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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.


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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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This is a very promising post, makes the process of planning out how to wage war far more interesting and seems like it'll constrain unrealistic behaviour.

One thing a friend of mine mentioned is that sieging ability and technology between different societies and states differs a lot and there were examples of say, the Qing being so unfamiliar with Russian style forts they weren't able to effectively siege, and vice versa with the Dutch not knowing how to make progress against Chinese forts. Could this be modelled somewhere?



This.

I think this could be modeled with a well thought out Tech tree and technology spread. Some countries could be great at bureaucracy while lacking severly in siegeworks experience for example.

So far of what ive seen of the Tech trees they seem like Vic3 trees - extremely uninspired, linear and uninteresting.
 
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How will supplying land units at sea work? Will they take from the ships supply? Their own? Both? Will they lose moral for time spent at sea even in supple?
 
Will leaving your army in a location for a long time allow to eventually destroy buildings? Also are there any plans to have a visual depiction of the siege, even like the image of the walls on fire at certain stages in eu4 was enough and made me feel a lot more immersed
 
This is also valid for forts owned by an enemy if we have taken it.
This sentence is a bit unclear. Did you mean to say, that a fort that I taken will occupy the surrounding area, and when the enemy re-takes it, it will also liberate the surrounding area? So basically, forts and occupation work exactly like it does in Imperator Rome?

allows you to ignore Zone of Control
What downsides does this have? Can we move past forts, like in Crusader Kings 3, but at a hefty penalty? Like a hit to attrition etc.?



Btw. I love that navies will have a much bigger impact through logistics and food! Sounds great. I also like how sieges are not as predictable anymore and that you can actually lose them, and I love how unit attrition is no longer firstly a drain on your manpower pool, until it runs out and then you see damage to units, but you first see damage to units, and then take the manpower pool hit when you reinforce them. Love it! Makes defending so much better, because a pool of 1 million men is worthless, if your army is stuck sieging my fort. What counts are the units present.
 
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I. Love. It.
I love that you took some concept from imperator rome that worked really well like automatic siege and focusing on fort and capital to take a province.

Also, I love that logistic is part of the military strategy and it reflect a vital aspect of warfare often overlooked in games! It remind me of the battle for the province of Quebec where the english were sieging the french and won the battle because their supply arrived first.
 
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If a leader is removed from army (die or unassign), will be possible to send a small stack of fast cavalry from owned province with new leader?

From my perspective it's more natural rather than withdraw whole big stack to my country.

Moreover, will be possible to attach more than one leader to one stack to avoid problems with e.g. leader death during battle?
 
@Johan Great dev diary, can we mod Supply Depots to hold other Good's, such as Gunpowder, Weapons/Firearms, or even Pops? Say, A Supply Depot so when an army "raids" or "forages", it can hold foreign Pop's as Slaves to contribute to your economy when the war is over.
 
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What happens if a general dies in battle/of old age during the 12 month assignment period? Further, is there an option to control how your general moves in a battle, i.e if they have a great military score they could gain advantages leading from the front at more risk to themselves, or you could choose to command from the back for a much safer option (leading from the front seems much more likely for a commander in a horde in the 1300s than one in the French army in the 1700s)? Are they more likely to die if the army is routed, or guaranteed to if the entire army is stackwiped?
 
Is "Automatic Control" optional? Personally, I'm not a fan of it. I prefer micro management.
I'm curious, what benefit would you have my microing carpet sieging around an occupied fort? Have you played Imperator (or used the mod for EU4 that makes forts into Imperator forts)? It's so much better if the fort auto-captures provinces in it's Zone of Control. It only reduces redundant splitting and individually sieging down provinces. I kind of fail to see what benefit you'd have by doing that manually. And that's the reason one does micro-manage, right? To squeeze your every drop of efficiency.
 
Please do consider these unique Ottoman advancements as they would fit really well into this system:

Next week's dev diary is meant to discuss logistics and siege. Two things that Ottomans truly excelled at when they were at their height and even remain competitive from second half of 18th century to even up to Crimean War while other arms of army and military administration weren't up to level with European powers.

Here I would like to pre-emptively mention two things which made Ottomans good at both of these things that could be easily represented as Advances.

One is for logistics and it is called "Menzilhane", those were the supply depots Ottomans established in the the major campaign routes, often near waterways but necessarily when those weren't available, all of these would be in range of one day's travel time for an army. Peasants and merchants near Menzilhanes would be required to deposit a certain amount of supplies for the army and in return they would receive tax exemptions. If required goods weren't available in the area or if the peasants redressed that they could not meet the quotas while continuing their livelihood, a cash payment was also accepted which would then be used to commission a local merchant to buy the goods and supply the depots.

This allowed Ottomans to consistently supply their armies on any campaign route without resorting to pillaging their own territory during wartime that plagued the European countryside and indeed most of the world at the time. Since each army would always be at most one day's travel away from being able to refresh supplies, including horses and beasts of burden. This allowed Ottomans to raise much larger armies, and sustain much longer campaigns with much less demographic and economic disruption to countryside. Ottoman army of course allowed their provincial or auxiliary troops (especially Akinjis early on, and Crimean Tatars later) to raid and pillage the countryside in enemy territory, which these troops would accept as compensation for their military service without any other pay as well.

I would suggest here a "Menzilhane" advance for Ottomans, that could be either a building or a simply a modifier for their armies to keep much better supplied while in their own territory with reduction of army maintenance and increased recovery.

