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Tinto Talks #33 - 16th of October 2024

Hello everyone and welcome to another Tinto Talks. This is the Happy Wednesday where we discuss the details of our rather secret game Project Caesar!

Today we will go deep into how the diplomatic system works in Project Caesar. The core of the system is similar to our other grand strategy games, but has much in common with EU4, Imperator and Victoria 2 in particular. Some of you may be very familiar with something we are talking about today, but not everyone reading this has played 5,000 hours in every GSG we made. So there are parts of today's Tinto Talks that will be “wtf man, I know this already” for many of you.

Also when it comes to diplomacy, we have based our interface solutions for diplomatic actions from two paths. First when you have a country selected, you can get the classic way of seeing diplomatic actions related to that country, but we also have the sometimes more useful way of first selecting a diplomatic action and then seeing which countries would accept it.

Diplomats
While this game may not have the immortal envoys of EU4 that limited how much diplomacy you could do at one time, in Project Caesar you have a “diplomatic corps”, or Diplomats as we refer to them as. This represents how much diplomacy a country can do in a given time. Some advances, laws or societal values will increase this amount, and there are also some buildings that will have an impact.

Every diplomatic action you do requires at least one diplomat, and while they are a renewable resource, you may need to ration them.

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Maybe we should become an Empire instead?

Opinions
In almost all GSG games we have made, we’ve tracked relations between countries, often in the completely natural and intuitive range of -200 to +200. Early on the relation was a single value, but in EU4 over a decade ago we introduced the concept that Country A could view Country B one way, and Country B could view Country A another way. This game is no different in that regard.

These opinions are calculated depending on the various states between countries, like religion, culture, diplomacy and much more, and can have temporary impacts from actions.

Opinion is how much a country likes or dislikes another country. The difference between trust and opinion is that a high opinion will stop a country from being hostile, but we would need trust to be able to work together.

You have multiple ways to influence this with diplomacy, but the most direct ones you would use often is the “improve relations” & “send gift” diplomatic actions.

  • Improve Relations - This uses some of your monthly diplomatic actions to improve the target country's opinion of you over time.
  • Send Gifts - This gives you an instant opinion increase for a sum of money.

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Soon our conflicts are all forgotten..

Trust
Trust represents how likely one country finds it that another country will act honorably towards them. Whether friend or foe, Trust is a crucial component in forging lasting agreements.

Trust is hard to get, and easy to lose.

You can always send a diplomat to profess trust, which will increase their trust in you, but your diplomatic reputation will be lowered for the next 5 years.


Favors
Favors represent how much one country has promised, or otherwise owes, to another country. Favors can be spent to ask the other country to do something. If favors get too unbalanced, refusing to do these things can cause a loss of trust or even diplomatic reputation.

You gain favors by helping your allies, and supporting them at need.

You can also use some of your diplomats on currying favors. This will reduce the monthly diplomats you gain each month, but at the same time grant your country favors on the target country, and they get favors on you.

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Yes, the numbers feel 100% perfectly balanced..

Spy Networks
This describes the extent to which a country has infiltrated another with a network of informants, double agents, and general turncoats, and thus how much inside knowledge they have of that country. It can be used to perform a variety of insidious diplomatic actions.

You need to use a diplomat to start building a spy network, and while it is then active, you will gain less diplomats each month.

The speed with which your spy network is built up depends on your spy network construction capacity, and the target country’s counter espionage reduces it.

The size of your spy network in a country impacts your siege ability and how much aggressive expansion you get from treating them badly..

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Why is our network construction so bad, and why is portugals counter espionage so bad?


Diplomatic Reputation
This represents how highly regarded a country is in international relations. There are advances that will increase it, but it is also increased by your country's prestige and decreased by your aggressive expansion.

AI countries look very much at diplomatic reputation when it comes to accepting diplomatic offers.

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If we went really belligerent, we would have NO reputation…


Diplomatic Range
This is a concept we introduced in Imperator, where you can’t just do diplomacy with every country on the map. In earlier games we had this hidden from the player, and it was merely something that the AI kind of used. Now this is something that matters, and it is based primarily on advances and the rank of the country.

Diplomatic Range limits the physical distance our diplomats can travel to conduct diplomacy. The distance to be traveled is from one capital to the other.

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The dark gray is where Aragon can not send diplomats in 1337, as they are out of range..


