• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 

Attachments

  • development.png
    development.png
    387,2 KB · Views: 0
Last edited:
  • 144Love
  • 138Like
  • 7
  • 5
  • 4
Reactions:
Am I understanding roads correctly in that they work like in imperator rome where you build the roads between two locations. So if a location connects to 3 other locations you can build 3 roads connections in that location?
 
  • 2
  • 1Like
Reactions:
@Johan Can you destroy roads in the game? I know it doesn't make sense since roads are generally good but in Imperator Rome the A.I. always built roads in places that made no sense ruining the look of the road network I made, evem if it's just for a "good look" factor I'd like to have the ability to dismantle roads somehow
 
  • 1Like
Reactions:
View attachment 1189197

I'm guessing this is either the development or prosperity map? Having development follow country borders almost 1:1 seems like a weird balancing choice. Looking at China, and seeing places which have been impoverished for centuries and (SEVERELY) underdeveloped for most of their history having a higher value than the majority of places in Europe seems like a major oversight. The Yunnan-Guizhou plateau, and not to even mention the Gobi Desert, shouldn't have higher development values than the plains of France.

Are there plans to make development, within the confines of a nation, be more partial to local conditions as opposed to national conditions? It'd make sense for larger empires to have a dichotomy between what's considered the (urbanized) core and the (rural) periphery. A location's potential shouldn't be primarily tied to a nation's government or ideas. Going merely by this map, I'm foreseeing some issues, let's give some examples:


- Spain owning the Low Countries shouldn't hamper its urbanization and developments in trade.
- Afghanistan conquering down to the Indus Valley shouldn't suddenly make the people living there lose their agricultural productivity
- Ming owning all of Manchuria shouldn't suddenly have it turn into a bread basket by the graces of the Mandate of Heaven
I was also looking at Yunnan on this map! I was a bit struck by it, I didn't want to say anything and seem ignorant if it turns out there's a lot of detailed info for this period showing it was developed, but to my knowledge I thought Yunnan and the southwest in general was essentially jungled frontiers until the Qing dynasty. It's the whole reason things like Tusi existed, far better to just let the locals sort their own affairs rather than trying to order it all. Pretty sure bits of the far south should also be less developed(part of the reason Vietnam was able to successfully defend against chinese invasions was because armies marching to it were going from a very underdeveloped region of china against the relatively highly developed core of Vietnam. Guanzhong also seems a bit highly developed, to my knowledge this region had essentially been in steady decline since the end of the Tang.
 
  • 7Like
Reactions:
privilege.png

This privilege when granted to the Burghers will help your privateers be more cost effective…
Huh, are we back to estate "privileges" mainly just being a set of selectable bonuses, like in eu4? From the original Estates dev diary I got the impression that privileges really mainly benefited the estates themselves, but you may feel forced to grant them to get their support.

For reference:
# estate privileges
Estate Privileges then? You may feel forced to grant privileges to estates to be able to tax them more, and you may be forced to grant privileges to get their support in parliament. All privileges impact the power of their estate, and many also increase their satisfaction equilibrium. They all have some impact on gameplay fitting the privilege, and often they also impact a societal value of their country.

fmFONeiCiTYVPVVKLr3mV8LxsRBW4VjWQN0JAuGUKG7CBTOSDXah48Os_Iv-jBZwHEatySoLTvPwr0J-XphLB-2xRNp1i5XrNaQyhDgTZ0IRhpXBMU_nJ5G8z5urGGJ9JHPkRXF4kusffvpmCxVgKsw

WiP ui, temporary graphics and no icons etc.

There are many different privileges, and many unique ones depending on where and what type of country you play.
Is this a change in direction?
 
  • 1Like
Reactions:
Being able to build roads in friendly countries seems absolutely bizarre.

You are not building them in the friendly countries, you are connecting to them.
 
  • 73Like
  • 14
  • 11
  • 1
Reactions:
they slowly dissapear

they don't exist on the map really.
If privateers aren't represented outside of calculation, and only seem to cost manpower and funding, what's stopping an uninvolved country from privateering a market? Are the "effectiveness" of privateers affected by one's maritime presence? What effect do privateers have on maritime presence as a whole?
 
  • 1Like
Reactions:
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.

View attachment 1189194
‘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.

View attachment 1189129
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.

View attachment 1189128
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.

View attachment 1189127
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.


View attachment 1189126
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.

View attachment 1189125
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.
Will there be a counter of civilian losses in a war?
 
  • 4Like
Reactions:
What steps have you taken to prevent nation ruining behavior by just sitting on province to raise devastation indefinitely?

Is there any reason to build roads on single isolated locations like islands that have no land connection?

Can you build roads through passageway locations like in the Sahara?
 
  • 3Like
Reactions:
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.
I understood it that you could build right up to their border thereby allowing you to connect with their road network when availiable in that location. Could be wrong though.
 
  • 5Like
Reactions:
In theory it could be added, but removing roads is rather time consuming in real life.
Maybe it could be made in the same way they are built with the cost depending on the terrain type and taking a bit more time than building them, although it should only be possible in your own country and maybe vassals
 
  • 43Like
  • 1
Reactions:
If one location has build road and shares border with two other location who also have road in them... will we se road splitting ?

you don't build a road in a location. you build between two locations
 
  • 55Like
  • 20
  • 2
Reactions:
About roads (as any other infraestructure) there should be some kind of maintenance system. One of the explanations for the Roman Empire decline were the deteriorating of roman infraestuctures and the incapacity of the roman state to solve it.
 
  • 8Like
Reactions: