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Tinto Talks #24 - 7th of August 2024

Welcome to another Tinto Talks, the Happy Wednesday where we spill the secrets about our entirely super secret, nobody will ever guess its name, game, which we refer to as Project Caesar.

Today we will delve into a lot of naval related aspects, when we talk about everything from Maritime Presence to Naval Combat.

Importance of Maritime Presence
First of all, we need to get back to the importance of maritime presence and naval capacity in Project Caesar. Before you can get advanced road networks through your country, your proximity propagation is much faster through places where you have maritime presence. Any seazone where you have no maritime presence OR a location without any road network costs about 40 ‘proximity’ to traverse through, which basically means you can not propagate any control more than 3 locations away. Of course, there are things that impact your proximity costs per location, like topography, vegetation, development and societal values as well.

proximity_map.png

The heartland has some access, but the coasts are the most important to us..

For a coastal seazone, if you have 100% maritime presence, the base cost is 5 per location. If you have less than 100% maritime presence it will scale the price accordingly. So at 33% maritime presence, and you have no other modifiers, it would cost 0.33*5 + 0.67*40, i.e. about 28.45.

Lakes and Major Rivers are always considered to be 100% maritime presence sea zones for proximity calculations and market access calculations.

proximity_kalmar.png

Why is the seazone outside Stockholm called 'Trälhavet'?

As you can see here, tracing the proximity out from Kalmar to the seazone of Kalmar Sund is a bit costly, as going from land to sea through a port has a higher base cost. This is severely reduced by the infrastructure and development you have built up in that location, as well as the natural harbor attributes that location has.

Natural Harbors
This is something new for this game that we have not done before. With so many locations, and such granularity, and mechanics emphasizing a deeper simulation, we had to start treating places differently, as there is a reason why certain places on the map are better suited as ports than others. This also explains why certain locations grew to be important places in history over others.

map_of_harbors.png

The brighter the green the better the harbor can be..

Of course, you can improve the harbor suitability of a location by building certain infrastructure, so even if the location you want to build up lacks the natural benefits, it can still be built up, even if it is more costly to do so as well.

The Harbor Suitability of a location has a significant impact on the trade and proximity calculations, and also impacts how quickly armies can be loaded or unloaded from the location.

bristol_useful.png

Bristol has its uses. The main question though, Rovers or City?


Shipbuilding
One of the disadvantages of playing a naval nation, in other games we’ve made, was the simple fact that unless you had a large coastline you could not compete, no matter how good the coastal locations you had were. One of the reasons was the simple fact that you could only build a ship at a time, and if you wanted to recruit a regiment, you couldn’t.

In Project Caesar this has changed, first of all, there are three different construction queues in a location. First there is the civil one for buildings, RGO’s, and all other non-military oriented things you can do in a location. Secondly we have the army based queue, and finally, we have the naval based queue, so you can recruit regiments at the same time that you build ships in a location.

We also added the concept of parallel ship building in a location, where buildings can unlock additional shipbuilding slots in a location, where at the end of the game you can build close to twenty ships at the same time in the same shipyard, with all the related advances and other stuff unlocked.


venetian_arsenal.png

This is a unique building that Venice has in its capital that increases the parallel capacity of shipbuilding by 4.


Blockades
One of the most powerful abilities that you can do during a war is blockading another nation's coast. The immediate impact is a reduction of food production, maximum control and making trades being more costly and likely to reroute. There is also the fact that development growth is severely slowed, the decline of prosperity and a dramatic reduction of your maritime presence.

As some say, an image tells you more than 1,000 words, we’ll use a few screenshots of tooltips related to blockades to make it a bit more clear.


blockade_tt.png

This can’t be all bad right?

Even with only a single port fully blockaded, the maritime presence in the seazone is severely impacted, and will take many months to recover, unless you got coastal forts or navies patrolling it for a long time after a war.

maritime_change.png

I do love the adjective for Holland..

Not all ships are great at blockading, as you most likely want to have Heavy Ships and/or Light Ships to do the blockading.

blockade_capacity.png

This type of hulk doesn’t smash…

Not all locations are equal, and different populations, infrastructure and development increases how much ships are required to blockade a location.

blockade_required.png

There are about 32,000 people living in this nice rural settlement..

Ships Repairing
Every month that a fleet is in a seazone that is not adjacent to a friendly port they will start taking attrition. This attrition is increased dramatically if the fleet is outside the naval range. This attrition creates a chance for ships to be damaged. While usually you can only repair a ship in a port, there are advances in some ages that allows you to repair your ships in coastal sea zones, where at the Age of Revolutions you can repair a ship up to 50% efficiency without going back to a port.

Naval Range is calculated from every core port that you own, or is owned by one of your subjects, or owned by someone you have negotiated fleet basing rights with.

venice_naval_range.png

Can we control the entire mediterranean sea as Venice?

