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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.


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.



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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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I think it would be more interesting if generals could transfer from an army to another anytime the player wants (the speed of transfer depends on range, terrain etc.). if you do transfer them then both the losing and gaining armies get big penalties for some time, so it would be needless to do so if you're at war but okay at peace.
 
Not being able to reinforce troops in occupied territories sounds like a nightmare... Frustrating too if it's just a hop skip and a jump away from your land. Hope it can be changed with mods to be a large reduction reinforce rate instead of being a hard block.
 
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Can you purchase supplies from neutral parties during the war?
 
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Will there not be a more realistic version of forts without ZOC?
 
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3 - no, thats abstracted
4 - yes.

i might be stupid, but i dont quite understand this.

so for 3, defenders do not have a stock of food they can run out of, it is abstracted and changes with time+RNG, right? yet for 4 defenders can be resupplied if there is there no blockade? so for 3 "defenders" are a sieged city, and 4 "defenders" are armies?
 
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yes, that is an embargo
Embargos were never 100% effective. The Napoleonic "Continental System" was undermined by high levels of smuggling, for example (plus the fact that continental Europe suffered far more in that trade war than the UK).

Will your merchants still be able to smuggle goods from a market in which you are embargoed?
 
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My dear Johan,

As someone who adored many aspects of I:R after its' 2.0 update, including the sieges and supply system, I wondered:

Will it be possible in PC to capture ports with navies, like it was in I:R (or at least, IIRC)?

In light of the 80 years' war: the 'watergeuzen' or 'sea beggars' I guess in English did conquer a few cities here and there from their fleets and they were in no means a standing army.

They also did relieve the siege of Leiden in 1574 by first having inudated the surrounding lands by breaking through the dikes near Rotterdam, upon which a sizable portion of southern holland was submerged in water for at least a decade, making it possible for the rebel galleys to row basically across the land to assail the Spanish armies surrounding Leiden. can we have such a mechanic too, pleasee?? (haha of course I am joking, but man the 80 years war was wild, you should defenitely look up some imegary about the journey of the fleet across the polders!)
 
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thats is basically how it works.. dicerolls on how food supplies drop, or if your siegeworks create breaches, or morale drops for defenders

ok interesting, so the dice rolls are supposed to account for all that, not just the likelyhood of surrender. will different cultures/characters/religions or whatever have different likelyhood for surrender than others? like, some "honour" cultures will not surrender to heretics/heathens and rather starve to the last man?
 
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So armies can draw food from depots up to two locations away, does this also hold true for depots themselves? I.e. could you make a supply line from your homeland, through occupied enemy territory, to for example a siege you're conducting? This could then also make for interesting gameplay where you have to ensure your supply lines are secure, and where a weaker enemy might still beat a nominally stronger enemy by continuously harassing their supplies as they try to siege you down.
 
For Napoleon that's fair, but steppe armies tended to have their own supply included in quite a unique way. Should they have a special ability such as reduced supply consumption while on the steppe, or will they behave just like everyone else?

they have some nice units-.. very fast moving auxiliary units.. the a'uruchs
 
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1 - yes
2 - friendly is the 2nd
3 - no, thats abstracted
4 - yes.
Oh, that's a shame. A defender food stockpile would be really cool. It's one of the most important things in resisting a siege. I think it would be fun to have a competition to see which army can get supplied with food and last longer.
 
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Not being able to reinforce troops in occupied territories sounds like a nightmare... Frustrating too if it's just a hop skip and a jump away from your land. Hope it can be changed with mods to be a large reduction reinforce rate instead of being a hard block.
It wouldn't add much to the game to make an army reinforce by 10% of its normal rate instead of none. The meaningful challenge is the consideration the player needs to perform about balance of power, manpower requirements for the war, and the distance of war goals from owned/allied territory. Being unable to regain strength in enemy territory creates that decision-making tension, before a war and during it in regard to maneuvering armies and planning offensives, and is very historical. I'd go so far to say that this constitutes one of the game's anti-snowballing measures, in very much the same way as the Control system shapes how economic development will occur across time and geographic space.
 
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they have some nice units-.. very fast moving auxiliary units.. the a'uruchs

Did you see the question I asked Johan?
 
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It's a bit nitpicky, but in the first image, "Strength" and "Maximum Strength" seem a bit redundant and makes it look a cluttered. Ought to just be "Strength: 84/100" I think

A majority of people find reading it in rows easier though.
 
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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.
1) Can you capture enemy supply depots and, with that, their food?
1a) If so, does that give you control of said supply depot, or do you basically destroy it and take the food for yourself?
1b) If you do not destroy it automatically, is that an option? When it is more important to deprive your enemy of food than get more food.
2) Do forts function as or have any synergy with supply depots?
3) Are supply depots permanent, once they have been built?

PS: I'm a supply chain analyst, so this is either going to be my favorite part of the game... or my least favorite, because it'll be like my actual job.
 
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Why can't you reinforce regiments while they are suffering attrition losses? That seems arbitrary.

because people are dying..
 
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