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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.

reinforcement.png

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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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)
it's a historical strategy game so historical things should be possible in it. peace terms could also include the exchange of prisoners or the return of stolen manpower
 
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its less viable, unless you got a base to operate from.

Is it safe to assume colonial wars will be much more difficult as you can't just ship half your army away to Rio de Janeiro?

A majority of people find reading it in rows easier though.

Where is this info sourced from? Never heard of it.
 
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that seems like an easy exploit to debuff your enemies tho

make peace treaty, get food access, then just keep your army in their provinces and make their peasants starve to death

can it be fine tuned to avoid exploits like these? I honestly don't find that too much fun and against a small province number nation (like the ones in the HRE, Ireland or Italy) this thing can be potentially devastating
(didn't check if Johan replied)

Location eats first, then soldiers. Your troops would starve before the location does.
 
Johan, have you considered implementing tabor wagons as an auxiliary supply unit with high combat stats?

Not atm, but Bohemia has Wagenburg in the Age of Renaissance which is an auxilirary unit with high initative that takes a lot less damage.
 
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So the "required for maintanence" part of the camp followers unit. Do these individual goods need to be logistic-ed out to the unit in the field or is food the only object your army actually needs to track.

Love this, great tying of land and naval fields. Also alot of depth in fort and supply hub placement.

They need to be in the market they are present..
 
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I hope it will be possible to easily delete this mechanic in calvinists with a mod. This may seem like a fun solution, but in multiplayer it will be tragic.

It will end up with the calvinist withdrawing armies from the battle on a bad throw.
And if the Calvinist has a good throw, the opponent will immediately cut out. It will be a drama.

Are you sure retreating is a benefit?
 
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Have you considered not having a cooldown period for removing the general from an army, but rather a warmup phase where for example on the first month, the general doesn't apply any of it's bonuses to the army, and then over months 2-12 the bonuses tick up from 50% to a 100%, while the general settles in with the army?

A travel time until bonus applies? (x days + time from capital to location)

Sure thats a good idea.
 
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So, during a siege, is it possible to "rotate" my besieging army by sending in a new army so that both are now sieging, and sending the one with little morale and minimal supplies back home? Would you even need to bother, or just rotate out auxiliary units to resupply your army with food?
 
how does the population starve then if they get their needs first? would it not make the army starve first?

also does the "market" of an area react to soldiers being stationed there, for instance by producing/buying more food and create a new equilibrium? if yes, how long will it take before they "react"?

yeah, i realized when checking code was that the order was wrong.

armies should always steal it before the pops.
 
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Is abstracting the supplies of defenders in a siege a good idea? I feel like that's the thing that could fix the issue with EU4 sieges. One could actually estimate the siege duration based on defender count and supply inside the fort. It would also make coastal forts impossible to take if the enemy has naval dominance (and food). Additionally, you could put more food than normal inside a fort to allow it to last longer.
The big issue, though, is that, with this dice roll system, a siege could take forever (assuming you keep rolling "status-quo"). Keeping track of food inside the fort (supplies) makes sieges more realistic and removes this possibility.
 
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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.

Yeah, a "travel time" before bonuses apply might be best..
 
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Embargos were never 100% effective. The Napoleonic "Continental System" was undermined by high levels of smuggling, for example (plus the fact that continental Europe suffered far more in that trade war than the UK).

Will your merchants still be able to smuggle goods from a market in which you are embargoed?

you need to embargo every single country for it to be succesful.
 
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