Rivals
In Project Caesar we have the system of rivals, which is fairly similar to the one in EU4, with a few differences.

First of all, the selection of rivals is less opaque and follows a few simple rules. A valid rival is someone within a geographical area that is of a similar or higher rank, or shares a culture group. The geographical area for an empire is the same continent or adjacent sub-continent, while for a county is the same area or adjacent province definition. Of course you can always rival someone that has declared you as a rival.

Secondly, if you don’t pick enough rivals, your actions that increase aggressive expansion will give you more, and your spy networks become far weaker.

Thirdly, you can always create a casus belli on your rivals if you have a spy network built up there.

Finally, there is no cooldown on replacing a rival, but it will cost you 25 stability.

Remember that a rival is a country that is perceived as having conflicting interests, and will block you from having alliances. Any countries that share rivals will get higher opinions with each other.

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So these are the possible rivals for Aragon at the start of the game..

Diplomatic Capacity
As suggested by many of you back in Tinto Talks #12, we changed the diplomatic relation slots system to become a diplomatic capacity system instead, where the cost for an alliance depends on the power of the ally, and similarly, subjects cost different things depending on their type and size.

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Aragon only has 1 vassal at the start, but it's not that small..


Diplomatic Action and Treaties
Today we will not talk more about unions or subjects, as they will be covered in a later Tinto Talks, we will however thoroughly discuss as many as possible of other types of diplomatic treaties and actions. A diplomatic action costs a diplomat to do, but not all of them create a treaty.

A Treaty is something that lasts over a period of time, and can be anything from an alliance to food access for your armies.

Friendly Actions
This category of actions also include some of the ones mentioned above, like improving opinions, professing trust and curry favors, some of the other friendly actions include the following.

Some of the friendly actions include the following..

  • Defensive Leagues - Some of you may recognise this from Imperator, but it's basically a defensive alliance.
  • Guarantees - In this game you can also ASK a more powerful country to guarantee you.
  • Propose Ruler - If you got adults of your dynasty that are not your current ruler, you can propose that they become the ruler of another monarchy, if they are in a regency without any valid heir.
  • Share Maps - This allows you to give the maps of an area to another country, if they have not discovered it.

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For just 50 favors, you can get any country to not send privateers near you …

Hostile Actions
These are the actions that tend to be rather offensive to the receiving part, and damages the opinion and trust. Some of these include..
  • Intervene in War - Any Empire can join in on the defenders side in a war if the opinion that the country has of you is high enough.
  • Isolate from Allies - This will make them break an alliance they have, but this will cost you a fair amount of favors.
  • Send Insult - Reduces their opinion of you, but they will get a casus belli on you.
  • Threaten War - If you got a casus belli for a province you can use this to threaten with a war, and they have a chance of accepting it. Only Kingdoms and Empires can do this.

Covert Actions
These are the actions that you need a spy network in the target country to be able to do. While you could view them as hostile, they are a bit more sneaky here. Some of these include the following.
  • Corrupt Officials - Reduces the effectiveness of their cabinet.
  • Infiltrate Administration - Removed the Fog of War over their country for a set period of time.
  • Steal Maps - For when you really really want that map of the Caribbean.
  • Support Rebels - This is something that unlocks in the Age of Renaissance, that can help you truly weaken your enemies.

Economy Actions
These tend to be actions that are more of a gray zone between totally friendly and totally hostile, and are more or less related to the economy part of the game. Some of these actions include..
  • Block Building in Country - This will block them from building buildings in your locations, which can be useful when you don’t want some English Trade Offices in all your cities.
  • Embargo Nation - This will reduce the market attraction of their markets on your locations, making them more likely to trade in other markets. Their trades will no longer be allowed to enter your territory as well.
  • Request a Loan - This is something you usually send to a banking country, so you can get money from them..
Access Actions
There are 3 types of access here, Military Access, where you can march your armies through another country's territory. Food Access, where you can have ýour armies supplied in another countries territory, and Fleet Basing Rights, where you are allowed to base your ships in their ports.

All of them have the option to offer it to another country and request it from them, while military access can now also be requested to be bought.

Of course there are many country specific diplomatic actions, but they will be talked about after christmas when we start with the flavor talk, and the subject actions will be talked about in the Tinto Talks about Subjects.

