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Tinto Talks #26 - 21st of August 2024

Welcome everyone to the 26th Tinto Talks, the Happy Wednesday where we tell you interesting information about our super top-secret game with the code name of Project Caesar.

Previously in Grand Strategy Games, playable entities, or countries as we usually refer to them, always required you to own land, and their existence was based upon owning land. You annexed and eliminated a country by taking all their land. Now during the four years since we created the first iterations of this system, things have changed, and you will soon have landless playable characters in Crusader Kings III.

Anyway, in Project Caesar we currently have four categories of playable countries.

country_type.png

This tooltip may make it 100% clear?


We have been talking about making a navy based country type, and it would be fairly easy to do, but we haven't really found any country that fits that category.

Settled Countries
These are countries that are based on owning locations. These function the same as you would expect a country to work in a GSG, these countries own land, they build buildings, have cores, raise armies, etc.

Army Based Countries
This type of country is very similar to the location based countries with a few differences. While they can still do everything that a location based country does, they also have one strong advantage and a strong disadvantage in comparison.

The advantage is the fact that as long as they have an army, then the country will still continue to exist, which we use to simulate REDACTED amongst other things.

The disadvantage, depending on your point of view, is that if the country does not have an army at all, it can shatter into multiple pieces.

Many of the Steppe Hordes at the start of the game are ‘ABC’, which fits nicely into their other mechanics. Yes, I do like the acronym ABC for “Army Based Countries”

Extraterritorial Counties
These are countries that are based around the buildings they own. They can’t own land directly, but can have subjects that own land. Their buildings often have pops directly linked to the building, and those pops are also tied to the country.

One risk with them is that they need to keep positive relationships with the places they have buildings in, or they may not be able to survive.

map.png

Various banks, holy orders and Hanseatic League holdings in 1337..

There are many types of playable entities that we simulate with these systems, and here are a few of them..

Banking Countries
There are a few of these countries in Europe at the start of the Game, with Peruzzi and Bardi, and later on you get Fuggers and more. They have main offices in certain cities and have the possibility to build more branches around the world.

Other countries can request loans from them, and they also have the diplomatic ability to take over any estate loan that a country has, and force that country to pay interest to them instead. They also have far lower interest rates on their estate loans, so they can easily become rich from other countries' debts.


banking_advance.png

This is an advance only available for banking countries.


Trade Companies
During the Age of the Reformation you can set up Trade Companies in overseas places, which will be a good subject to get trade going to benefit their overlord. We will go into more detail about these in a later Tinto Talks.

Hanseatic League
This is represented by a building based country which has a few subjects that are normal land owning countries. This is a playable country from the start, and one that is really fun if you want to focus on a purely trading game.

hansa.png

Maybe the trade monopolies estate privilege is less than good for us..

We also have Holy Orders, as a building based type of country, and while I can’t go into details about it at this point, at the start of the game, the Daimyos of Japan are using the building based country mechanic..

Society of Pops
This is one of the most challenging types of countries in the game, as most of the mechanics are not available to them. They own no land, but instead are entirely based upon the pops associated with them. As they own no land, they do not interact with RGO’s nor can build most buildings. Almost all of them start without advances for taxation, codifying laws or constructing cities.

A lot of the world has different societies of pops, where larger groups of people live but are on the fringe of more organized and advanced states. In the New World there are a mixture of settled countries and society of pops.

These types of countries can migrate their pops from one province to another over time, and they can also force the allegiance of pops to change to them through warfare with another society.

The borders between different societies and even settled countries are extremely fluid, and they can be in the same location as either of them.

They can raise levies directly from their pops, and their armies can live off the land anywhere, gathering some small amount of food from any type of land. Their armies can always force any pop of their culture and religion to swear allegiance to their society.

Amongst the ways they can stop being colonized is forcing colonizers to the peace table, forcing them to cancel their colonial charters.

A settled country can in a war force a Society of Pops to abandon pops that they own, and if they no longer “own” any pops, that society will no longer be an existing country.

A society of pops can attempt to settle if they achieve certain advances, after which they will take control over all locations where they have pops and are the dominant culture and religion, and then become a Settled Country.

Currently though, the gameplay experience is not where we want it, and unless that is improved by beta, they are very likely to be AI only at release.

kvenland.png

Here the Kven People have settled…

And to clarify, Society of Peoples and Army Based Countries have ways to become Settled Countries through mechanics, but there are no other normal ways of changing Country Types, except through special events.

Stay tuned, as next week we go into detail about buildings you can build outside your own country.
 

