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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.



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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We have no force march. If you want to force march, you drop your auxiliaries and artillery behind and march.
Why not have an option to march the whole army faster in exchange for quicker morale loss/higher attrition? It seems like a pretty reasonable option to have that could come in very handy.
 
A little side question: you are talking of capitals.
(... , if you take the capital you will start getting control over all locations in that province ...)

1) can you move those capitals?
2) what about split provinces - do they get several capitals?

(I like the changes.)
 
A little side question: you are talking of capitals.
(... , if you take the capital you will start getting control over all locations in that province ...)

1) can you move those capitals?
2) what about split provinces - do they get several capitals?

(I like the changes.)
Johan has said in another TT that each tag that has a piece of a particular province will get their own provincial capital. It's pretty much how it works in Imperator.
 
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Ok, that seems absolutely wonderful ! I'm really happy with all those dev diaries. I've played EU4 a lot, and i can't wait for Project Ceasar !

I've had one question in mind for some times and wanted to wait for this specific tinto talk to ask it :

Is or will the AI be able to make good use of this system when the game comes out ? Impliying : not trying to siege one of my ten thousands forts and avoiding my army at all costs while i am about to take their capital ? Is AI competent at war ?
 
If i recall correctly,you said the attrition in Imperator on launch was very complex but due to the ai being bad at it it was nerfed to the ground in later patches.Same thing in EU4 where attrition is now capped at 5% so the ai doesn't commit suicide.

Have you found a way for ai logic to solve this?is the ai going to launch suicide campaigns into siberia while the war and the border are around the Baltics?
 
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no, its not owned by you.
It seems very odd to me that, if your army is within 2 of an owned controlled location, it can get food but not reinforcements? Should the two not be more synchronised? And maybe reinforcements should track through supply depots, also?
 
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We have no force march. If you want to force march, you drop your auxiliaries and artillery behind and march.
Hopefully there are commander traits like "Night maneuver expert" or "Logistical genius" that act like forced march. Representing an army that marches longer hours or has better organized supply trains.
 
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Few generic questions, some concerning armies, others overall gameplay:

1. Will seasons/climate somehow influence gameplay (like army movement)?
F.e. some major riviers in Europe (like Vistula) used to flood every spring making itself unpassable, especialy near its mouth. Also late Autumn and early Spring used to be very rainy, turning roads into one big mud... making army movement close to impossible
2. What about floods or droughts? These local events often hit food production, lowering economy, sometimes leading to a downfall of whole countries...

3. Sieges and food supplies: Will you be able to set 1 army to siege a fort/fortified city and order another army to collect food from nearby enemy provinces to sustain the siege?

Will you be able to empty your land from food (aka: scorched earth tactics ?) in any sort?
 
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..
Forts need money and supplies during peacetime to be maintained,you would be essentially bankrupting yourself with that.
 
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Forts should have a set level of supplies that slowly depletes during a siege (acting like a health bar). Dice rolls could deplete the supplies faster or raise them if the defenders get really lucky. This bar should also regenerate over time while not being besieged, meaning that a long but failed siege can be quickly followed up before the fort has time to fully resupply. The numbers could be somewhat obfuscated to give more emphasis on dice rolls but players should be able to know if a siege is likely to be quick or long. Especially from the defenders perspective, knowing the max amount of time your garrison can last will lead to strategic decision making on whether or not to prioritize breaking the siege.
 
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Maybe a nice middle ground here would be that generals can be assigned in any friendly or occupied location. While having a delay in appointing and revoking generals, much like how sending diplomats works in EU4 but the delay is for both when sending and revoking. This way armies out on the frontier will still take longer to reorganize after the death of their commander.
 
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You've wrote that an army that occupies a location or an entire province can effectively 'loot' the food of a province to sustain itself.

Will there also be a looting mechanic like EU4's spoils of war system where an army loots gold?

If so, will there be any way to influence how or what an army loots - food is clearly the goal but could there be a trade off for extra devastation to also loot for gold or transferring development to the capital _ like EU4's Pillage Capital war goal?
 
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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.
I think what they're trying to do is to make losing your general during battle a very big deal(as it should be),however the problem with it is that your army leader dying is completely rng and realistically there's not much you can do to stop it other than not assigning totally terrible generals.Just make the war score from battle a fair bit higher if the kosing side's leader was killed and perhaps make one siege event not fire if the leader is killed during a siege.
 
So with the new supply units are you able to do baggage trains buy getting supplies from some provinces and moving it to your units from provinces with more supply than them and than back to the higher supply areas to keep your army from taking constant attrition damage? is there eventual ways of preserving foods/goods in these supply units that allow for larger and longer lasting supplies instead of just adding more wagons to the unit to supply corps. are there supply ships that you can also use to supply across oceans or are those just part of the normal troops transport ships that carry the army supplies?
 
This.

I think this could be modeled with a well thought out Tech tree and technology spread. Some countries could be great at bureaucracy while lacking severly in siegeworks experience for example.

So far of what ive seen of the Tech trees they seem like Vic3 trees - extremely uninspired, linear and uninteresting.
I don't think you even know what linear means,EU5 advancements are the exact opposite of it.What you said is completely possible in it too,some countries take administration related advances while others take military(particularly siegeworks) advances.

Also techs spreading like institutions has been brought up many times and it's been explained every time(even by Johan himself) that they'll kill performance of the game.
 
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