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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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So armies can draw food from depots up to two locations away, does this also hold true for depots themselves? I.e. could you make a supply line from your homeland, through occupied enemy territory, to for example a siege you're conducting? This could then also make for interesting gameplay where you have to ensure your supply lines are secure, and where a weaker enemy might still beat a nominally stronger enemy by continuously harassing their supplies as they try to siege you down.

no, you need to have auxiliary units moving up and down to them.
 
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Hello, does the -0.5% chance for pirates modifier mean that there will be pirate fleet spawns or is it represented more like a bad event or loss of income?

We will talk about pirates before the end of the year i think
 
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1) Can you capture enemy supply depots and, with that, their food?
1a) If so, does that give you control of said supply depot, or do you basically destroy it and take the food for yourself?
1b) If you do not destroy it automatically, is that an option? When it is more important to deprive your enemy of food than get more food.
2) Do forts function as or have any synergy with supply depots?
3) Are supply depots permanent, once they have been built?

PS: I'm a supply chain analyst, so this is either going to be my favorite part of the game... or my least favorite, because it'll be like my actual job.

1 - Supply depots are destroyed when you lose control of the location, and when they are destroyed the food goes to the Province.
2 - Nothing really.
3 - They are destroyed at the end of the war.
 
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1. Can the defender in a siege order a Sortie? It isn't used too often in EU4, so is it being removed from PC or reworked?
2. What happens when You roll a 13 during a Siege Phase? Is it Walls Breached? It wasn't specified in Siege Phase Outcome...
3. If You win a siege, does garrison replenish automatically from local population, or do You have to station some troops there?

Thank You!

1 - its in the plans yes.
2 - it depends on the phase of the siege.
3 - slowly from local population, but you can refill a garrison if you desire from your army
 
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With the ignore Zone of Control advancement. Does this allow you to walk over a fort province itself as well? or does a wall of forts (like the maginot line) still stop armies?

no, you can just walk over it
 
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When your armies are stationed in your own provinces, could we have the option to give the food to the province instead of the army?

You want to tell the guys with the weapons that they have to starve so the people without the weapons get their food?
 
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To confirm, this means you are in a hostile location, which is adjacent to a hostile but controlled location, which is adjacent to a friendly location? So only possible very close to the border of your or your ally's owned territory, right?

yes
 
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Do deserting armies join the local population, return to their homeland as POPs, or disappear from the population count altogether?

its abstracted in the impact of manpower losses to the population losses.
 
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This is magnificent! I've got some questions that hopefully can get an answer :)

1. Will terrain and climate severely impact the logistics and performance of armies, sieges and battles? (I think this was not mentioned in the TT)

yes, terrain impacts battles more severly than eu4. climate and terrain impact on sieges and logistics will be talked about later this month.
 
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Yeah, a "travel time" before bonuses apply might be best..
Another idea would be to be able to attach multiple characters to the same army (as redundancies in case of leader death, or to more easily split armies). Not sure how easy this would be to implement, but it would solve most, if not all, of the problems with the current system (that I can see at least).

So much respect for listening and responding to us Johan! We all really appreciate you :)
 
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I really don't like the food mechanic. Even assuming that AI will be good at it, it will just be unnecessarily annoying for the player.

So we have to build a whole different unit that only has a purpose to provide food? Why? How is this fun?

I like the idea of being punished for not having a nearby navy or for being far away from your borders in terms of no reinforcements and maybe even additional attrition loss but this whole food thing really doesn't look fun and just feels like a pointless addition just so you can call the game "more realistic".
 
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Another idea would be to be able to attach multiple characters to the same army (as redundancies in case of leader death, or to more easily split armies). Not sure how easy this would be to implement, but it would solve most, if not all, of the problems with the current system (that I can see at least).

So much respect for listening and responding to us Johan! We all really appreciate you :)
Maybe atleast a way to pre-order a charcater to take for example a command of a newly formed army when it gets split in half from the main group, or maybe to assigne a secondary command if certain conditions are meet (for example if war starts, stop whatever doing atm and take command or this army; or when current concil task is finished / reached x% / 24 months has passed then stop doing that here and move to this task and area and do that)
 
About the leader assignment: instead of having to wait for 12 months to change the leader it would be better that you can change it whenever you want but the general have to move at cavalry speed between provinces, also when you recruit a leader that he has to move from his province (imagine he was born/its currently on Paris then he has to move from Paris to the army) to the army one. I say this because historically speaking this happened, not too often but happened, especially in later ages.
 
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Armies have chains of command so there's always someone to take over when the Gatling's jammed and the Colonel's dead. However these are replacement level commanders, i.e. their stats are the stats of the general population rather than the larger than life characters the game tracks. So any field promotion would be of a commander with bonuses of 0, who you'd promptly want to be killed off again.

3,6,9 is as predestined as 3,3,3 or 9,9,9 (we don't talk about 666) for Calvinist die rolls. Maybe Calvinists should have a morale bonus for being sure they'll be in heaven when God takes them, but a fixed die roll is silly.
 
You want to tell the guys with the weapons that they have to starve so the people without the weapons get their food?
well

if you have an 8 months supply of food and you want to share 3 months worth of it to the local pop you should be able to do so

like, you could have extra auxiliaries to logi supply quickly war thorned regions or in general regions where a lot of people marched

so why not?
 
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