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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.



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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.



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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.

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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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Wouldn't it be better if the assign leader cooldown was from when you remove a leader from an army?
With the current system you can remove a leader from an army in the Americas and then on the same day assign it to an army in India. After that you have to wait a month ol move the leader back to the Americas, but the leader still teleports. The problem with this reasoning is that the leader would be out of the fight for a year, but it would remove teleporting leaders.
Is there something I am missing or is this the reason for why there is a cooldown upon assigning and not removing a leader?
 
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Needing to both Control and Own a province to assign a General doesn't make sense to me. Control should be sufficient, as long as you've maintained your supply lines with a chain of controlled provinces leading back to your owned land, or control of the seas if you've naval invaded.
 
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If I have two armies in one location, will there be an option to swap leaders even if its less than 12 months? In theory they do not teleport anywhere

yeah
 
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This is a very promising post, makes the process of planning out how to wage war far more interesting and seems like it'll constrain unrealistic behaviour.

One thing a friend of mine mentioned is that sieging ability and technology between different societies and states differs a lot and there were examples of say, the Qing being so unfamiliar with Russian style forts they weren't able to effectively siege, and vice versa with the Dutch not knowing how to make progress against Chinese forts. Could this be modelled somewhere?



 
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It's nice that sieges can in theory fail, but the risk of using an updated EU4 style siege is the frustration of the perma-42% siege, especially early in the game. Maybe how assaults work can mitigate this, but I think folks were hoping for a Crusader Kings style maximum time the siege can last which the ticks can accelerate.

I could not disagree with this more. If anything, the odds of a siege failing should be higher than what we've seen so far. At least for most of the game.
 
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If I have two armies in one location, will there be an option to swap leaders even if its less than 12 months? In theory they do not teleport anywhere
yeah

Sounds like the plan to replace a leader on the front line would then be to raise a small honor guard army, appoint the new leader to run it, and then march it to the front to connect with the main force.
 
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.l
If a country grants you military access but does not permit you to take their food supplies, is it possible to ignore their decision and still use their supplies?

Of course, this would severely damage your relationship with them and other regional powers and could even lead to war if it continues after warnings.
 
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I'm happy with everything here except the siege system being that of eu4/imperator, and not that of ck3

To alleviate that, do forts also have a food stock/storage, and can they run out, in which case the defenders tick down in numbers?
 
The passage about the logistics worries me a little. Building depots, regiments that should not fight but support, supportive fleets,...
It all reads like a lot of micromanagement. Additionally, especially for the fleets section, it seems like it's a snowballing effect: if you are weak, you have more troubles protecting your supply chain so you lose quicker. Especially the sea supply chain may be impossible to keep. In eu4, minors could still be somewhat of a threat because the difference of a 5K army sieging a lvl 2 fort or a 10K army sieging a fort was small, which makes minors appear to be punching above their weight. Here, it seems that the minor will be screwed: they will have much more trouble protecting their supply chain and will just die.
Small armies should be able to live off the land, only going beyond supply limit warrants complex logistics.
Also logistics are on the side of the defender.
 
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Sounds like the plan to replace a leader on the front line would then be to raise a small honor guard army, appoint the new leader to run it, and then march it to the front to connect with the main force.
Which really is an unnecessary micromanagement IMO. Leaders have been getting changed in enemy territory pretty much since the warfare existed, and it seems like an arbitrary limitation that doesn't bring any value to the table.
 
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With the increased granularity of the map, wont it be too much for a base 30 days of siege events? If you construct forts on most (if not all) locations, it could take up to half a decade to siege a whole province..
 
Big fan of logistics, but I feel there is a system missing that involves the market(s) and getting access to those markets while marching. The reality is that in those days most soldiers would get paid a weekly allowance while marching to supply themselves with food and drink without ever getting enough pay to just abandon the army. I am missing that logistical system and feel it shouldn't be to hard to implement this.
With your army in a location even if not owned but within a market you are also part of your own market(s) they are still part of the same population that is influencing the price in that market through supply and demand. The only thing that changed is the spread of that population, which is something the army should have to pay a premium for in relation to the food pricebof that market (25%). If your army is in a location of a market your nation is not part of but has a trade agreement with through one of its member states, the flow of food changes in a more complex way so the premium goes up (to 50% or 75%). Once your army enters a location you also have no acces to by trade, there is no buying of food and the army becomes completely dependant on supplies including the logistic units. Add some dicerolls in this system so it is likely to not 100% fullfill the supply needs so the TT logistics system has to fill in the gaps. Add an option where you can actually assign traders and a cabinet member to try and fullfill the supply need in the last type of location (where there is no trade relation within that market) but at a hefty premium of 100% or 150% of the local market price and an additional diceroll determining every tick on success (second diceroll on percentage with max. X%) or fail. That way you get a more interconnected system of different mechanics including another sink for gold, because war isn't cheap and the perfect way for someone to get rich.
 
Good idea but maybe levies can be re-named to militias at some age/date? I think levies are more medieval and pre-medieval oriented...
Keep in mind this could be 2different mechanics from which you can raise "free" army. One has feudal social obligations with a manpool from rural population of little economic means with little personal freedoms. The other has a free urban population as a backbone....
 
Hello, I have a few questions.
-If the army is stationed in a location where some kind of disease is spreading, will the army be able to catch it? Or do you get any negative effects? If you catch it, can you spread it?
- Can the scorched earth tactic be used?
 
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