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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.

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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Quite unfortunate that the rival system is returning, it always felt arbitrary and too static. I'm also not sure what Diplomatic Reputation is supposed to represent. The definition you posted, "This represents how highly regarded a country is in international relations," seems like the exact definition of prestige. I don't understand why the game needs both of them, especially considering prestige directly increases reputation.

I hope that there are more interesting and useful espionage actions than the ones you shared here. Espionage was always considered quite weak in EU4 because the actions it unlocked weren't good enough to be worth the investment.

I do like the return on the trust system, though I hope it won't be so easy to exploit favors. Countries shouldn't be so willing to join wars where they gain nothing simply because they owe you a favor, and they certainly shouldn't be willing to fight and win that war for you. I hope the rework to alliances helps avoid this issue as well, as well as making alliances less long-term.

On a positive note, I like the addition of diplomatic range and the diplomatic capacity is a great improvement over the relation slots.
 
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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 :(
I'm not a programmer so I don't know whether what I'm saying is feasible or creates performance issues, or maybe you already fixed the issue so my comment is useless... anyway, why not calculating the shortest distance between our locations (connected to our capital) and their locations (connected to their capital)?

This way, for our diplomatic mission to Egypt, we'd have a distance value calculated from... uhm, Barcelona to Alexandria (leaving out the route from Cagliari to Benghazi, none of which are connected to their respective capitals).
At the same time, for the Golden Horde we'd have a value calculated from Perpignan (or whatever is the northeastern location of Aragon) to the closest location of the Golden Horde, in present day Moldavia. So the Caspian Sea ports are not a problem anymore.
 
1-Can we spy network on a subject in diplomatie range even if it's leader is not in diplo range?
I always found a bit weird in eu4 that spy network had to be done against the leader rather than subject

2-with "intervene" action, is there any requirement to do so? I am afraid a minor will never be able to go to war if the neighbouring empire can jump in any war you déclaré against you.

3-when "propose leader" is available, is it a race between valid country to click propose action the fastest (AI probably) to get accepted? Or is there some inertia where the target can chose between the suggestion?

4-"Blocking building": can you chose to only allow X buildings or buildings in area X and block the others, or is it all or nothing?

5- Diplo range means, France might no be able to ally Iroquois but can still declare war on them, even if they have neighbouring land?
5 bis-At some point, France could propose alliance with them but the Iroquois might no be able to initiate diplo action by themselves until they improve their range?
 
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How exactly is the diplomatic range calculated here? I'd imagine that it would be easier for Aragon to have diplomatic contacts in the Levant compared to Northern Russia. Could it be a good idea to increase the range-propagation of sea tiles?
 
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I am fine with most stuff, but I was expecting something more innovative than rival system in eu4, it was functional, but in reversed order, I was selecting courtries to be my rivals instead of rivalries formed by geopolitical situation,
However, for me it could be detailed as expansion later since
It wont affect how I play the game much aa I will be choosing my rivals accordingn to my geopolitical interests
 
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Idea (since I can mod this in): diplomatic actions work the same, but you can send over a character alongside to "bolster" the diplomatic action. Diplomatic action effectivity at a base value should correspondingly be set lower, with the idea that you get the "gains" by sending over an actual person alongside.

That make it better?
 
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Can we remove the rival system, countries should be at conflict because of interest, resources, land, culture not because of an arbitrary "I hate you now because of the following options were available"

It could be more like CK3 where rivals are formed after doing accumulative negative actions towards them.
 
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If I'm understanding this right, then I'd humbly suggest you replace the terms "Diplomats" and "Diplomatic Capacity" with "Diplomatic Action Capacity" and "Diplomatic Relation Capacity" respectively (DAC and DRC for short).

Regarding DAC: it looks like diplomatic actions can either be an ongoing effort that ties up your diplomats (like improve relations, build spy network, etc), or a one-time action (like proposing a treaty, sending an insult, requesting maps, etc). It looks like DAC is growing monthly up to a maximum amount that can be stored, and ongoing diplomatic actions will have a monthly cost that counts against the monthly growth. Is that correct? If so, are one-time actions just going up be one-time DAC "expenses" paid out of the stockpiled DAC?
 
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I think that the rival system would be better, if only nations that are not allied and/or have important conflicting interests were considered as possible rivals, at least to determine if the nation should suffer the penalties for not having enough rivals. In my EU4 games, where I attempted to restore the Roman empire I tented to ally the Commonwealth, because they don't really desire land that is required for the Roman empire. But I repeatedly reached the point where Commonwealth was my only possible rival and since I wanted to keep the alliance I had to suffer the penalties, even though it did absolutely not make sense for me to rival them. In similar fashion iirc in my Irish minors games Scotland was kind of forced to rival me, when I conquered an important part of Ireland, even though we were allies and could have fought England together, but since I was probably their only possible rival, they needed to rival me. It would be great if situations like this could be somehow avoided in PC.
 
