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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.



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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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Do logistics units take up frontage? (and thus make the army move slower)

Why the choice for logistics units and not supply lines as routes that can be cut?
 
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The siege system seems similar to EU4.
Will siege be as long as in Eu4, often lasting a year before canons are available, or it will less?

And does assault will require to spend a ressource, or the only cost of it will be the manpower that will be lost?
 
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I must say I quite like the commission time, but 12 months seem both way too long and way too arbitrary. Can't we instead use a system where assigning and revoking a leader have delays instead, based on the army's distance from the capital?
you can only assign leaders to armies in your own locations
Owned only, or also controlled like it's in EU4?
 
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That is what you do when you don't have food.. and it works as well as it did for Napoleon in russia.
well, fair enough, but that was also due to scorched earth of russian farmers and russian army. Living of the land was important in 30 years war, it allowed Wallenstein to keep fighting (and well not just him, but armies on both sides) for years.
 
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Maybe it goes bit on trading aspect but with the food and trading overall during war (as a war tactic). Could there be something like Napolenic blockade, where everyone can cut off some nation or for example having ships around England (easiest example), blockading and not allowing any tradeships go past (whether it's neutral or not). Thus cutting off England from the rest of the world?
 
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Army Movement. How does it all affect when you're on Force March? Does your army get even more lower morale or how does it work exactly?

We have no force march. If you want to force march, you drop your auxiliaries and artillery behind and march.
 
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An important question i have about sieges is how viable the strategy of "hit the enemy sieging a fort to weaken them" is here? Because i know that in EU4 that is not very useful because even if you deal much more damage, the second you retreat it counts as a defeat and the sieging army gets a 7% increase in surrender chance. Can we do hit and run tactics here without worrying that it will just make the fort fall faster?
 
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Aside from the hit to your economy, will raising levies also have an economic impact on the estates they are raised from (will the estates pay to equip their levies for exemple)
 
Will mercinary units use pops from map? As they were people before they formed those companies (money for blood , hire now to win the war etc.) . Another question is will mercs have a dynamic way of forming with few scripted ones for known merc companies (like Hungarian Black Army) or will all of them be scripted? Another one on my mind is question of will merc companies have experience like normal armies and can we bribe them to change sides ? Also can armies force enemies local population to armies by way of force?
 
Awesome TT as always, I am so hyped for this game! Question:

Can you resupply sieges? For example, can I load supplies (food and whatnot) onto ships and resupply a coastal fort? Or load it onto camp followers and resupply the fort after I beat the enemy away with my army?
 
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Is there anything which stops you from removing all units from a commissioned army except one and reassigning them to another army under another leader?

If that army is in that location yes, then that is fine.

The cooldown is on the character, not the unit.
 
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I'll reiterate my question from last week, as it seems more on topic here:

Considering the time intervals of food/morale consumption:
Will the game keep track of how much hourly ticks an army spends in a certain location, or will it be checked at fixed time intervals? If the latter, how frequently?
Long time intervals (like months in EU4) can cause some '(un)lucky ticks' where you can skip attrition in mountainous terrain if you happen to move on the correct date (arriving on a location atthe beginning of the month).

I can imagine that units will lose less morale,etc. while marching through temperate flatlands, while having increased consumption in mountainous campaigns.
This could be very interesting in 'logical' vs 'improbable' pathfinding for armies for both players and AI's. Doing a 'Hannibal'and crossing the Alps with elephants should be possible and a gamble, but rather improbable in the average war.
 
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Does who you're at war with affect the rate troops desert? For example, it'd make sense that levies would be more prone to deserting when fighting someone of their culture or a peasant revolt (being peasant themselves) than when fighting a heathen nation or your rival.
 
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will nations still be able to have levies later or will that mechanic disappear after a certain point ? there was still many emergency popular mobilization army like the mary luises of napoleonic france, the farmers and cossack partisans of Russia , the Morrocan clans , the spanish guerilla all helping the main armies of their respective nations .
even today we saw Irak recently mass mobilising the population into the PMU because to get to the main army require longer training and lot of equipments and they needed peoples to fight asap . this is why i am wondering if we could have a similar option later to raise levies

yes there are levies in each age. they are just worse than regulars.
 
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I hope there will be an option for an army with a general to fortify currnet poisition (building defensive earthwork etc.)
It should imo give an army a (scalining from starting after 1 and up to 5day) defensive combat bonus & better reinforcment at the cost of duble goods and food consuption for the duration of active (while thr army is standing still) bonus. It should be completly lost after the army is 1 day on a move.
 
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In theory that is possible yes. I guess I'm not evil enough to have considered to try it.

The first thing on my mind with this new mechanic would be to try to genocide the enemy nation by systematically parking armies in their provinces long enough to starve and depopulate each and every one.

In a game where population = power, this seems like it would have a longer-lasting impact on crippling a foe than just taking 100% WS worth of provinces. Maybe there should be some sort of uber AE associated to this kind of behavior though.
 
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Horses should provoke some devastation as they consume grass in different locations.
When an army runs out of food should provoke devastation, whens it reaches 100%, they start to starve to death.
 
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