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Tinto Talks #32 - 9th of October 2024

Welcome to another Tinto Talks , the Happy Wednesday, where we talk about our upcoming, unannounced, supercalifragilisticexpialidocious game with the codename Project Caesar.

Today we will talk about what happens when some of the pops in your country are not entirely convinced of its greatness.

Rebel Factions

There are five different categories that a rebel faction can belong to.
  • Nationalist, for all independence movements.
  • Pretender, for when they want another ruler.
  • Slave, for when they want to be free.
  • Religious, if a different religious group they want independence, else they want to convert the country
  • Estate, for when they are really unhappy and want their society to change.

patriots.png

A fair number of pops, and 12 locations, this could be a challenge..

Pops and Rebel Factions
Now let's go back to Tinto Talks #17, where we first mentioned that Pops have satisfaction, and when that is low enough a pop will join a rebel faction. The levels at which a pop joins or leaves a faction have some different factors, but the way to keep a pop from joining a rebel is to make sure they are satisfied with life.

Now, let's take a look at some Sardinian peasants in Cagliari, which has recently been conquered by Aragon, just before the start of the game.

sardinians.png

For some reason people tend to be a bit upset when conquered.

Sadly we can not make the commoners estate more happy in Aragon, as they are already at 100% satisfaction, so the +25% bonus is the maximum we can get. Otherwise to make the estates happy you can always reduce taxes or grant them more privileges.

One obvious solution here is to make them integrated which would reduce the conquered penalty of 50% to 10%, however that will take about 25 years, which may not be quick enough to avoid an uprising. If we build a castle we could add another 10% of satisfaction, and we could also station an army there to keep the peasants in line.

As they lack access to wine and legumes, and currently trade in a muslim market, we could try to deny market access to Al-Jazair, and they would be slightly happier as the wine would be easier to get from an Italian market.

All of this would make the satisfaction positive at least, but we need to get it above 29.74%, which is not feasible right now.

join_reb.png

A stable country has a higher threshold for rebels to join..

Sadly we can not yet use the Pacify Population cabinet action which you can get in the Age of Absolutism which reduces the threshold for joining rebels by 5-10% depending on the competence of your monarch and cabinet.

If we go back to rebel factions again, they have a progress value, where when it reaches 100%, and here the rebels, which will take about 23 years, so the uprising is likely to happen before the integration is done, unless you can weaken their power, or increase control over their territories so they get less money.

rebel_progress.png

Sadly Sardinia is a bit too far away for a road from Barcelona..

So what happens when a rebel faction has progressed to 100% then? Well, one of two things will happen, either there will be a civil war or a revolt. First the rebel faction forms a new country, with a relevant name, and takes ownership of the locations where it has a strong support.

Revolts
If they are a rebel type that wants to be independent, then they will start a revolt, which is almost a war where the defender can re-annex any revolter without further aggressive expansion and can always afford the peace cost.

If the culture of these revolting countries is from a country that exists on the map, they will call in the country they used to be a part of it into the revolt, and if they join, and the war is won, the revolter will become a part of the country that they belonged to in the past.


Civil War
These are started by pretenders, some religious rebels, or estate type rebels. Civil Wars work differently than other wars in that you do not have to negotiate a peace. In Civil War, as soon as you would have taken control of a location from a siege or occupation, the location would immediately flip ownership of that location instead.

This means that Civil Wars are almost always fought to the bitter end, and only one country can survive.


End of a Civil War.
As this system has a few similarities with the Civil War systems of Imperator Rome, we have to alleviate some concerns here. In Project Caesar there is no Game Over if you lose a Civil War, but instead you have the option to continue as the winning side. One thing to consider here is that the winner will have different rulers, maybe a different religion, perhaps a new government type, dramatic changes to societal values, reforms and/or privileges.

After all, if the peasants revolt and win, you will not keep your glorious full serfdom monarchy as it once was.

civil_war_lost.png

You don’t have to continue, you can pick the other option for the game over screen!



Next week we will talk more about Diplomacy, and that will for most of you be something you already are aware of, but it will list quite a few new aspects.
 
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What if we conquer a province full of greek pops from he ottomans and there's no byz shouldn't the pops be happy we conquered them if we are also ortodox? Also if i conquer a province of that countries non accepted culture pops and the sandard of living is higher in my county shouldn't the pops be happier then before? In those situation the counquered penalty should be lowered right?
 