Caroline Finkel's book "The Administration of Warfare: the Ottoman Military Campaigns in Hungary" goes to detail this at length if developers need sources. In fact this source is a great one in general for administrative side of warfare in 15th-17th centuries.

Now as for siege warfare. Ottomans here had two large advances, one was that they had a dedicated and salaried siege corps as well as a dedicated and salaried bombard corps. Both of these were made of full time standing personnel that were supplied by state-funded cannon foundries and gunpowder mills. They also were assigned administrators and commanders from some of the brightest students from Enderun, the interior school for devshirme children in empire. They additionally had temporary undermining units that were recruited from peasantry particularly from mining towns to build trenches and undermine enemy fortifications.

Ottomans here had a both quantitive and qualitive advantage, as they were able to produce much more cannons, as well having much more experience and expertise in engaging in siege warfare against many well-fortified Hungarian, German and Venetian fortifications both on land and on sea. In 16th century, in Hungary, only about a dozen fortresses were able to withstand Ottoman siege for more than a couple of weeks.

Here they could definitely have an advantage in producing cannons quantitively, while also having commander with better siege modifiers. Mining and undermining operations should be represented in the game somehow too in general but if they aren't they definitely should be able to do this better as well.

Gabor Agoston's "Guns for the Sultan: Military Power and the Weapons Industry in the Ottoman Empire" is a very helpful source here.

There is also another institution here I mentioned. That's Enderun, which is the imperial school for devshirme children. I am not sure how this could be represented, it is both an institution and specifically part of devshirme system. I think it could perhaps be used to increase likelihood of better characters for military and administrative roles while devshirme system is in effect but more details about these systems are required to give direct feedback.

I also think the armies looting and plundering their own territory would be a good mechanic to represent, as well as certain troops that are levied being paid not in cash but with permission to loot and plunder enemy countryside. Direct transaction of loot from enemy territory to state treasury was a very inaccurate abstraction in EU4 and that should really be remedied, particularly for aforementioned auxiliaries but also mercenaries.

Particularly I think Ottomans perhaps having access to unique supply depots called Menzilhane that are permanent and auto-fill would help represent their logistic capabilities and advantage over most armies at an early time. Which could perhaps second half of 18th century be less of a factor and no longer an advantage with other advances in military technology.
 
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Are there options to control where your armies deplete food from? Here are some examples and why they may be useful:
1: always loot the locations food source if available, to avoid depleting the army food storage/supply depots to save for later
2: avoid looting in certain areas, if it’s a location you plan to annex and don’t want to destroy it too much
3: avoid pulling from a supply depot, if that army has its own sufficient stockpile or will have some other source later, to maintain the depot for a different army that will need it later

This could be done with a 1/2/3 priority system for each army for the three food supply options (location, depot, army stockpile) to set the order to eat food
 
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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.
This line of thought started with Levies but also led to the same questions with respect to all regiments

1. Will is still be possibly to consolidate regiments?
2. When consolidating, can we preserve empty non-levee regiments?
3. Is it possible to rebalance regiments, that is attempt to spread out the current 'damage' across selected regiments (i.e. one at 50% and 4 at 100% --> 5 at 90%)?

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.
4. For clarification "fighting a war together with" means fighting on the same side, correct? So this would parse to <(own OR friendly) AND (NOT occupied)>

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.
5. So there isn't a reduction of speed if there are multiple unattached armies that happen to be taking the same path? If so, this is going to incentivizing micro.

Food and Armies
6. Is the amount of food required tied to the 'strength' of the unit? Will 10 regiments at 50% consume the same amount as 5 at 100% or twice as much (assuming same type of regiment)?
7. Will there be a simple way to adjust 'food supply' between armies? I remember playing Imperator and it was also a pain using a supply army (where the supply goes with splitting).

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.
8. So we will have to remember to allow our allies that have come to fight on our front to get supply? (and vice versa)

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.
9. Just to clarify, this would be ongoing and not a 'on capture'? Asking as you called it looting the province capital elsewhere.
10. Once you control the province capital can you get supply from any controlled location within that province?

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.
11. Does this work if you are within two of a location that you can get supplies? I.e. provided the answer to (9) and (10) are yes, if you are with two of one of those locations.

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.
12. Do supply depots have owners?
13. You mention 'any army', is it same to assume this mean any army friendly to the depots owner?

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.
14. Can your navies gather food from allies, subjects, or neutral countries with which you have a 'food access' treaty?

15. Is there a method (BB code?) that would allow for numbered lists on the forum to continue from the previous number so that I didn't have to number these individually?
 
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1. Since multiple countries can own land in a province, are province capitals just the capital of the entire province or just the land one country owns in the province? Can there be multiple province capitals if the province has locations owned by different countries?

2. Also, taking a province capital while and cabinet member is working in a province should give a chance of capturing/killing that cabinet member
 
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Great dev diary Johan this game is looking great so far.
I had a few questions if you don't mind answering:
1. Does controlling a province or a fort cost population in the form of a garrison from your army?
2. Will military leaders have traits like in eu4 or hoi4? Would they be gained from battle?
3. Can you destroy a location in a war by just sitting on it and starving the population?
4. I suppose this was more of a question for another dev diary, but will certain cultures have higher levy rates? Like if you let nomads settle in your location in exchange for military service.