Transporting Troops
Ships in Project Caesar all have the capacity to transport regiments. The transport capacity of a ship is not measured in regiments but in the amount of men it can carry. Usually the transport ships are far better at carrying regiments, but other types of ships can carry some as well.

We also have automated transportation, similar to eu4, to make moving armies around the world less painful.

Combat
In a naval battle there is no separate bombardment phase, as most ships have guns, and they tend to want to use them constantly. Otherwise, it works similar to land combat, in that you have different sections, but the individual ships you have will fire upon each other.

But while it comes to the actual combat algorithm, ships work a bit differently, as there is no combat power or amount of soldiers fíghting to consider, but instead ships have an amount of cannons and hull size. Cannons are the offensive value, and hull size the defensive.

Types of Ships
There are four different categories of ships, Heavy Ships, Light Ships, Galleys and Transports. In each category there are at least one ship in each age that can be researched, but there are also many unique ships that can be built. There is no real restriction on what roles different ships can perform, but a Transport is not the best at blockading, and a Light Ship may not be ideal for transporting a lot of soldiers.

Each type of ship differs on how many trained sailors they need for their crew, how many cannons they can have, and more.

You can also raise ships as levies from your population, but those are usually best suited to transport armies shorter distances, and should not be relied upon in a sea battle.

ships_builder.png

WiP UI, but here is a unique galley for Aragon... 2 more guns, 1 more hull, but need 30 more sailors. And there’s also an Early Iberian Caravel, which all the Iberian countries may build.

Stay tuned, as next week we will talk about how colonization works.
 
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Thanks for the interesting TT! A few questions:

1) Will there be a button to automatically upgrade ships to a more recent model? I personally never liked this in EU4, as you can't simply turn an old design into a new one. It does make sense to allow for razee ships though.

2) Will transport ships still be named after historical trading ships? I found it strange that this was the case in EU4, considering transport ships had nothing to do with trade (instead it was light ships that did the trade protection).

3) Will we be able to mod in new categories of ships, increasing it beyond the vanilla four? And if so, can we use unique mechanics for the new types? For example, could a new category be given the bonus to combat strength in shallow seas?

EDIT:
4) If all ships can transport troops, what is the reason for even having a transport ship category. Historically, countries would use any ships they have (including the powerful ships of the line) to transport troops. I had assumed that this is why you made all ships capable of transporting troops, to make it more historically accurate. So what is a "transport ship?" A ship constructed for no other purpose then to move troops? I never liked this aspect of EU4, where we had to maintain and pay for a huge fleet of transport ships all the time, which didn't have any use if you didn't need to move units over seas in that particular war. What in history is this even based on?
 
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How much impact do blockades have on sieges?
With the new market system, if I have a costal city which is besieged but I have naval superiority, I should theoretically be able to buy everything in the market within my naval range and if thats enough for my population (and I have the money for it) I should not get the siege tick about food shortage or some others correct?
 
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200% movement cost is "find another path or cost != this aint profitable"
this is still just arbitrary modifiers.

it would be so much better if it was actual blockade - so whatever is produced in the area that is blockaded does not move out of the area (so no profit), and whatever imports are stopped. this way the effect is real, and it affects not only the blockaded but also whatever area is trading with it.

this would be a believable world.

might be to demanding or to difficult to implement.
 
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Seeing Brittany, my homeland with such good ports who can even compet with Constantinople makes me happy, Hello from Kemper guys...

Brittany is one of my favorite starts to try. Also for some reason it alway makes me hate the English AND the french...
 
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I believe the correct term in English is Hollandic. Not Hollandish :D

But love that you changed it from Dutch, which is a massive improvement.

EDIT: both seem to be used, well done.

yeah, we checked that both were valid, so we picked the one that sounded the most fun
 
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Population in a location increases the amount of ships needed for blockading? What's the situation in China gonna be like?

need more ships!
 
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Can harbor suitability be changed by an event? Like :

  • The silting of the Zwin made Brugge inaccessible by sea in the 15th Century.
  • The St. Elizabeth flood made the western Scheldt (Honte) the main navigation route to Antwerp in 1404 when it was the Eastern Scheldt before?

yes, can be done
 
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Nice to see that monuments are still there, but now as special buildings and giving only realistic and local bonuses.

thank you. unique special buildings feel so much better.
 
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yeah, we checked that both were valid, so we picked the one that sounded the most fun
Did you pick Zeelandish or Zeelandic?
 
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With the custom ships and the cultural ships will those stay competitive throughout the ages as time progresses such as their modifiers being better than base value or only being better than the base value of the hull type they are made from at that time? and with keeping ships around as technology advances will we just be able to update the hulls to keep them going or do we have to destroy the old hulls and remake the ships when new versions are available?