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Tinto Talks #25 - 14th of August 2024

Welcome to another Tinto Talks, the 25th one, the Happy Wednesday where we give you lots of information about our upcoming, still secret and unannounced game, with the codename of Project Caesar.

Today we delve into the mechanics of colonialism, another aspect of painting the map.

Power Projection
One important factor that has a big impact on the colonialism game is Power Projection. Each country has a power projection value, and it is primarily to allow a country to be able to exploit those with a lower power projection. Power Projection is very dependent on how advanced a country is, where each age has an advance that gives you about +10 of it. It is also modified by societal values, rank of the country and more. One important aspect is that the +10 advance for Age of Traditions is in the advance tree from the Meritocracy.

You do not gain Power Projection by doing specific actions, like in EU4, but it's entirely based on your country's current setup.

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Sadly, the “Sweden is properly balanced” modifier has not been developed yet..


Colonial Charters
So, how does colonization work in ‘Project Caesar'? Well, you colonize by starting a colonial charter in a province for an upfront fee in gold. Then each month some of the population will be moving from the homeland to the colonial charter, until all locations that can be owned are owned by you.

In almost all cases, there are people living in a location you want to colonize, so for you to be able to have a charter to flip to your ownership there are a few rules. A location needs to have at least 1,000 people living there, and a certain percentage of the population needs to follow your state religion and be of an accepted culture of your country.

colonial_progress.png

Progress for the sake of progress must be discouraged!

This percentage depends heavily on the difference in power projection of your country and the countries in the location. Yes, I said countries in plural, and next week you will understand what we are talking about. This has the implication that at the start of the game, Yuán could in theory start colonizing Europe, if it only had been closer and discovered. How the countries and pops already present in a location react to your colonization is something that will be clarified in a later Tinto Talks.

As long as you have a colonial charter, people from your owned locations will start moving to the locations in the colonial charter. The amount of people moving is rather low in the beginning of the game, but there are advances that will increase it in later ages. Societal values have an impact on it, and so does the distance to the colony.

One thing to take into account is that colonization does not magically create new pops out of thin air, and being able to create a huge colonial empire is not a feasible strategy as a low population country.

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Full speed ahead! Only 40 months per location to get to 1,000 pops!

Colonial Charters are not free, and moving people are definitely not free, and countries need to support them. The higher the population in the target province, the more expensive it is to colonize, the distance also has an impact, but colonizing in the same area or region as your capital is significantly cheaper. You can always cut costs to your charters, but that will also reduce the amount of pops moving every month.

colony_cost.png

Not too expensive, so we can easily afford it..


Colonial Nations
When a colonial charter is finished, and all possible locations in that province have become yours, you have multiple options for what you want to happen to that charter. If the province is close, and you think you can get decent enough control over it, you may want to just keep the locations as a part of your home country. You also have the option to have the province form a new colonial nation, or have it join an adjacent colonial nation.

Colonial Nations are a subject type that can not be annexed, but has a few advantages, or disadvantages depending on your point of view, in that while they start transferring less gold than a vassal would, they also grant some manpower and sailors, while also giving part of their merchants to their overlord.

To clarify, you can make colonial nations anywhere on the map where you can colonize.

Supporting the Colonies
If you feel that your charters or colonial nations are not growing enough, there are two tools you can use in the cabinet. Both of these become available from advances in the Age of Discovery

With ‘Supporting a Colonial Charter’ you will move pops from a province you decide upon and to the colonial charter you decided. The amount of pops getting moved depends on your current colonial migration capacities, so when you use it you can about double the migration to a specific

With the ‘Supporting Colonies’ you can move 100 pops every month from a selected province to a target province in a colonial nation subject. This can be useful when you want to boost a colony and you have overpopulated provinces at home, or when you think your country would be in a better situation if you could expel some minorities.

Restrictions on Colonization
There are several ways which can block other nations from colonizing certain places, including diplomatic treaties. At the start of the game, Norrland, Finland, Karelia and Kola are under the claims of Sweden and Novgorod who have divided the area between them.

We also have the situation ‘Treaty of Tordesillas’ where the New World will be split among two Catholic powers, causing lots of interesting dynamics.


Next week we will be back to talk about the difference between countries, and why owning locations is not all there is to life…

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And what is this teaser for next week about?
 
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Sé que es pronto para preguntar esto, pero ¿Project Caesar también incluirá la música de su predecesor, tal como lo hizo Victory 3 al agregarla en un paquete?
 
Great DD.
However I'm not a fan of country rank being "kingdom", etc. like in EU4 instead of "minor power", "regional power"... like in Imperator.
In imperator it fits all government groups, while in EU4 a republic can be a "kingdom" rank country... which sounds a bit weird.
 
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What about Irish colonists in USA? Italians in Argentina. All of the American Great Plains are Germans.
I think his answer is wrong. Either that, or the TT is. I think he misunderstood the question, because the TT makes it clear that the first action boosts pop growth in a charter (where locations won't flip until you get the cultural and religious majority matching your own), while the second sends 100 pops to already established colonial subjects. But since according to the TT you can only create a colonial subject when all locations in the charter flip to you, it's clear that it's an action which can be undertaken only after you have finished colonization. Not to mention the actual sentence following the description of the second mechanic is this:
This can be useful when you want to boost a colony and you have overpopulated provinces at home, or when you think your country would be in a better situation if you could expel some minorities.
 