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This is a very interesting iteration of country system!
Can ABC's also become settled like Society of Pops?
Also, is there a possibility for countries to small to be one location minors (like Monaco, San Marino), to be instead represented by "Extraterritorial Counties"?
Oooo, that is a pretty elegant fix for the San Marino problem.
 
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I’d not call the states that created the biggest empires on earth as being similar so minor tribes with a few thousand people who are close to stone age tech.
Hm. But how much of that is just a result of the way history played out? How differently would groups like the Mongol tribes pre-Temujin (even though that’s before 1337, I know) be represented from the Sioux after their adoption of horses?
 
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No, you force them to become loyal to you.
I don’t want there to be a “genocide button” like in EU4, exactly, but it does seem like this neglects the historical realities of much of the colonization of North America. Is the possibility of more nuanced options on the table?
 
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I think just ditch stateless societies and focus on the main game. It's a nice idea, but just save it for some DLC down the road. This sounds like one of those "we've iterated on this for weeks but I think we can make it work" situations that just eats 2-3 months of development for nothing.
 
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By the way - can someone explain why daimyōs make more sense as building-based countries rather than actual feudals?
 
I think navy based countries should definitively be implemented at day one, although I was wondering how they would work as you would necessarly need at least one port to resupply at, so I was thinking that extraterritorial countries would better rappresent something similar with unique pirate port buildings, but actually what you would need as a hypothetical pirate fleet is just a friendly/neatrual port to resupply at. So, as long as you don't piss of some people, you could definitively have entirely navy based countries, as long as they can resupply.

Aside from historical occurances of this (such as the chinese pirate king and queen of the south China sea and the pirates around the med/carabbean), I think it would also be cool to use this system to reppresent privateers, as they would become subjects of the country they plead allegiance to in return for protection (and maybe even exploration? although I'm sure you guys already have a system for that, I was think of Francis Drake). This would allow them to have independent diplomacy (somewhat), so there's always the possibility of buying them out or them betraying you (they are pirates afterall).

It would also allow for small location based costal countries to choose to become pirate heavens by not banning any pirate fleet, and in return those pirates keep resuppling at the local port, boosting its economy.
It could even work to simulate a hypothetical pirate confederation unique event, where various pirate fleets come together and form a OLM (ULM?) on a costal location with a port to work as a pirate confederacy. Member fleets would become subjects and would always have a safe port to run to, in return, if the confederacy is attacked, they can band together and repel any fleet that tries to invade their island.

And of course it would definitively be used by various mods (just think of the trading fleet of Haless in Anbennar).
 
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Welcome everyone to the 26th Tinto Talks, the Happy Wednesday where we tell you interesting information about our super top-secret game with the code name of Project Caesar.

Previously in Grand Strategy Games, playable entities, or countries as we usually refer to them, always required you to own land, and their existence was based upon owning land. You annexed and eliminated a country by taking all their land. Now during the four years since we created the first iterations of this system, things have changed, and you will soon have landless playable characters in Crusader Kings III.

Anyway, in Project Caesar we currently have four categories of playable countries.

View attachment 1177031
This tooltip may make it 100% clear?


We have been talking about making a navy based country type, and it would be fairly easy to do, but we haven't really found any country that fits that category.

Settled Countries
These are countries that are based on owning locations. These function the same as you would expect a country to work in a GSG, these countries own land, they build buildings, have cores, raise armies, etc.

Army Based Countries
This type of country is very similar to the location based countries with a few differences. While they can still do everything that a location based country does, they also have one strong advantage and a strong disadvantage in comparison.

The advantage is the fact that as long as they have an army, then the country will still continue to exist, which we use to simulate REDACTED amongst other things.

The disadvantage, depending on your point of view, is that if the country does not have an army at all, it can shatter into multiple pieces.

Many of the Steppe Hordes at the start of the game are ‘ABC’, which fits nicely into their other mechanics. Yes, I do like the acronym ABC for “Army Based Countries”

Extraterritorial Counties
These are countries that are based around the buildings they own. They can’t own land directly, but can have subjects that own land. Their buildings often have pops directly linked to the building, and those pops are also tied to the country.

One risk with them is that they need to keep positive relationships with the places they have buildings in, or they may not be able to survive.

View attachment 1177033
Various banks, holy orders and Hanseatic League holdings in 1337..

There are many types of playable entities that we simulate with these systems, and here are a few of them..

Banking Countries
There are a few of these countries in Europe at the start of the Game, with Peruzzi and Bardi, and later on you get Fuggers and more. They have main offices in certain cities and have the possibility to build more branches around the world.

Other countries can request loans from them, and they also have the diplomatic ability to take over any estate loan that a country has, and force that country to pay interest to them instead. They also have far lower interest rates on their estate loans, so they can easily become rich from other countries' debts.


