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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.



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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If your leader dies while leading an army in hostile territory, are you able to send another leader to that army rather than have that entire army return to your lands just to assign a new leader?

no
 
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you can only assign leaders to armies in your own locations
What happens if your leader dies in combat, do we have to march the entire army home just to get 1 guy? Or is their some sort of field promotion system where one of their subordinates takes charge, maybe from a pool of backup leaders.
 
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If a war takes years, is it possible for levies to slightly replenish at home, so that you can raise levies for a second time?

yes
 
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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.

there is a small morale boost after winning a battle.
 
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Will sieges of costal forts take significantly longer if the besieger does not maintain a blockade? Will some coastal fortifications, like the ones protecting Venice, be impenetrable if the besieged still control the sea lanes?
 
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is it possible to get an assignment system (like diplomats assignment in EU4) in which it takes more time to assign / take away a general from an army the farther an army is away from your capital?
Ideally the travel us between locations, it's annoying to have general making the travel from Europe to Americas when he is already there (so it keeps the teleportation but he teleport to capital first)

If we can't have that then I'd rather keep the proposed solution of a cool down to reassign or cool down before he gets useful on a new assignation. It abstract travel with getting used to the current army details which makes it less weird than just travel but always from capital imo
 
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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?
yes, you can move camp followers with food to your army
 
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Will it be possible to simulate something like Siege of Candia (Siege that took more than 21 year to complete), if fort is costal and you have naval dominance?
 
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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.

its doable.
 
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Another question for you Johan -

I'm a little concerned about this solution to assignments of generals. It's not like, historically, if a general died during an offensive or overseas, the army would be left leaderless. There's a chain of command, someone would take over or be sent to replace that general.

Let's say I'm playing as the Spanish, and I land troops to conquer the Aztecs. I don't own any locations in the New World. If my general dies, how would I replace that general? Would I have to send another detachment from Europe with a leader?
Seems you'll have to bring small units with spare generals to distant campaigns.

@Johan, could we just have a position of a "second in command" for an army instead? To take over when the main general dies. I appreciate that generals can't be teleported anymore, but a country (and a player) should be able to prepare for that.
 
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All of this is clearly tailored for countries that own locations... any clue for when we will talk about landless countries and their mechanics? :)
 
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Will there be some sort of cooldown to bribe mercenaries?
Would be funny but also suck if one side bribes and then other side bribes next day and thus going back and fourth.

sounds like a nice gold sink ! :p
 
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@Johan would you consider temporarily increasing the amount of food taken from occupied peasants during the 30 years war?

Maybe with a chunk of it disappearing?

Could be an interesting use of the game mechanics to represent the mass starvation of Germany in that era.
 
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time x (terrain modifier)?
As I understand it, morale drops at a fairly stable rate based on time ticks alone. An army's movement speed itself will be affected by the terrain, so moving through rougher country will naturally result in a greater morale decrease by the time the army reaches its destination.
 
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