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What happens when a civil war starts in a country that is already at war? Would both sides of the civil war also be at war with the other country?
About revolts, are they hostile against countries at war with the one they are revolting?
 
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What if we conquer a province full of greek pops from he ottomans and there's no byz shouldn't the pops be happy we conquered them if we are also ortodox? Also if i conquer a province of that countries non accepted culture pops and the sandard of living is higher in my county shouldn't the pops be happier then before? In those situation the counquered penalty should be lowered right?
Those details make the location faster to integrate.
 
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Welcome to another Tinto Talks , the Happy Wednesday, where we talk about our upcoming, unannounced, supercalifragilisticexpialidocious game with the codename Project Caesar.

Today we will talk about what happens when some of the pops in your country are not entirely convinced of its greatness.

Rebel Factions

There are five different categories that a rebel faction can belong to.
  • Nationalist, for all independence movements.
  • Pretender, for when they want another ruler.
  • Slave, for when they want to be free.
  • Religious, if a different religious group they want independence, else they want to convert the country
  • Estate, for when they are really unhappy and want their society to change.

View attachment 1199240
A fair number of pops, and 12 locations, this could be a challenge..

Pops and Rebel Factions
Now let's go back to Tinto Talks #17, where we first mentioned that Pops have satisfaction, and when that is low enough a pop will join a rebel faction. The levels at which a pop joins or leaves a faction have some different factors, but the way to keep a pop from joining a rebel is to make sure they are satisfied with life.

Now, let's take a look at some Sardinian peasants in Cagliari, which has recently been conquered by Aragon, just before the start of the game.

View attachment 1199241
For some reason people tend to be a bit upset when conquered.

Sadly we can not make the commoners estate more happy in Aragon, as they are already at 100% satisfaction, so the +25% bonus is the maximum we can get. Otherwise to make the estates happy you can always reduce taxes or grant them more privileges.

One obvious solution here is to make them integrated which would reduce the conquered penalty of 50% to 10%, however that will take about 25 years, which may not be quick enough to avoid an uprising. If we build a castle we could add another 10% of satisfaction, and we could also station an army there to keep the peasants in line.

As they lack access to wine and legumes, and currently trade in a muslim market, we could try to deny market access to Al-Jazair, and they would be slightly happier as the wine would be easier to get from an Italian market.

All of this would make the satisfaction positive at least, but we need to get it above 29.74%, which is not feasible right now.

View attachment 1199242
A stable country has a higher threshold for rebels to join..

Sadly we can not yet use the Pacify Population cabinet action which you can get in the Age of Absolutism which reduces the threshold for joining rebels by 5-10% depending on the competence of your monarch and cabinet.

If we go back to rebel factions again, they have a progress value, where when it reaches 100%, and here the rebels, which will take about 23 years, so the uprising is likely to happen before the integration is done, unless you can weaken their power, or increase control over their territories so they get less money.

View attachment 1199243
Sadly Sardinia is a bit too far away for a road from Barcelona..

So what happens when a rebel faction has progressed to 100% then? Well, one of two things will happen, either there will be a civil war or a revolt. First the rebel faction forms a new country, with a relevant name, and takes ownership of the locations where it has a strong support.

Revolts
If they are a rebel type that wants to be independent, then they will start a revolt, which is almost a war where the defender can re-annex any revolter without further aggressive expansion and can always afford the peace cost.

If the culture of these revolting countries is from a country that exists on the map, they will call in the country they used to be a part of it into the revolt, and if they join, and the war is won, the revolter will become a part of the country that they belonged to in the past.


Civil War
These are started by pretenders, some religious rebels, or estate type rebels. Civil Wars work differently than other wars in that you do not have to negotiate a peace. In Civil War, as soon as you would have taken control of a location from a siege or occupation, the location would immediately flip ownership of that location instead.

This means that Civil Wars are almost always fought to the bitter end, and only one country can survive.


End of a Civil War.
As this system has a few similarities with the Civil War systems of Imperator Rome, we have to alleviate some concerns here. In Project Caesar there is no Game Over if you lose a Civil War, but instead you have the option to continue as the winning side. One thing to consider here is that the winner will have different rulers, maybe a different religion, perhaps a new government type, dramatic changes to societal values, reforms and/or privileges.

After all, if the peasants revolt and win, you will not keep your glorious full serfdom monarchy as it once was.

View attachment 1199244
You don’t have to continue, you can pick the other option for the game over screen!



