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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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Since the siege system pretty much remained the same, can we still create breaches with artillery? If so, with mana gone, what will it cost? Can't be free since that would kinda defeat the purpose of the food situation gamble.
 
That is what you do when you don't have food.. and it works as well as it did for Napoleon in russia.
It worked for Lee in Pennsylvania and Sherman in Georgia though. (Maybe this is modeled in being able to use local food supplies if you hold provincial capitals; but I'd expect a bit of a mention of the effect on the local population).
 
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cOuld you please share some info on how ZoC will work (at least at the beginning of tje game)?
 
What about the end of a siege? do we get to loot the province? can buildings get damaged? the loot goes to the player/pops? can a horde loot harder?

(I WANT TIMUR MAX LOOTING RAVAGING EVERYTHING!)
 
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I propose QoL change - let us assign leader to army, who is already in command somewhere else, but he wont change armies for 12 months. I hate to check every few months if cooldown ends, so i can finally do something.
 
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3 - no, thats [siege defender food supply] abstracted
Kinda strange that the siege can fail from the attacker running out of food but can’t succeed from the defender running out of food. Of course gameplay>realism, but could defender food be un-abstracted? A previous comment mentioned the siege of Candia lasting 21 years because the defenders had a steady food supply, which makes a lot of sense compared to a dice roll saying there’s a shortage.

Maybe keep the RNG for siege progress, but have food supply impact the garrison size as a regular army. This keeps the abstract mind games of a siege with RNG, but if the defenders run out of food they’ll desert and it’ll be an easy assault to win.

Edit: of course, the attacker won’t know when the defenders run out of food. That makes it a mind game for the player to figure out when to make the assault. Too early = garrison at full strength and a tough fight. Too late = wasted time/food/attrition but an easier attack. Defenders have secret good food supply = attacking player gets worst of both situations.
 
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How does the AI perform? Do they understand how to use navies and supply depots to maintain their strength? Do they properly coordinate attacks on strategic areas like a fort, crossing, or province capitals? When there are multiple countries on both sides of the war, do they actually coordinate with each other or do they run off and die alone like in eu4?
 
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ok, oh lord how much infos you dropped

so, besides the questions in my first comment:

if ointment is a good, which building produces it?

if carriages are effectively unit, I imagine we should put them in the reserves of course. How can we prioritise infantry and cavalry reserves to reinforce the frontline instead of carriages?
 
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Will the baggage train also include loot from a defeated army? Historically, armies liked to loot, and in EU4, this money was instantly added to the treasury. Will we have a system like in CK2 where armies can hold onto loot? It might even be interesting for a player to have to make a decision on whether to carry more food or more loot. Will this also be the way to capture cannons and other military supplies like munitions?
 
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Siege Progress in Plock Płock ✅

You could also replace Voivodeship to Polish Województwo
(people either way wouldn't have a slightest idea on what Voivodeship is)
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Could you just make the generals actually travel from capital/ army to another army? Locking assignment for 12 months seems to be petty arbitrary, and you still can actually teleport a general across the world, just with cooldown.
 
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Having recently doing a EU4 multiplayer game with inexperienced players, one question that come back quite a few time is "why did I lost this battle ?": I feel that it's something that really need to be improved in EU5. I'm not sure how (maybe an action report at the end of a battle?) but I hope that you have something like that on your UX feature list.
 
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1. Assaults in EU4 end when either side runs out of infantry, which leads to a failed assault with sitting there with cavalry and artillery while the army reinforces again. Will PC assaults work the same or will attackers stop before they cripple their seiging army?

2. Does each province have a capital location? Is it only inportant for capturing in war or does it have other mechanics tied to it?
 
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How does monetary side of army logostics work?
You pay a gold cost for food (while in your/ally land, supply depo)? As well as montly goods consumed by armies.
And monthly wages for standing army? Levees gets no paycheck, while merceneries on a (multi)yearly contract...., correct?
 
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How will it work if you are in a war in the HRE? You might need to pass dozens of countries to field a war there, will you need to negotiate a food treaty for each and every one? Or is the assumption that you should just not bother and bring enough for the trip? Will food treaties take up diplo slots (or the equivalent in PC)?.
 
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