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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.

reinforcement.png

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.



camp_followers.png

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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I don't want CK3 sieges. I just want EU5 to not carry over bad mechanics from EU4. And I hope Johan takes another look at the design and tries to evolve it a couple of steps.
EU4 sieges aren't bad mechanics. They're a successful attempt at including a bit of randomisation to the lengths that sieges will take, which is a good thing. Can it be frustrating when you fail multiple 42% chances in a row? Yep. But frustration doesn't make the mechanic bad.
 
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I find it baffling that people want the downgrade that is the CK3 sieges over EU4s...
Why? CK3 sieges are far more logical. What is a siege? Usually it's surrounding a fort/castle until the people starve and must surrender. How long a people can survive a siege has a finite timeframe that can be estimated. Various factors such as deaths and spoilage can extend or decrease the length of the siege. It's not "oh, another month has passed... You all ready to surrender yet? No. Okie dokey."

Nothing more annoying than you and an opponent both having a siege going on at the same time and knowing whichever one is lucky first will not only win the fort, but also get a defensive battle on their opponent's fort. It's why artillery barrage was such a powerful mechanic in EUIV. Just take an all infantry merc company, keep a few cannons with it, breach the walls with mana, and assault. Forget about all the luck nonsense. Thankfully that is being removed.
 
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Why? CK3 sieges are far more logical
Because this isn't true. CK3 just has a timer that ticks down to 0 and when it hits there, congrats, you got the fort. Obfuscate the dice and %s and EU4s is far, far more logical and realistic. You dont know how long a siege will hold out for, and various events can happen during the course of it that would drastically change the outcome.
 
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Because this isn't true. CK3 just has a timer that ticks down to 0 and when it hits there, congrats, you got the fort. Obfuscate the dice and %s and EU4s is far, far more logical and realistic. You dont know how long a siege will hold out for, and various events can happen during the course of it that would drastically change the outcome.
Yes, it has a timer that can only be accelerated barring a change in general or, if I recall, a loss of higher quality units. Either way, it made more sense. The finite food supply has a date of exhaustion. Food spoilage will accelerate that date. The best argument against is that an attacking army wouldn't know this end date, though the defender would.

It'd actually be cool if the timer was hidden for the attacking army. It would make some interesting espionage ideas/actions. It could also make for an interesting defensive espionage idea/action where they could make a fort appear weaker than it is to attrit an attacking force. I'd like to see prematurely retreating from a siege cut an attacking forces speed in half, but that is another idea for another day.
 
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If speed is tied to army size what's from stopping people from just splitting armies then merging them right before a battle?

I like the idea but honestly it just sounds like forcing tedious micro management in order to play optimally.
 
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yes, you need to get the commander to the army.
Can we attach multiple generals to the same army? It would be nice to be able to merge armies without fear of accidentally sending a general home who we still want around in case we need to split again or want his particular talents later.
 
A regiment not reinforcing if it's in a location where it's taking attrition is a small change but I LOVE it, that along will make the player think a lot more about logistics instead of casually shoving men into the malaria grinder so long as they have manpower.

Question is, how will the AI handle this?
 
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I don't know if this was mentioned before, but will you be able to have your armies chase down other enemy armies? It would be useful rather than having to click on all the little locations to follow them.
 
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Interesting dev diary. Hopefully it yields some decent gameplay rather than just becoming a chore for the player to manage.

How many leaders would a large nation expect to have available to lead armies early game versus late game? Say for example England at the start of the timeline, versus a unified Great Britain with extensive colonial possession in 1700s?

With the inability to 'teleport' leaders around I hope AI will no longer get extra free leaders, unlike EU4, as if they do it will potentially put the player at a significant disadvantage, especially in larger nations.

I'm deeply concerned about the arbitrary 12 month cooldown for assigning leaders, but have I understood Johan's replies correctly that it will be replaced with a travel time mechanic where the leader doesn't apply their effect until they've arrived? I hope so as this sounds way more intuitive/sensible.
 
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A few questions, if I'm not too late to the game:

1. Will attrition happen on the same scale as in EU4? It seems excessive that an army of several thousand soldiers can lose hundreds or even thousands to attrition every single month. Or were soldiers really succumbing on that scale IRL?
2. Can there be an option in which a nation can move their armies through neutral territory and it be considered a declaration of war? Sort of like how the UK joined WWI after Germany moved their armies through neutral Belgium?
3. How can a navy resupply a fort that's under siege? Wouldn't the sieging army have to be beaten back first? Or are coastal cities built right up to the beach so ships can essentially sail straight into the city?
 
Talking about logistic, is food the only supply which an army will consume, or they will consume other military goods like different kinds of weapon, horses, elephants and ammunition for artilleries?

Also, does marines also carry and consume supply as part of the navy logistic system?
 
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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.
I find locking leaders results in weird situations. Like not being able to split off troops properly or split an army in half (or else those actions become exploitable).

What if leaders could be reassigned whenever you wanted, but they had travel time? It could be like merchants in EU4 where they had to travel out from the capital, and home again. But better would be a point to point travel (so being assigned to the army nextdoor was quick and you didn't have to travel to the capital and back again).

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.
Does this mean no resting in occupied territory and recovering, you have to go back across the borders to rest?


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.
I thought if there was a food shortage in a location it had to buy food from the local market? Does this mean they will sometimes starve instead?

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.
Does this mean you can't steal food at a distance? Needing to send foraging troops out to those adjacent areas? I kind of like that idea.

Also is the logistics system just about food. No needing to resupply armies with horses, arrows or all the other goods that the armies demanded in an earlier dev diary?
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.
I love navies providing logistic support like this. It gives you a reason to have more than one stack, and to care about them even in if you can walk to your opponents territory.

View attachment 1170077
It won’t surrender immediately, but maybe we can avoid disease amongst our troops..
I know this is early screenshots, but those % add to 85%. The table is also lacking information about the effect of a modified roll of 0 or -1 will do (the missing 14%, with 1% due to rounding).
 
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.
Is gaining control over location have enough small speed,for occupying it manually be viable?
 
I know I am late but I was hoping to see features related to forts surrendering early or not requiring a siege at all. Factors that change if they surrender early or maybe even last longer would be culture, religion, control, unrest mechanic(I don't remember its name), and cored or not cored. This is so capturing a fort from France as England makes that fort or more likely the people inside want France to recapture the fort. Also forts near the capital such as near Paris hold out longer.
 
Let's say I'm besieging a location, and have entrenched my position. Then suddenly their ally comes with an overwhelming force; do I get to flee immediately? Can I do a somewhat shattered retreat at the cost of my supplies? It just seems weird to me that an army that has been besieging a province for (sometimes even) months can just get up and leave without any preparation.