2. There are ways of getting 'soft control' over a location and its resources without directly owning it (which is kind of what happened historically with the misiones and presidios in some of the most remote Spanish holdings in America). More about this the next week.
But it was under Spanish authority tho. Why it should not be owned? How it will represent wars over those areas? Like when uk took Netherlands American colonies (where only New Amsterdam had more that a 1000 people). Santa Fe de Nuevo México had almost no people, yet the result of the war was a change of ownership.
 
As usual I love everything, it sounds amazing.

But - with the possible bordergore with different countries being able to colonize the same province - will there be an option to solve it peacefully by trading locations?

Is there a way to decrease other countries' PPs?

Cold weather should help a lot.

Love it! Switching to population mechanic opened so many great options.

And imagine there were people who were absolutely opposing it when it was announced for the first time.

Expelling minorities solves the problems relating to minorities being in your homeland by moving those problems to your colonies. Out of sight, out of mind.

Is there a mechanic allowing for faster assimilation/convertion when there's smaller community in a given location? In history there were examples of resettling minorities and spreading them so that their link to other families/communities was broken which resulted in faster assimilation.
 
You can't specifically choose to send religious minority pops, and the system is biased towards sending pops from true faith majority home locations. It would be a waste of time anyway as you need pops to be of your culture and religion for a colony to flip in your favour.
Is there a reason for this? Weren’t religious minorities the majority of English colonies? Perhaps this could be gated behind some “expel minorities” tech or something?
 
You can't specifically choose to send religious minority pops, and the system is biased towards sending pops from true faith majority home locations. It would be a waste of time anyway as you need pops to be of your culture and religion for a colony to flip in your favour.
Can you please change this? The northeastern United States is famous for being colonized by non-Anglican religious minorities. In Boston, for example, there was no Anglican Church until 1686. This should be at the very least possible.
 
Will the colonial nations colonize by themselves? Is there a way to control their borders at all, such as stopping them from expanding or taking land from one to give to another? Looking great by the way
 
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I must say I'm not really a fan of colonies providing manpower and sailors to the overlord returning in Project Caesar. It was gamey in EU4 and is plain unrealistic. How can a pop essentially lost to my country contribute to a war effort from the other side of the world?

That's a colony taking part in a war right on its doorstep. How many of those 60K French or 2M British settlers took part in the European conflicts of the wider 7 years war? While I won't go as far as saying that possibly none, they certainly didn't in numbers which would make a difference to the war effort.. What I object to is the inflation of manpower and sailor pools already present in EU4, the stuff that makes Spain have 300k manpower in 1550 because they colonized a few places.

So the colony with the biggest primary culture population is the 13 colonies. And the biggest non colonial war, as in a war that's not right on their doorstep, that England fought was the English Civil War. And what do you know, the colonies were very involved with that war. Like a sixth of New England's men went off to old England to fight for Parliament, while Virginia stayed loyal to the crown, although they sent far fewer men back to England due to being rather occupied fighting the Powhatan.
 
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Just stop the colonial charter once you have your single location outpost flipped.
"When a colonial charter is finished, and all possible locations in that province have become yours, you have multiple options for what you want to happen to that charter."

So do you get the option to create a colonial nation when you stop the colonial charter?
What is the status of flipped locations before you get the options?

Will you get these options after conquest?, if so, what are the requirements?; can I create a colonial nation in the Baltics as Sweden?
 
Since you're showing off northern Fennoscandia at the end there, I'd once again like to campaign for splitting the Sámi cultures, at least into Southern, Northern, and Eastern (ideally more...), as well as adding the Elfdalians, whose language most probably had diverged from Swedish in 1337.
 
Yes, though it will be harder to become a continental power in the new world than say Castile or England because their limited access to pops in their home locations could be a major limiting factor.
There where a lot of German colonists from the Rhine area (because of its location as a Dutch Hinterland) migrating to Dutch colonies like South-Africa and Indonesia.

Also French Hugonots and Jews (because of relative religious freedom) where living in Dutch Colonies and non-dutch people working for the Dutch East India Company.

The Dutch also migrated people from India to Suriname.

Will there be events for the Dutch to attract colonists from non-dutch lands?
 
This has the implication that at the start of the game, Yuán could in theory start colonizing Europe, if it only had been closer and discovered.
China knew about Europe and was even in diplomatic contact directly in the 1300s. They sent an Emissary to the Pope that presented many rulers along the way with gifts in order to show their good will, such as the Fonthill Vase.
 
So... in this area, Nirway , sweden and Novgorod have some kind of agreed borders or is it a free for all for who can colonize it first?

and i guess there are some way to intervene in that for agressive teutons /Riga?
 
Two questions

1. If you are playing as a tag being colonized, is there a way for you to fight back. Like hypothetically, if yuan started colonizing France, could the French do anything to stop it? Or do you just have to accept the colonization.

2. Do the colonist only come from the lands that you own? Lots of colonists came from all over europe, such as German immigrants in the USA or Swiss in Uruguay.
 
Delighted to see tweaks to Scandinavia and Norway in particular already with the map at the end showing much more impassable terrain than shown in the Scandinavian tinto maps. (Plus much more)

Amazed by how Paradox takes feedback and how quickly they implement it into «Project Caesar».