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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.

diplomats.png

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.

opinion.png

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.

favors.png

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..

spy_network.png

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.

reputation.png

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.

diplomatic_range.png

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.

possible_rivals.png

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.

diplomatic_capacity.png

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.

anti_piracy.png

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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Nice. Some (mostly controversial) questions and proposals:

1. To make Espionage more useful, maybe without some level of Spy network we cannot know any exact information about other countries army/fleet/manpower, maybe other things. There can be some exceptions like the nearby countries from your market, your allies, some late-game espionage advances etc. In the game statistics we can see the rankings from biggest to smallest, for example, but without the numbers where we don't know. Maybe switch it on/off in options.

2. Will the diplomats be the game characters with admin/dip/mil skills or diplomatic corps is abstracted with +0.3 diplomats up to 3?

3. Counter-espionage probably should not be a diplomatic action targeted at each separate country, but some kind of internal policy/action. I don't know if in EU4 anyone ever used diplomats for counterespionage, at least in single player game.

4. If you completely annex a country, you get additional penalty to Aggressive expansion and Diplomatic Reputation. Especially before the Age of Absolutism.

5. Please no magical 1-day separatism reduction from 50 to 10 after location integration. Maybe integration should last for 25-30 years (literally ~1 generation) and then after the integration separatism starts to slowly reduce from 50 to 10 for another 25-30 years (literally the second generation getting used to a new country). And the same with coring, but 5-10 years of separatism reduction from 10 to 0.
 
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With conditional access being gone, would it be possible to for example threaten war for military access or use another aggressive measure that isn't straight up starting a separate war? In eu4 the only way to get mil access was through positive relations and with conditional access being gone I think that it might lead to a lot of situations where you can't fight back easily.
 
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A bad thing about EUIV is that when two countries discover each other's capital, they will immediately establish a diplomatic relationship. But in fact, there should be a process from contact to establishing relations between regimes. As mentioned above, this special setting can be reflected in certain international organizations and political systems.
 
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  • 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.
I feel like this might be a pointless limitation - I think it should also be possible to directly propose a PU with your current ruler (though it would require better relations than "merely" just a dynasty member)
 
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Is it possible that :

1-"If you are some sort of Anarchist state, or maybe tribes you can't have diplomacy at all ?"

2-"Some Gouvernement type can't have spécific action, like in EU4 where Révolutionary state can only allt each others, or like pirates républic too ?*
 
You can increase your diplomatic capacity by spending money.

There is an entire expense slider for it..

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Are the icons subject to change? Maybe it's just me but it feels unintuitive for Diplomatic Spending to be portrayed by an icon that I would associate with the word household in every other context. Maybe make it so that it's only 2 people inside (no kid) shaking hands. Or even do away with the house with people inside and respresent it by a handshake between 2 hands with different coloured sleeves (green and red to represent the good and bad diplomatic actions?).
 
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Would it be possible to have a more dynamic system from rivals? This is the same as EUIV and it feels so limiting and forced.

The concept of 2 powers being rivals just for the sake of it feels wrong even if it may happen historically it feels like it doesn't portray very well why they are rivals.

Maybe a system of escalation of rivalry where it starts as some minor diplomatic penalties because of disputes in a similar zones of interest between the powers but can become a more permanent rivalry over time and wars giving proper penalties between them.

Maybe a way to settle the rivalry or have it be able to go up and down in levels or maybe have it be for a specific reason (map area) but in other aspects those 2 powers can interact at least in a neutral way.

I know this sounds like a very big jump in complexity but I feel the current system can be improved.
 
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Will there be a mechanic for subjects to secretly prepare a rebellion against their overlords?
Something like disloyal subjects can make secret alliances with other disloyal subjects and secretly request support for indipendence from indipendent nations and the overlord can find out about these coalitions with spynetworks and send an ultimatum to disband the alliances?
Obviously this would mean that if there is a value for loyalty it should be hidden since if a player can see the loyalty he can tell if the subject is going to rebel or not and just place a spynetwork in it, but, at least for me, it would be more fun to expand on the intrigue and espionage aspect of the game.
Loyalty could scale with opinion, culture, religion, ruler traits, current armies, potential armies, navies(if overseas subjects it has a bigger impact), amount of tribute requested, amount of privileges granted, subject type, etc...

Also i think diplomatic range should scale with naval range for overseas diplomacy and roads for overland diplomacy
 
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PLEASE make it possible to peacefully exchange territories!! For more defensable natural borders, important raw materials, for culture/religion sakes, or just simply for clean borders… I think many of us would welcome it.

Treaty to lease a territory for a specified number of years would also be good. Or giving a territory as a collateral for a loan.


I really don't like the rival system

I'm disappointed to see the return of EU4's rather silly rival system(...) where nations develop conflicting interests because they are rivals, instead of becoming rivals because they have conflicting interests.

However, I think having the old rigid Rival system back (even with alterations) is a mistake. Randomly picking from equivalent size options does not in any way represent "conflicting interests".

I agree. International relations should be determined by interests of nations. Declaring rivalry is silly. Today's rival may be tomorrow's ally and vice versa.
For the same reason I dislike a requirement of having positive opinion for some diplomatic actions.


I remember how rivals were annoying. Especially in multiplayer. People either were setting up some distant nations as rivals or they didn't even fill rival slots. Noone sane would limit his maneuverability in diplomacy to that extent. One should always be able to react to a sudden change of circumstances and even ally former enemy if the greater threat emerges.



It's great that conditional military acces is gone but I hoped that Project Ceasar would go further and allow us to violate borders while suffering consequences.

In my imagination it looked like that: One should be able to march through territory of a foreign nation but would suffer penalties in Agressive Expansion and lowered trust and reputation.

Army which is violating a border would be hostile like raiders in Ck2 so an owner of territory would be able to freely attack it.

Finally an owner of territory, if strong enough, could choose to interpret border violation as an act of war in which he would be a defending side with the agressor starting a war for the wargoal of enforcing millitary access.
 
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I am a little puzzled about the food access option. Does it mean that military access gives access for your troops but if you want to feed them you also need the food access, or does military access always give you the food access and the food access essentially allows you to form supply lines through the country in question but not move troops through it?
Food access it allowing the armies that are present to take food from the land.
 
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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.
I like the idea of diplomatic range, but the implementation in Imperator using capital distance is very wonky.

It lead to large empires sharing land borders not being in diplomatic range to each other and therefore not being able to even declare war on each other.

What is being done to deal with such edge cases?
 
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Will having trading outpost and things like that increase for diplomatic range?

Can we threaten war for multiple provinces? (ofc, making it less like that the opponents accept)

Could you diplomatically presure a country into giving a disloyal subject their independance?
 
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3 - hmm.. not designed any yet, but could be doable.

Instead of being able to negociate non-agression pacts, wouldn't it be better to be able to negociate truces. I feel like the fact it would be less definitive than a non-agression pact would really help PC not having stagnant diplomatic situations
 
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