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I think that the rival system would be better, if only nations that are not allied and/or have important conflicting interests were considered as possible rivals, at least to determine if the nation should suffer the penalties for not having enough rivals. In my EU4 games, where I attempted to restore the Roman empire I tented to ally the Commonwealth, because they don't really desire land that is required for the Roman empire. But I repeatedly reached the point where Commonwealth was my only possible rival and since I wanted to keep the alliance I had to suffer the penalties, even though it did absolutely not make sense for me to rival them. In similar fashion iirc in my Irish minors games Scotland was kind of forced to rival me, when I conquered an important part of Ireland, even though we were allies and could have fought England together, but since I was probably their only possible rival, they needed to rival me. It would be great if situations like this could be somehow avoided in PC.
Y'know, that's a good point. I suppose, assuming the ability to rival a country lives in script, that I could have it be limited by the conditions I mentioned previously (being able to designate areas as "targets of interest"; rivals are the states with overlapping targets of interest, or the states that happen to own territory in those areas). That way your rivals more accurately reflect the fact that they want to take over the same areas that you do.
 
Yes. We have a "buy territory" diplomatic action..
Do you think this can be expanded into a more comprehensive bilateral treaty system, where you offer and request different things - for example, offer to make someone a vassal in return for no integration rights(would really help avoiding poland integrating prussia all the time), or offer condottieri in return for a location(models early colonies in india), or even something like a country joining the HRE in return for being granted an electorate?

IMO this would avoid many of the problems with this system that you mentioned with peace deals because you can lock certain offers from being traded for each other, like you can't offer military access for a location, or buy an alliance. It would also make it simpler for the AI if you can only ask for one thing at a time(while you can offer many)
 
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After thinking on it more, I think characters should be used as diplomats. This creates a limited capacity, since I assume you only have so many characters, and it improves the system by allowing a character's diplomatic skill and perhaps their traits affect the effectiveness. It also gives characters another use, while staying within the game's goal of having characters be tools that the player uses.

And regarding the rivalry system, I think it should be completely overhauled. Countries should no longer select their rivals, nor be required to have a certain amount or else suffer penalties. Instead, rivalries should naturally happen based on the actions of the two countries. Going to war and doing aggressive actions against a country increases the likeliness of them becoming your rival. So basically like CK3's rivalry system, but between countries rather than characters. Would something like this be moddable if if you guys decide to keep the current system? As in, can we stop players and the AI from selecting rivals and is there an effect to create the rivalry status in the code?
 
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Idea (since I can mod this in): diplomatic actions work the same, but you can send over a character alongside to "bolster" the diplomatic action. Diplomatic action effectivity at a base value should correspondingly be set lower, with the idea that you get the "gains" by sending over an actual person alongside.

That make it better?
If character scarcity is what we believe it to be, I don't think you'd be able to afford that unless you also mod the game to have more characters, but that'd would come with its own balance issues.
 
Its a pity the rival system of EU4 is still there. First, is not neccesary for a country to have rivals (I understand this is for making the AI forced to compete with nations of similar power, but is not a good system).

Also, as you pick rivals for filling your slots and not having penaltys, you end with random rivalries with countries that you dont interact as in eu4. Also, these rivalries last long although maybe there are no more reasons. And, you dont rival enemy countries, but you get enemies rivalring for filling slots.

It would be better if you take rivalries if you seriously want to fight this country for land or something, or if you feel threatened. Also, some mechanic to make alliances against powerful countries, (as vs Spain in XVI century, or against Louis XIV in XVII century) or that an emergent country make another tags to choose them as rival. In eu4, maybe France is conquering the world, but Spain and UK choose them as rivals early game (even if they are not bordering each other and may have not colonial conflicts) and because there are still with a similar power, they dont remove each other from rivalry and dont ally vs France.
 
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I'm not a fan of anything "spy" related. Spying and spies should be nowhere near any core mechanics of the game. At best, it should be a super niche optional mechanic with minimal impact on the game (maybe with one or two occasional exceptions when RNJesus decides to bless you every tenth playthrough).

Alternatively, you could make spies more impactful, but at the cost of huge reputation hits.
 
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If character scarcity is what we believe it to be, I don't think you'd be able to afford that unless you also mod the game to have more characters, but that'd would come with its own balance issues.
I don't actually know if there's much in the way of character scarcity. There's position scarcity, insomuch that you have a fixed number of "cabinet positions" that can be doing things, but I don't know if there's actually much in the way of limited choice as to who to fill those positions with.
 
I don't actually know if there's much in the way of character scarcity. There's position scarcity, insomuch that you have a fixed number of "cabinet positions" that can be doing things, but I don't know if there's actually much in the way of limited choice as to who to fill those positions with.
Johan hinted at it in the relevant TTs, at least in the sense that capable characters will be pretty rare and you'll have to make a choice between making someone a general or a cabinet member. Since the same stat based logic would probably also apply to your suggestion, yes, you might have enough bodies to send, but maybe sending those bodies would result in they bungling the job. Though as a gambling option maybe it'd be fun :D
 
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