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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.



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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On the topic of food, will the economic system have something like seasonal harvests that determine how much food a nation produces each year and stores/trades, instead of provinces just having a magical devastation bar which slowly refills independent of climate and other factors?

It seems reasonable and more immersive that game should also keep careful track of food in peacetime if it is going to so in wartime.
 
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1. Regarding Desertion, if the war is going badly (high war exhaustion, low war enthusiasm) can Troops Desert from armies even without food shortage?

2. Regarding Coastal Sieges, since enemy fleets help speed up siege and supply armies,
Do friendly Fleets increase Fort Defense and supply castles with reinforcements and Food to hold out longer?
For example Siege of Candia, which lasted 21 years because Venetians could supply their castle from sea
1 - not really
2 - partially yes
 
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What factors contribute to a siege outcome/length? I'd assume artillery, general skill, tech, and nation modifiers would. Are there any new ones in PC?

nation modifiers covers most of those.
 
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This looks great. Although, shouldn't "food supplies" be just "supplies" and cover a wider range of items that need logistics? Food, weapons, medications, etc.
 
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between the population and the army in a location who gets the food first if it's not enough to feed both? does it give a percentage to both?

locations first.
 
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Regarding Hearts of Iron inspiration with slowly losing morale. Maybe you could add a thing that after winning a battle army would get a very short morale recovery boost. Fighting a battle would still harm morale but winning it could get a bonus and restore 3/4 of it over some period of time.
 
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Johan, since we know exactly the food and resource situation in a location, would it not be better for the siege to be a waiting game for the supplies to slowly run out (with a coastal city that has naval superiority potentially never running out of supplies), sprinkled with some events for disease, sabotage, artirelly barrage etc? And the defender gets events where they decide to feed less the populace or the troops, where rising unrest creates openings for sabotage and popular revolt for surrendering.

I find it kind of nonsensical the food and supplies shortage being randomly generated in the siege ticks.

Offensive should give bonus to assaulting the fort, not reducing time for random events in a siege.
 
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Is it possible to cycle support units to keep a siege supplied? For example, can we see which support units have little supply left to detach them and send them back to our controlled territory to resupply?
 
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Hi Johan, loved this DD as always. This game will be amazing.

Question:
1. You said "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". Does this also apply to the navies that act with the resupply objective? Meaning armies can restock up to two locations deep from the coast with a supply navy?
2. Also does 2 locations away mean 2 between you and the friendly location (it being the 3rd one) or the friendly location is the 2nd one?
3. About sieges, I assume the defenders also have a stock of food and can run out of it. Is that correct?
4. Do defenders also get ressuplied from a navy if there is no blockade?

1 - yes
2 - friendly is the 2nd
3 - no, thats abstracted
4 - yes.
 
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Do siege defenders also have to worry about food supplies?

Will the game allow for actions like trying to send an army to resupply defenders under siege?

If an army sieges down a hostile fort, then it should have to give up part of its food and men to restock and garrison that fort before it moves on, I think.
 
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Impressed with the logistics system which seems like an expanded version of the one Imperator had, which I liked a lot. Disappointed that sieges are rather unchanged from eu4/I:R and still mostly RNG based.

Sieges should be RNG, as you can't really simulate the mindgames.
 
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What wasn’t clear to me is if for example an army is sieging down a fort, can we reinforce is with camp followers to increase the food supply of the army?
 
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Lovely Dev diary as always. I however was hoping that sieges would be more like CK3 than EU4 however. Perhaps adding different phases where your troops build up the siegeworks and trenches up to the wall, try to breach it. The defending garrison (maybe stationed armies) having a supply of food available that slowly goes down. Whilst the random dicerolls that tick up the chance to surrender works I was hoping for something more involved and inspired by the kingdoms and general like videos of early modern sieges. And also to see a difference in besieging/defending fortified cities and dedicated forts. Any chance you might expand on this further?

thats is basically how it works.. dicerolls on how food supplies drop, or if your siegeworks create breaches, or morale drops for defenders
 
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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?

Owned only, or also controlled like it's in EU4?
I tend to agree. I hate teleporting leaders but 12 months seems like a steep penalty.

I was hoping for a mechanic tied to distance (like envoy travel time) plus a morale hit for the new army (like when units are upgraded) to simulate the time the new leader needs to make the army combat ready.
 
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Sieging coastal forts: you mention that a naval blockade can help supply food to the besieging army, but if there is no blockade, can the beseiged fort resupply food from the sea? This was a key factor in several historical sieges where the defenders held out for prolonged periods, causing the attackers to have to lift the siege.
 
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Questions about war crimes and tactics

Is it possible to switch sides during war?


What do you think about border conflicts?


Are the raiding of coasts and cities during peacetime possible?


Is the player able to fight neutral and hostile army and navy during peacetime?


Can we enslave enemy soldiers after a battle to increase our pops in our nation or to compensate our loses?


Can the player bribe foreign rulers and commanders to have benefits?


Is it possible to raid coasts and cities to enslave pops to bring them to our nation?


How does coastal protection work?


Will tribals be able to migrate to friendly, neutral and hostile locations and how can the owner react to this?
 
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