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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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I don't remember exactly how zoc worked in IR, but should armies on a sieged fort be unable to merge to prevent working around zoc?
Like an army coming from east merging with one from West would change in what location they can retreat which is weird
 
yes.

food does not help you against winter, storms or the scorching sun.
storms too?

If there’s actually a decent weather modelling engine in this then we can safely assume Johan is finally in his final form. He has powered up to 100%.

Can already see all my Haitian sugar plantations and infrastructure getting wrecked by a hurricane…
 
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1. Are garrison troops manpower or levies?

2. Can armies hide in a fort? Like march of Eagles?
 
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Is it just me, or does it feel extremely goofy that *poof* suddenly when a technology is researched armies can walk past forts or participate in battles when they're near a location? It'll feel especially weird for an opponent when one day armies can't get reinforced from neighboring provinces and the next they can. Ditto for bypassing ZoC. And what happens with allies? Vassals? It's all just very odd and I don't see the gameplay value outside of maybe some niche multiplayer nonsense.
 
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Is it just me, or does it feel extremely goofy that *poof* suddenly when a technology is researched armies can walk past forts or participate in battles when they're near a location? It'll feel especially weird for an opponent when one day armies can't get reinforced from neighboring provinces and the next they can. Ditto for bypassing ZoC. And what happens with allies? Vassals? It's all just very odd and I don't see the gameplay value outside of maybe some niche multiplayer nonsense.
I understood the "participation in nearby battle" as an automation
 
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I like the idea of the commissions for leaders to stop players from instantly switching leaders across far-flung armies, but I feel it is a little arbitrary. As another user has mentioned, you could also potentially abuse the 12-month cooldown by simply splitting all units out of the army apart from one, and putting another general on the new army.

I wonder, would a travel-time system similar to diplomats/colonists from EU4 (totally unrelated game, I know) not be more appropriate? This way you can still quickly re-assign generals close to your home turf, but far-flung generals will take longer to send and recall?

Great post though, thank you!
 
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Is it just me, or does it feel extremely goofy that *poof* suddenly when a technology is researched armies can walk past forts or participate in battles when they're near a location? It'll feel especially weird for an opponent when one day armies can't get reinforced from neighboring provinces and the next they can. Ditto for bypassing ZoC. And what happens with allies? Vassals? It's all just very odd and I don't see the gameplay value outside of maybe some niche multiplayer nonsense.
Magic happens when Technologically supperior or while the army sleeps at next.
 
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Thanks for the tt! Looking forward to this new aspect in warfare. I especially like that troops, maneuver and war itself changes from era to era.

My question is how did this system feel for you in your playtests? Was it a lot harder to manage things? Was it distracting at first? Did you manage to pull off some cool maneuvers like capturing enemy supply depots, leaving them stranded in your hinterland? Are you happy with the system? Cheers!
 
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Is it just me, or does it feel extremely goofy that *poof* suddenly when a technology is researched armies can walk past forts or participate in battles when they're near a location? It'll feel especially weird for an opponent when one day armies can't get reinforced from neighboring provinces and the next they can. Ditto for bypassing ZoC. And what happens with allies? Vassals? It's all just very odd and I don't see the gameplay value outside of maybe some niche multiplayer nonsense.
Yeah seeing that tech did make me raise my eyebrows a bit. By the sounds of it, the logistics system will dissuade armies from pushing too deep without taking territory, but I still feel like it might give rise to all sorts of shenanigans and confusion and be hard for a player to understand. It's hard to tell because we don't know how these things will play out in Project Caesar, but if you've been playing around forts with zone of control for around 400 in-game years, it's gonna feel really strange when those choke points don't matter anymore.

Again it's really hard to make a judgement from early impressions, but I think I'd rather have specialised troop types that can bypass ZoC instead. Maybe that would add too much micro? But I think it'd be easier to understand and anticipate from a player perspective - when you see an army composed entirely of that troop type, you'd know they're capable of bypassing ZoC. An entire doomstack suddenly being able to walk past forts just feels like it makes less sense.
 
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"Bret Devereaux presents Europa Universalis 5" is shaping up quite well indeed...
 
yes, you need to get the commander to the army.
Ok but what is the *gameplay reason* for restricting assigning generals to armies in hostile territory now that there is reassignment delay. The restriction made some sense in eu4 because there was no assign/reassign delay but it's not clear what purpose it serves now.

Edit: fixed typo
1 - by armies moving food to it.
2 - if you got small armies, you can do it.
3 - there is a prisoner mechanic, but we can't talk about it.
I really hope this prisoner mechanic was thought out very, very well. Last time I made a prediction about a mechanic existing there and turned out to be wrong was when I started there was a 100% chance that Vicky 3 warfare would have units moving around on the map. The vicky team may have proven me wrong, but I don't know if it worked out all that well for them.
 
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history knows of forced recruitment in areas not belonging to the state, Frederick the Great during the Seven Years' War incorporated Saxon POW into the Prussian army. He also kidnapped recrutiers from Poland. I think there should be such a decision, e.g. at the cost of temporarily lowering morale in the army, manpower from the territory belonging to the enemy can be used
 
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history knows of forced recruitment in areas not belonging to the state, Frederick the Great during the Seven Years' War incorporated Saxon POW into the Prussian army. He also kidnapped recrutiers from Poland. I think there should be such a decision, e.g. at the cost of temporarily lowering morale in the army, manpower from the territory belonging to the enemy can be used
So stealing manpower?

Sounds hell to balance and not very fun for local population with the manpower system

For prisoners why not having the option (Johan said earlier prisoners are a thing)
 
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