View attachment 1177034
This is an advance only available for banking countries.


Trade Companies
During the Age of the Reformation you can set up Trade Companies in overseas places, which will be a good subject to get trade going to benefit their overlord. We will go into more detail about these in a later Tinto Talks.

Hanseatic League
This is represented by a building based country which has a few subjects that are normal land owning countries. This is a playable country from the start, and one that is really fun if you want to focus on a purely trading game.

View attachment 1177035
Maybe the trade monopolies estate privilege is less than good for us..

We also have Holy Orders, as a building based type of country, and while I can’t go into details about it at this point, at the start of the game, the Daimyos of Japan are using the building based country mechanic..

Society of Pops
This is one of the most challenging types of countries in the game, as most of the mechanics are not available to them. They own no land, but instead are entirely based upon the pops associated with them. As they own no land, they do not interact with RGO’s nor can build most buildings. Almost all of them start without advances for taxation, codifying laws or constructing cities.

A lot of the world has different societies of pops, where larger groups of people live but are on the fringe of more organized and advanced states. In the New World there are a mixture of settled countries and society of pops.

These types of countries can migrate their pops from one province to another over time, and they can also force the allegiance of pops to change to them through warfare with another society.

The borders between different societies and even settled countries are extremely fluid, and they can be in the same location as either of them.

They can raise levies directly from their pops, and their armies can live off the land anywhere, gathering some small amount of food from any type of land. Their armies can always force any pop of their culture and religion to swear allegiance to their society.

Amongst the ways they can stop being colonized is forcing colonizers to the peace table, forcing them to cancel their colonial charters.

A settled country can in a war force a Society of Pops to abandon pops that they own, and if they no longer “own” any pops, that society will no longer be an existing country.

A society of pops can attempt to settle if they achieve certain advances, after which they will take control over all locations where they have pops and are the dominant culture and religion, and then become a Settled Country.

Currently though, the gameplay experience is not where we want it, and unless that is improved by beta, they are very likely to be AI only at release.

View attachment 1177036
Here the Kven People have settled…

And to clarify, Society of Peoples and Army Based Countries have ways to become Settled Countries through mechanics, but there are no other normal ways of changing Country Types, except through special events.

Stay tuned, as next week we go into detail about buildings you can build outside your own country.
would norway with its unique leidang levy system and venice with their whole naval thingy be considered naval based countries or are they too settled for it?
 
It sounds absolutely crazy. I am extremely hyped and enthusiastic, ecstatic to say the least about playing a Banking Country. Johan what a magnificent demonstration of outside-the-box thinking are you cooking, you splendid Swedish man.
 
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Can a banking nation influence a republics or elective Monarch election? Install a puppet in a way. oligarchies do exist and we all know politicians can be bought.
 
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Where do you see the cutoff between society of pops and some international orgs? For example, how would you see a secret society like the Carbonari modelled, more as a society of pops or an IO? I feel like society of pops was created to help model some native and tribal societies, but it reads like it could as well model some other organisations too.
 
Can extraterritorial countries (for example banks) influence politics in other countries or even become rulers (being voted in republics or with the dynastic game)?
 
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This tooltip may make it 100% clear?
The wording "defined by the locations they own" makes it sound like they need specific locations to exist, which I would assume is not the case. Unless France needs to hold for example Paris to exist it really should be reworded.
 
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This is really interesting. How does the Holy Roman Empire relate to this system? I can see it being a building-based 'country', maybe? With a PU to whoever is the current Emperor, obviously...

Supplementary question: will it be possible to form ABCs (I, too, love that acronym!), building-based countries (BBCs?) and/or navy-based countries (NBCs?) in game? And switch to playing them?
 
Maybe the countries should be able to create navy based Extraterritorial cuntries like the corsairs in later ages. Or (army) Navy based countries like pirates could appear as event when there is a low control over an area and a lot of goods going thru.

How will the order like Calatrava become part of the crown and the state? As the Kings became the order masters from 1487

Will the orders provide additional control / religious conversion over areas in the name of the crown in exchange of getting goods/taxes from those areas?

Can you have a stateless society or these new country types as vassal/subject?

Does the rebels spawn as a new stateless-society or army based country?
 
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I have some questions about the Society of Pops and their migrations. I am specifically considering the colonisation of the Eastern US.
1) SoPs can exist within settled countries as I understand, which I really like, but is there some debuff or restrictions to it such as having less access to food that would encourage them to migrate elsewhere? Or increasingly causing tension with the settled people due to competition for land (especially SoPs practicing agriculture)?
2) Can the colonial power force the SoP to migrate out of their territory (or even further away if they live at the border for example) in a peace deal?