Stay tuned, next week will be something completely different…
 
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One thing I really hope is that the rival system is less arbitrary. I shouldn't get rivaled by Muscovy if I'm playing as Castile and have 0 provinces east of the Vistula. A lot of times it feels like the AI picks rivals just to fill up the slot and I'd love a more dynamic system
 
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Yeah, just found out why.

The algoritm is "if capital is not a port, then its 'straight distance between port and capital' which is an instant calculation, and then we have the distance between ALL seazones cached...

The slight problem with Mamluks here is that the closest port for Cairo is Suez... so the algoritm goes "oh, we have to go all the way around africa"

And the closest port for the Golden Horde is on the Caspain Sea, so it can't reach anywhere :(
So that might need a rework...
 
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They are incompetent at counter espionage,..
Then maybe try to display that as a single number either positively or negatively affecting the network construction speed, based on where the numbers would end up relative to each other?

In my experience people in EU4 rarely cared about why their network construction speed was what it was, so maybe this is one of those instances where having all the information available at a glance isn't necessary. Because the current example for sure doesn't read like Aragon is bad at making a network and Portugal is also bad at trying to stop one being built, it reads more like Portugal is so good that they are actually helping their enemies.
 
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1 - yeah, its a bit weird.. but its hard to find a good name
2 - allies cost differently.
3 - hmm.. not designed any yet, but could be doable.
4 - no design for it yet.
5 - yes, not super nice ..

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Hey Johan I know this is not the appropriate place to post this but since I don't know if there is gonna be a "flag review" diary I want to bring up the fact that some fo the flags used in the game so far are based on wrong iterations of coat of arms or banners of the time
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I have noticed this in other tinto talks for flags such as Swden
 
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1 - yeah, its a bit weird.. but its hard to find a good name

I think the problem is the actual concept behind it. We all know it's diplomana, but what does it mean in-game? Are you training 0.3 diplomats to spend on a single action? Is it the paperwork needed to do a certain action? Or the virgins you gotta sacrifice? Because I have a feeling you should *recover* this resource instead of gaining it. This really is the kind of resource that feels more accurate being represented by characters, instead of this wonky workaround.

Now, if you really don't want diplomats as characters... then maybe call it diplomatic missions. "We recover 30% of a diplomatic mission per month, we can have a maximum of 4 diplomatic missions available due to XYZ". This adds a much needed layer of abstraction to the mechanic.
 
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I feel like diplomatic range REALLY needs to have naval range be taken into account. It is a little ridiculous that Aragon has an easier time talking to ROSTOV than it does to the Mamluks. Like that just objectively was not the case.
 
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Will we be notified when we can propose an heir for another nations? And can the proposal evolve into a Situation, since I imagine other countries would want their dynasty on the throne, as well as our rivals might object.
 
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of all the things eu4, i really hate curry favor. like what does food have anything with?! no but seriously, just passively gaining favors, dont get it... ideally an ally would only join an offensive war if they have anything to gain, and if they do help theiy gain "favor".
 
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Would it be interesting if diplomats had its own perks or something? Where one diplomat is really good at improving relations for example, while other diplomat is really good at making spy network (pretty much having a spy focused diplomat). And with those perks doing other diplo actions have a % chance to either succeed or not succeed or even unlock some extra actions. (As I'm writing it, I realize it sounds very much like Total War agents but might give some ideas.)
 
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On the subject of diplomats: wouldn't it be just better if you took the Victoria 3 approach and used capacity for the different diplomatic actions too? Would seriously reduce the micro involved (I should send somebody somewhere so I don't 'waste' diplomats) and I think it would work way better overall. Plus it would force the player to make a choice on using their capacity on maintaining their various subjects (do I need another vassal?) or using it for actions that would help alter the status quo.
 
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Diplomacy was the one area I was most anxious to learn about, and it seems most of my fears were confirmed true. It seems that the prevailing approach has been to lift the majority of the mechanics from EU4, when in reality this was the one system most in need of an innovative revamp for the new game. To clarify, I'm not saying that these mechanics are bad conceptually (the game should certainly simulate concepts such as opinion, trust, favors, reputation and so on), just that they are implemented poorly in EU4 - and specifically, poorly in the sense that they are neither reflective of reality (i.e. how diplomacy is done in real life between actors with varying interests and desires), nor engaging on a gameplay level. The crux of why the EU4 approach fails is because it insists on treating diplomacy as a number-management game: get the green number high enough so you can press the button and do the thing. This is not how humans or nations interact with one another. Diplomacy in the real world is based on sentiment and attitude, and NOT on abstract numerical calculations. The worst part is, EU4 already has a reasonable solution in the form of attitudes. I don't understand why this system could not have been taken and expanded, and replaced the outdated numbers game that has plagued this and other Paradox titles for much time now. Imagine this: rather than a nation having -25/-50/-75 relations with you because of aggressive expansion, they instead view you as either a 'Foreign Conqueror'/ 'Expansionary Belligerent'/'Existential Threat', with each attitude encoding a specific set of behaviors that dictate how that nation interacts diplomatically with you, and with others regarding you. The game is then not about "improving relations to have their opinion number above 0 so they can't coalition you", but rather about "rehabilitating the way other nations perceive you so you can normalize your diplomatic ties with them". It may not seem like there is a huge difference here, but whether the approach is quantitative or qualitative really does make a huge impact on the overall feel of the system. Not to mention how much more granularity and nuance can be gained by implementing a discrete, categorical system where certain behaviors are tied to certain attitudes, rather than the current paradigm of friendly/neutral/hostile.
Now don't get me wrong, I understand that at the end of the day, this is a video game, and everything ultimately needs to be represented by numbers and code. But all of that should be kept in the back-end, while the player's objective becomes one of managing attitudes, and NOT numbers.

Anyways, this is a hill I'm willing to die on. I'll probably make a lengthier post at some point to fully flesh out how an attitudes-based system could be implemented, but for the time being I hope this comment opens the door for discussion, as I don't really see anyone else talking about how unsatisfying the current diplomacy system is.
 
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I'm don't think I like generating diplomats as a mechanic (even if the name where to be changed). Maybe I'm just too used to eu4 but having an hard limit on the number of diplomatic tasks you could have occurring simultaneously plus juggling envoy travel time... Well actually kind of sucked but I suspect it sucks less than having to wait an entire month for .01 diplomats to be able to send a deal or something.
 
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I don't like the rigid arbitrary rival system, and I wish it wasn't returning. However, if it must be kept more or less like this, I think there is an easy way to improve it.
One of the worst parts of the EU4 rival system was dropping a rivalry when it was no longer sensible, and attempting to have a rapprochement with the country, but it not dropping its rivalry with you. Here are some suggestions:

1. Create a value that is a semi-realistic representation of the geopolitical sensibility of a rivalry. Economic/Colonial/Military considerations, as well as taking into account what might be mutual interests and threats, and religious/cultural closeness. A more sensible rival will give you more bonuses against them, while a less sensible rival will cost diplo rep, but cost less stability to remove. The AI should take this value into account and swap rivals when it makes sense, also taking into account player relation improvements.

2. Create a diplomatic way of mutually dropping rivalries, or convincing a nation to drop theirs of you. This would represent the many dynamic rival/alliance systems in pre-modern Europe, for instance, the Diplomatic Revolution. This action should be able to be initiated by the player, or the AI if the sensibility of the rivalry is low. It could start a ~5-10 year process which would require diplomats through that period, as well as investments of gold. If it succeeds, both nations will drop their rivalries of each other, and choose new ones, with it heavily weighted to be a mutual threat, and allies of either being much less likely. Possibly the diplomatic action would include selecting the new rival they would swap in. It could also result in the two nations forming an alliance, or just getting an opinion boost.

To use the DR example, Austria would propose to France that they drop their rivalry with each other. In exchange, France will break their alliance with Prussia, and rival them. Austria will do the same for Britain. This mechanic would allow fluid diplomacy, and I imagine would be easy to implement with a few event chains.
 
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Diplomatic opinions and methods should be differentiated, and different international organizations will affect this situation.
Just like the Chinese emperor did not think that he would have equal long-term exchanges with other regimes unless you planned to join his "international organization" (tribute), so for certain political systems or international organizations, limited diplomatic options should be set, or different diplomatic levels should be prepared in international organizations, such as tributary states, vassal states, trading partners, etc.
 
Wouldn't it be better if instead of just capital to capital, diplo range augmented by flagships, and buildings somewhere else, whose cost diplomats as well as money, but can increase the diplo range?
 
Can we increase the diplomatic corp by increasing the spending in it ?

You can increase your diplomatic capacity by spending money.

There is an entire expense slider for it..

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