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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.

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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.


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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 am not sure what to think about seeing eu4 style sieges again. I rage quited many times when ai takes same fort at %7 while i had to wait 4 years and until %99 to take
 
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This must be my favourite tinto talk so far! I really like the effort you guys have lavished onto this, I can't wait to play the game.

That is what you do when you don't have food.. and it works as well as it did for Napoleon in russia.
A few suggestions, I really think that you should still be able to steal food from a province that you're in if you don't control the capital. After all, most of the food is going to be spread out over the countryside of the province. "Living off the land" doesn't mean you resort to eating wild vegetables and grass, it's just another euphemism for stealing food from the population.

It does kind of seem like the devs want this to be the sort of situation where you resort to other methods though, so it would make sense to me if stealing food from a province is less efficient if you don't control the capital. But I think it should still be possible, I would argue there are many examples of raiding campaigns where an army that stayed on the move and avoided major cities was able to steal enough food to sustain itself, with a classic example being the Black Prince's chevauchees. Another good illustrative example is the Crécy campaign during the 100 years war, the English army stayed on the move, was not supplied by sea, and avoided major cities, but it still foraged food from the countryside and its activities depleted the food of the region it passed through.

Also, how long does it take to occupy a location that has no fort in it? I don't think I would want it to take more than a few days honestly, given how small the locations are. Perhaps it should happen instantly?

Also, something that I'd maybe hope to see is some influence of seasons. For example you mention Napoleon's retreat from Russia, a bit part of why that was disastrous was because it took place in winter. That wasn't just because of the cold, but also because it's very hard to conduct campaigns in winter because it's after the harvest season, and there's not much food around to be stolen. I'd really hope to see some kind of effect like this. Your own armies probably should be fine if they're in your own territory, but if they're in a remote region or hostile country, there should be a real risk in winter and spring that they won't be able to get enough food. If the devs think this is too disruptive, I'd at least really want it to be in the game as a minor factor, so I can make a mod that makes its influence more historically accurate.
 
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The first thing on my mind with this new mechanic would be to try to genocide the enemy nation by systematically parking armies in their provinces long enough to starve and depopulate each and every one.

In a game where population = power, this seems like it would have a longer-lasting impact on crippling a foe than just taking 100% WS worth of provinces. Maybe there should be some sort of uber AE associated to this kind of behavior though.
I think the kind of thing you're describing is basically chevauchee warfare. However, the form this took wasn't really parking your armies across a country, but instead conducting raiding sweeps through enemy territory. Warfare outside of medieval europe also took this form, where the campaign was about raiding rather than damaging territory, and it remained common in many regions even though it became rarer in Europe after the middle ages. In fact in many regions such as the Eurasian Steppe, I would argue that raiding warfare like this was more common than campaigns to conquer territory.

I think a really interesting idea that the devs could add would be an option to set your army to "raid", which probably would reduce its readiness for a battle, but increases the damage it causes to enemy territory and possibly the rate at which it eats up supply.
 
I am not sure what to think about seeing eu4 style sieges again. I rage quited many times when ai takes same fort at %7 while i had to wait 4 years and until %99 to take
Maybe rethink before enjoying the free ride on a hate train of ignorance?

We already now that Fortifications will require employment and monthly goods upkeep in order to function + armies will require food and goods supply to survive + later tech will make ZoC obsolete..... are you really willing to pass a judgment to fast just because it follows the hot-take buzz word form of self-affirmation social media ?
 
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Great dev diary. About generals dying on hostile territories or sieges, is it possible to have something like field promotion? The current system in Eu4 feels very gamey. You make a new unit put a newly rolled general, and then merge them to the army. It would be more natural if someone took leadership of the army after the general died. This is something I wished for eu4 for a long time.
 
@stjuuv I don't see how that answers my question? You quoted this text from the diary:

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.

That says forts block ambient control by capitals. I don't think that reads as anything to do with what happens if two forts share control of a tile, or if that is now disallowed? Or maybe the devs can clarify if that statement is meant to apply to both conditions, and therefore 1. ZoC can be overlapping and 2. ambient control requires all relevant forts to be taken?
 
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it takes manpower from the manpower pool.
You’ve previously said that building professional units still takes pops, so at what point does that happen? Does manpower production directly subtract from pops, or are pops and manpower consumed when building/reinforcing a unit? If you disband a unit do you regain manpower/pops?
 
