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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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Are there any pre-set pirate covens like the Caribbean and Socotra, or do they all have to be built by peasant AI?
 
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What an interesting new development of the new game
I can already see the path to this being one of the best Paradox games
Hopefully this game won't turn out to be devastating

It will bring new prosperity if we do not get piracy? :p
 
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I don't like how occupation creates monthly devastation.

I would rather like to see the initial occupation create a lump sum devastation, along with battles, and ticking devastation be only when there's a pillaging army of siege in a province.

Occupations should prevent prosperity, but I don't understand why they'd cause devastation unless the occupier is being brutal. Like if you're occupying a province of your own culture, for example, I don't understand why that would cause ticking devastation.
 
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On this topic, can we have the option of 'removing' built roads if we wish to? I always hated in Imperator conquering a new land and discover that the AI built random road paths all over the place, all ugly and disorganised.

"Empire-gardening" is part of the fun of these games, too, ya know? :oops:

In theory it could be added, but removing roads is rather time consuming in real life.
 
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View attachment 1189188

On this topic, can we have the option of 'removing' built roads if we wish to? I always hated in Imperator conquering a new land and discover that the AI build random road paths all over the place, all ugly and disorganised.

"Empire-gardening" is part of the fun of these games, too, ya know? :oops:
If there are three tiers of roads, wouldn't it be swell if they "evolved" visually in terms of organization? So the tier 1s would essentially be scatter-terrain you (or the AI in this case) could build anywhere and it wouldn't look out of place. Whereas the tier 3s would be something you build with purpose, and if it comes late enough you'd never have to deal with the AI messing up your garden so to speak.
 
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Could peasants also build hideouts in locations with low control and it could create bandits and even supply nearby rebels?
 
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How viable strategy would it be to constantly wage wars on your borders not for conquest, but to harass your enemies? I’m imagining quite an interesting playstyle for hordes and other militarily inclined nations…
 
So with the devastation, it could be possible to turn metropolies into small towns? Sort of like how Rome used to have millions of people and then turned to couple thousands people living in it?

well yes.. not very nice though.
 
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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.

Will there be pirate nations that can spawn as a result of that?
 
"Pirates also have a chance to spawn from locations with pirate covens."

Looking forward peasants summoning sea witches to attack the English!!
tiadalma3.jpg
 
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Just to make sure I understand this correctly, does piracy work similar to how it is in Stellaris? That the more trade you have going through an area, the higher the piracy, and at some point annoying stuff happens there and you need to manually send ships to go after that?

Because if yes, then please, reconsider the approach. Stellaris' piracy is just too micro-heavy.

Let us automate it similar to HoI4, where you can create a naval taskforce, select a few sea regions, set them to a task, and then everything is done automatically with no further input required.
 
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For next week I really hope there is no 'fabricate claim' button ala CK3 or EU4. It's the most dull part about that game. Casus belli should be hard to get, and result as trade-offs from other actions, not just waiting for a short timer to fill up.

If I want to get a casus belli that is going to give me a big advantage, there should be a diplomatic or other sacrifice I have to make elsewhere. Or from the mistakes or the trade-offs from other nations.

Rare casus belli also make them more exciting. It will make random events more meaningful.
 
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