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Tinto Talks #29 - 18th of September 2024

Welcome everyone to another Tinto Talks, the Happy Wednesday where we inform you about how things will work in our super secret game with the codename Project Caesar.

In today's Tinto Talks we will delve into a few different and not entirely related topics, but they are important for what we need to talk about as they will be referenced a fair bit in future Tinto Talks.

Prosperity & Devastation
In Project Caesar this is a single value in a location ranging from -100% to +100%, where positive is prosperity and negative is devastation.

Prosperity represents how prosperous and resourceful a location is. A prosperous location increases development over time. Prosperity will slowly rise, unless different negative circumstances reduce it. If it goes negative it will cause devastation.

There is no direct way for the player to increase prosperity, but having a peaceful country will have it increase slowly over time.

prosperity.png

‘Market Fairs’ is a nice privilege to give.


Devastation represents how ravaged a location is. It includes burnt-down farms and abandoned villages, and the biggest sources of devastation are blockades and occupation.

It has a rather huge impact on a location over time, reducing how much food and raw materials it produces and the population over time.

If you have high devastation in any location in a province, the Age of Renaissance has an advance that enables a cabinet action, where you can focus on recovering devastation in a province, until it has recovered fully.

Ideally, you do not want any sort of war or conflict happening on your own lands.

devastation.png

Not ideal, let's end this war asap…

Development
One concept that has been in many of our previous GSGs is development. It has been used for various things, but in Project Caesar development represents how cultivated the land is, and how much it is used by the pops living there. The higher the development, the more people can live there, and the more it can be exploited.

As mentioned in earlier Tinto Talks, this is a value that the player mostly only has indirect control over, but you can have your cabinet working on improving development in an entire province at once.

Development helps a fair bit in improving the quality of a location, but all of these values here are still constantly being balanced.

development.png

The Woods probably has some other advantage…


Roads
We have had roads in many of our former games, and this game will also have roads. In Project Caesar this includes one of the most in-depth systems of roads we have ever made. A road is basically a connection between two land locations that reduces the proximity calculations from 40 down to 20. Most settled nations start with the capacity to build gravel roads, but there are three advances in later ages that will introduce new types of roads that can be built. Those roads will reduce proximity further, and increase movement speed for armies.

Now this may sound like it could be a lot of micromanagement if we had used the ways railroads were built in Victoria 2, or how roads were built in Imperator, but we have a few easier ways to build or upgrade road networks.

build_road.png

Here we have Kalmar selected and we are looking at building a road to Idre, which technically is in Norway at the start of the game. You can always build a road INTO the location of any country that has a positive opinion of you, so road networks can and will be connected for trade.
  • The green locations are locations you can afford to build a road from Kalmar to at the moment.
  • Striped locations are locations with a road network.
  • The white-outlined locations are the proposed path for the road between Kalmar and Idre.

Road building is one of the most important and fun parts of the control-growing gameplay loop.


Piracy & Privateers
To clarify here, a privateer is a pirate sponsored by a specific country. The ability to sponsor privateers has several different ways to unlock. First of all, every nation has access to an advance in the Age of Absolutism called Letter of Marque that reduces the cost for privateers while also making them sturdier. There are also unique advances in the Age of Discovery for some countries that allow them to hire privateers, while if you pick the Diplomatic Focus in the Age of Renaissance you have the possibility to recruit privateers that early.

Sponsoring a Privateer can be done in an area, and cost about 250 sailors per privateer, and 10 sailors each month they are active. A pirate/privateer in an area, depending on its current strength, can reduce the maritime presence of all non-friendly countries in all sea zones in that area. This hurts relations and will give them a way to get a casus belli on you though.


So how do you fight privateers? Well, you have a fleet of ships in any location in that sea area, and they will actively reduce the capacity of those pirates. Galleys are a bit better than heavy ships at hunting pirates, but light ships are by far the best at dealing with pirates, where a single light ship is about ten times as effective as a heavy ship at the start of the game.


privateers.png

You need sailors for your privateers, or they disappear..

There is a situation in the later half of the 16th century where piracy will start to grow in certain areas of the map. Pirates also have a chance to spawn from locations with pirate covens. These are buildings that peasants will build in coastal locations where control is very low.

privilege.png

This privilege when granted to the Burghers will help your privateers be more cost effective…




Stay tuned, as next week we will focus on Conquest, Integration and Casus Belli’s.
 

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"One concept that has been in many of our previous GSGs is development. It has been used for various things, but in Project Caesar development represents how cultivated the land is, and how much it is used by the pops living there. The higher the development, the more people can live there, and the more it can be exploited."

Does development mainly influence rural industries then? Or does it have any impact on urban industries? Like is it always better to focus development on large rural locations rather than small urban ones?
 
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So can "vikings" spawn if I neglect to build roads as Sweden? AKA are pirates something dynamic that can spawn anywhere?
 
so if I understood correctly from your screenshot about devastation does dev change by -1.81% each month and prosperity to recover by +0.5% each month? Or does it mean something else?
 
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In EU4 privateering can be pretty strong if you throw your entire navy into a trade node. It can be pretty hard for players to counter this. How will PC change this?
 
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That first picture is the wrong one?
 
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Always love building roads in Imperator. :)

Will roads be a Requirement for Armies to bring along Cannons?
I beliefe a swamp or mountain location without road could be quite the barrier for a Army moving Heavy Cannons and Supply Carts.
 
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Devastation shouldn't increase just because a province is occupied, no? It should be more a factor of armies being stationed there, access to market goods being potentially cut off by the occupation, battles being fought there, etc.
 
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What influences the cost of a road in a location? How long does it take to build them? Do they also require goods for building and maintaining them like regular buildings do?
 
Very juicy TT!
What happens, when the sponsor of privateers goes bankrupt or stops existing? Do they become regular pirates?
Also, are privateers/pirates units on the map (sea), or they are more close in concept to modifier?
 
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I'm starting to think my first game will be a peaceful, tall nation. I'm not going to let armies wreck my economy, prosperity, buildings, pops, etc. Fuck war and blobbing.
 
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while I do love how roads are proposed here, can we still manually set in which locations to build roads?

Also, does road cost depend on the type of terrain we build it? (or will some of the roads we will unlock as advances)

Lastly, can we destroy roads if want to do a scorched earth strategy?

Lastly, can some roads being already existing at the starting date? (especially in places like Italy, Spain, France, Greece, Middle East)
 
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Doesnt road require any resources to build and maintain? (in ss, it is only money)

Like a 0.01 stone maintanance for gravel road
 
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Being able to build roads in friendly countries seems absolutely bizarre.
Roads in general I'm a bit iffy on, I'm sure they can be important but I hope that overseas/river based trade is still vastly superior, because it was. Just in sheer armount of product that can be moved it's incomparable. I just hope it doesn't make things too easy for control purposes.
Development seems a bit abstract. "How cultivated the land is". Shouldn't that just be represented by how many levels of farms I have in the province? I can see the value in setting a cap that you can expand, but still IDK.
 
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