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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.

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‘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.

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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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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.

I really like that. Such a simple and elegant solution, good use of mechanics introduced for other reasons.
 
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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.
Johan previously explained development as more like local infrastructure-- wells, local roads, housing, etc, stuff that didn't really make sense to be player micromanaged because realistically everywhere would have some level of it. Not passing judgement either way on whether it's good for the game, but that explanation makes a lot more sense to me than 'cultivation'.
 
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but you can have your cabinet working on improving development in an entire province at once.

Is there an 'all' missing here? Should this say: 'you can have all your cabinet working on improving development in an entire province at once?'
 
but you can have your cabinet working on improving development in an entire province at once.

Is there an 'all' missing here? Should this say: 'you can have all your cabinet working on improving development in an entire province at once?'
No: the cabinet action for increasing development works on a province level. Certainly wouldn't need all your cabinet working on it; just one member is fine.
 
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Could peasants also build hideouts in locations with low control and it could create bandits and even supply nearby rebels?

they already send money to rebels.
 
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Are these modifiers the same for all climate/vegetation/topography types? Or will these effects be different depending on the location? Also, are there devastation caps dependent on a location's overall development? Devastation in urbanized locations which are reliant on food imports should probably play out a lot different than in Steppe territory. The overall availability of plunder should invite greater degrees of looting. Sieging down some poor and secluded mountain valley, where the average village has only a handful of cattle, probably shouldn't have the devastation tick down in the same amount as the nation's breadbasket that's littered with prosperous cities that are ripe for the taking.

Shouldn't devastation also have an influence on market access? Sieging down empires, whether you're Timurid or not, probably should have some effect on the extend of markets and cause some fragmentation. Devastation, causing places to become more decentralized and less reliant on government authority. Also, why doesn't devastation influence your grasp on the area? If I allow my hinterlands to be devastated and constantly on the receiving end of my imperial efforts, then the people should probably feel less attachment to my overlordship.
 
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You mentioned in a previous tinto talks that it is possible to have navy based tags, but you didn't know what you could do with it. Will it be possible for us to have playble pirate nations, or even ai tags, using this system?
 
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you don't build a road in a location. you build between two locations
But say you build a road from the north of france to marseille in the south of france, other locations along that road will be able to use it right? and if you were to later build a road from the north of france to italy, it would be able to use part of the already build road reducing in decreased building costs?
 
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maybe a mechanic: if devastation is at 100% for 10 years in a location its roads get removed (do to lack of care)

roads are not in a location, but on the connection between two locations
 
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You brought out situations again, and I am kinda curious, what is the longest situation in the game or that you guys are still planning on adding? And are there situations that can stretch out for way too long for one reason or another?

hard to say atm
 
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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.
Yeah I think I agree with this. The effects of occupation on its own can probably be simulated by low control.
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.
Not sure about this on the other hand. A civil war for example should be a major source of devastation even though the combatants would be fighting in land of their own culture.
 
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you don't build a road in a location. you build between two locations
How does that work when you go to expand the road network? Do they still "function" as a building on the map, or are they strictly based off of the beginning and end points? IE after building the road to Irda, would building a road from Kalmar to Stockholm be cheaper since half of it already "exists"? Or

Also, do locations the road passes through also get the bonuses or do JUST the two endpoints benefit?
 
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Can development also be lowered like prosperity? Also is there some kind of natural cap for development in order to prevent some random islands to become most developed places on the map?
 
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