Next week we will talk more about Diplomacy, and that will for most of you be something you already are aware of, but it will list quite a few new aspects.
Can ongoing revolts provoke more revolts?
 
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Also, is it possible to negociate with separatists ? If a war is undecided, you could for example negociate for them to get their independance but still give you back some provinces, or you could negociate for them to become a subject instead of being fully independant
 
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1: If my navy is in a location that the rebels spawn in, do they steal the navy or does it just get chucked out?
2: Can rebels get rebels? Can parties in a civil war spawn another civil war?
 
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you can switch country in the lobby iirc
Hope a multiplayer host gets an option to toggle that button in the pause menu during the game. The engine from last 3 games already allows you to open the "lobby menu" midgame so it should be possible to have some options there to restrict it.
 
We have multiple game rules for changing primary culture or religion.
- dynamic , must be 40% of pops or present and of same group.
- to any inside group
- present, only to religions/culture present in your country
- any , no limits at all

Which of those are ironman compatible?
 
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Some edge cases question

1.Can there be 3 ways civil war?
For exemple england having a 3 country civil wars between Anglicans, Calvinists and catholics?
2.If Catholics launch a civil war against Anglican, can there be Calvinist tag spawning from Catholic tag as well as from Anglican one through rebel progression? Would they unite?
3. When civil war launch, is rebels progress saved and applied to both part of the civil war?
 
There are other ways to become Norse Sweden or Nahuatl Japan than exploiting rebels.

We have multiple game rules for changing primary culture or religion.
- dynamic , must be 40% of pops or present and of same group.
- to any inside group
- present, only to religions/culture present in your country
- any , no limits at all


View attachment 1199717
Will we get another dev diary about religious and religious mechanics soon? There are still a lot of things we don't know like how different Muslim schools will be handled or the breakup of big totemist/shamanist blocks.
 
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if they join, and the war is won, the revolter will become a part of the country that they belonged to in the past
What about when they lose? Are there any negative consequences for the 'parent' country that joined the rebels if they lose, outside the cost of war (pops lost, devastation, etc.)? I guess my main worry is if this system creates a way of gobbling up even more territory in fragmented a areas, like say Ireland, where all the English have to do is hope for the next best tag joining in aid of their rebels to conquer the island's tags in quick succession.
 
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What about when they lose? Are there any negative consequences for the 'parent' country that joined the rebels if they lose, outside the cost of war (pops lost, devastation, etc.)? I guess my main worry is if this system creates a way of gobbling up even more territory in fragmented a areas, like say Ireland, where all the English have to do is hope for the next best tag joining in aid of their rebels to conquer the island's tags in quick succession.
I mean, you're at war with them so you can demand locations from them in the peace deal.

Same risk as joining any other war.
 
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Hi, great DD.

Question:
Do we have any systems that will cause an increase in unsatisfaction / revolt rates as time / the ages pass?
I would guess through the ages mechanic or IOs. We saw the literacy impact on prices as the age changed, but I wonder if there is more.

Examples:
- serfdom might be ok in the beginning of the game, but cause a lot of unsatisfaction as the centuries grow. H
- higher unsatisfaction with slavery laws and presence of slaves after enlightment
- in general higher expectations in terms of goods for pops over time
- rise of nationalism and higher revolt risk from non accepted cultures in late game
 
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There are other ways to become Norse Sweden or Nahuatl Japan than exploiting rebels.

We have multiple game rules for changing primary culture or religion.
- dynamic , must be 40% of pops or present and of same group.
- to any inside group
- present, only to religions/culture present in your country
- any , no limits at all


View attachment 1199717
Are all of these rules achievement compatible?
 
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There are five different categories that a rebel faction can belong to.

  • Nationalist, for all independence movements.
  • Pretender, for when they want another ruler.
  • Slave, for when they want to be free.
  • Religious, if a different religious group they want independence, else they want to convert the country
  • Estate, for when they are really unhappy and want their society to change.

Is it possible to add more than these 5 categories through moding? The example or gap I can think of is a join IO rebel faction (revolting to unite with another international organization). That doesn't seem akin to the nationalist faction or any other listed here.

Likewise, is it possible to have chain rebels within rebels? Meaning is it possible for revolts to happen in the land that rebels control against those rebels. If we have a very long independence war, can other rebels spawn against the breakaway country?

Finally, is it possible to create unique scripted civil wars and independence wars through the rebel system (thinking of things like the war of the roses)?
 
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