where the ability to raise troops is at max). This gives an advantage to defenders in their heartlands but makes defending far away provinces with low control much harder.
Your point about location/province snaking is interesting. I feel like Tinto may have explained some diplomatic dynamics to disincentivize it that I just can't recall at the moment, but the economic and civil order challenges of Control are the big ones. Not to say people won't ever try snaking during peace deals anyway!

Your other points seem a bit self-evident tho. Naturally a defender would have an advantage in reinforcement and logistics, and naturally would it be harder to defend an unintegrated and undeveloped frontier. Reinforcement through recruitment is definitely still possible, limited only by your nation's resources. Recruiting new regiments to address mid-war casualties does add more micro, potentially a LOT more in bigger, late game nations, which is the big reason why Tinto aren't operating on a "this OR that" basis. So, including reinforcement by replenishment is a way to alleviate some of those things should the player choose to go that route, and reflect a common occurrence in history to replenish existing formations.

All this said tho, we don't know details about the reinforcement rates or how they might change depending on game conditions like terrain, Control, etc. just yet. Maybe your points will ring true when we learn more!
 
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is conditional military access gone? If so, can one abuse it again (the reason it was implemented in eu4 in the first place)?

(for those who do not know or forgot, you could have access through a nation and attack the enemy along the borders and retreat into the access-granting country without the enemy being able to follow you. Think of Austria attacking ottomans through Hungary and falling back every time an ottoman army is close.)
 
This looks great, I just have two questions:

1. Do supplies beside food contain also medicaments and ammo? Cause I think it should be, in any case. That way, even if you take food from the province, you could still be left without ammo after period of time, if you went deep inside enemy territory, especially in parts of the world still not producing gunpowder weapons and ammo.
2. What about attrition, how does it work in correspondence with supplies, different types of terrain, climate and size of the army? I hope it would be much more punishing to send 100k soldiers to swiss alps for conquest than it is right now in EU4.
 
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12 months seems too arbitrary to me, the establishment of an army chief should be proportional to the distance he has from the capital. It would be strange to take a year to have a new army chief when we are fighting on the border.
 
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Loving all the logistics added to wars. Just curious how the ai is handling resupplying so far in testing? Like are they using ships to strategically resupply, creating supply depots in good positions, and if armies adjust where they attack depending on if they're two locations away? Things that the player would know to do, not that they have to be masters at it.
 
A dev diary full of great news. Two things:
1) How long does control of hostile locations in a province take to flip once you've occupied the forts? The same length of time it would take to occupy them with an army?
2) Could a system be implemented by which, under certain conditions - gov type, laws, crown power vs. estate influence, etc. - a general can be recalled before his commission has run out? This could mean a slight hit to stability and a bigger one to the satisfaction of his estate, plus a hit to morale and/or discipline for the army he'd been leading, enough to make it a politically costly choice. (Would go particularly well with some kind of travel-time system IMO.)
 
If we can assign leaders, and they take time to travel based on how far they currently are (current army if assigned, capital if not) then what would be the problem with sending a new leader in unoccupied (connected?) territory ?

I add connected, because indeed a single very important man going alone in enemy lands is a recipe for disaster. So maybe you could use the supply logic, if the army is adjacent to controlled territory connected to owned territory, then you can assign a leader ?

It will still take time for him to arrive, so if an enemy army engages them in the meantime they'll still be at a disadvantage. And if the army moves then the assignment gets cancelled possibly ?
 
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Was it considered for resupplying by foraging from foreign provinces to cause an organization/morale impact? (after all, the army is dispersing to forage). Of course I imagine it would have to be a toggle on armies if so.
 
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