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  • With logistics and army movement being more important in Project Caesar, and with there being so many locations, being able to visually communicate your intentions to your ally would be important in multiplayer, without your ally having to search the locations to figure out what you mean. Would it be possible to have Battle Plan drawings similar to Victoria 2 to provide visual cues? While maybe not the most leveraged mechanic, it was a treat for those who used it!
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  • And speaking of multiplayer, in EU4 you can create separate group chats with commands /c [channel name] and /i [player name]. These days this would appear to be lost knowledge in the MP community ;), but would it be possible to exist in Project Caesar?
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  • On a side note, it was mentioned that Condottieri aren’t exactly in the game. What degree of agency will the player have over their rented Mercs? Should the player consider the inherent risks of having their men thrown into a meatgrinder for pay, if they won't be able to control them?
Also a "pinging"
 
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So one of the things I've wanted to see in Paradox games like EU4/5 is the ability to set the Rations usage of your Army. And your Cities as well. This is something that comes from history and games like Stronghold. So you could set Lower Rations which would extend your time/reach but would affect the morale/stats of the Army. Same idea can be applied to a City if it's under Siege.

Sieges in this time period were very interesting and complex. There's a lot that can be done with it. The channel goes over a lot of the sieges in this time period. https://www.youtube.com/@SandRhomanHistory/videos

One big idea I would like to see in Sieges is the concept of Investment/contravallation/circumvallation. So attacker comes to siege a City and then constructs fortifications around the City to surround it and protect themselves from City sorties and attack from the outside. And then an outside relief force (friends of the City) could come and attack the sieging army or actually build their own fortifications around the army that is sieging the city. This is what happened to Caesar at Alesia for example.

Another concept related to this is the fact that you need a lot of troops/a big army to surround a Big City. If you show up to siege a City with a Small Army it won't be as effective. The more troops you bring the better your blockade of the City should be.

A City Defender should also have the option of sallying forth from their City to attack the Besieger and break the Siege or at least disrupt it. This could also be timed with an attack from the outside by a relief force.

A City defender should be able to Garrison their mobile field armies in a City if they want. This would make the City's defense higher but obviously remove your mobile offensive force from the map and increase the strain on City Supply.

Likewise a City Garrison should be able to be taken out of the City and used as a mobile force.

I also think you should be able to Siege a City and then attack it without committing fully to a completer assault. So skirmishing should take place and you should be able to attack to weaken the City defenses for example but not fully assault it.

A City should also need access to clean drinkable Water to withstand a siege.

The Total War games have a lot of siege related things I'd like to see in this game for example.

Demand a City to Surrender.
Allow an Enemy City to Surrender and march out with their forces/flags/weapons peacefully. Happened a lot in history I think.
Upon Capture of a City, decide exactly what to do with the Population/Characters/Physical Buildings.
Use Agents to sabotage a City or Characters in the City.
Tunneling under the Walls to collapse them. Counter-tunneling from inside.
Trenchworks. Starting far away and then getting closer and closer to the walls.
Fires in the City.
Disease outbreaks in the City especially if Food gets low.
Moats.

 
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You’ve previously said that building professional units still takes pops, so at what point does that happen? Does manpower production directly subtract from pops, or are pops and manpower consumed when building/reinforcing a unit? If you disband a unit do you regain manpower/pops?
As mentioned in one of the other TTs, manpower comes from particular buildings that employ pops. Those buildings cap out the total amount of manpower that they produce at 10 years of manpower generation; those buildings also employ pops.

When you lose soldiers in combat, the game then proceeds to kill pops in your locations proportional to which pops are employed by your manpower-generating buildings and where those buildings are located.
 
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Can we get a button for a "Field Promotion" that can only be done when your army has no leader and it's in unowned territory? That way I can promote one of my Captains to General. With the caveat that the average stats may be lower, but with a very rare chance they may end up having really good stats. Not sure how that would mesh with the character system though, if it just creates a random character or what happens.
 
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there is a small morale boost after winning a battle.
I like the idea of morale being much more fluid. Where realistic events effect it, as described. Marching for days on end without rest? Reduced morale. You won an awesome battle? Everyone's in high spirits. Running low on food? Possibly higher morale loss modifier.
 
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its doable.
I actually like the 12 months wait for commissioning time. Even if not to counteract teleporting armies, I think it makes sense that you tell a general, "You have been given an irrevocable privilege to be one of my Generals/Marshals."

Now, you could honor that privilege, or you could assign him to 3k troops and send him to the Raj... I think it makes sense from a historical standpoint because, at least in the British Army, a commission came with rights and privileges that were more difficult to revoke, compared to NCOs who had a lot less recourse if an injust action was taken.
 
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Speaking of Deserters, I assume they are considered 'dead' as part of the attrition? I doubt they will just desert and return back to their lives in your nation like nothing happened and rejoin themselves as a pop right? People deserters are often found and hanged.
 
If my general died during a siege could I send a new unit over with a general attached to take control of the now leaderless army?
Would make for great role playing, I think. The old general died so his replacement has to make a daring dash with his trusty cavalry regiment to arrive before the army frays.
 
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