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Tinto Talks #38 - 20th of November 2024

Hello and Welcome to another Tinto Talks. The day of the week where we spill information about our top secret game with the codename Project Caesar.

Today we will delve deeply into the world of Societal Values.

Societal values describe the attributes of a country. Different countries start with different societal values, creating a unique and different experience. Please that values are all subject to testing and balancing.

The societal value ranges from -100 to +100 , where a -100 value is completely to the left, and +100 to the right of the value.


They change slowly over time, primarily influenced by the estate privileges, government reforms or laws that the country has. However, if you feel that you can’t wait for your society to change, you can always have a member of the Cabinet focusing on attempting to nudge a societal value to something else in your country.

cabinet.png

A character with good diplomatic skill is useful for this action..


There are 13 common Societal Values that all countries have from the start, and currently one unique for countries in and around China, which will be talked about in a later TT. We have another one added in the Age of Absolutism as well. Some of these societal values you may recognize the name, or the design intent from previous games like EU2 or EU3, but they almost always have different impacts.


Centralization vs Decentralization
A centralized country may be more efficient, while a decentralized country is more resilient.

cent_v_decen.png

Centralization increases crown power dramatically, but being decentralized has other benefits.


Traditionalist vs Innovative
A traditionalist country prioritizes stability and tradition over all other values, while an innovative country wants a more literate population and faster adoption of any new institution.

A Traditionalist country will have a higher estate satisfaction, stability will grow faster and a bigger cultural tradition growth, while institutions will be far more costly to embrace.

An Innovative country will have a higher maximum literacy, bigger cultural influence growth, cheaper institution growth but stability will be much slower to grow.


Spiritualist vs Humanist
A spiritualist country is pretty much organized around its Clergy, while a humanist country is much more tolerant towards heretic and heathen religions.

A spiritualist country will convert pops faster, increase the amount of clergy in towns and cities, and increase the tolerance of the true faith, while reducing the speed of assimilation.

A humanist country will assimilate pops faster, increase tolerance of heathen and heretics, but reduce the speed of conversions.

Aristocracy vs Plutocracy
An aristocratic country is about having the leadership from those with noble blood, while a plutocratic country takes their leadership from the richest and most powerful.

An aristocratic country will increase the amount of diplomats you get, the amount of noble pops of cities, increase the power of the nobility and the expected cost of the court.

A plutocratic country will increase the amount of burghers in cities, reduce the cost of the court, increase trade efficiency but dramatically increase the power of the burghers.


Serfdom vs Free Subjects
A country with high serfdom is about exploiting the peasants as much as possible, whereas a country with free subjects treats peasants as human beings.

serfdom.png

Magna Carta and Yeomanry will make England slowly go towards Free Subjects.


As you can see a serfdom focused country increases possible tax for peasants, the raw materials they produce, and the supply limit in your country, while it also increases the amount of food your peasants will eat.

A country with free subjects on the other hand will increase monthly prosperity, make pops promote faster, reduce the food consumption of peasants, but reduce the amount of tax you can collect from the peasants.


Belligerent vs Conciliatory
A belligerent country is a country that does not worry about the opinion of other countries. A conciliatory country appeases others, either due to being weaker, or it just believes that it's easier to catch flies with honey.

A belligerent country will create casus belli faster, get cheaper warscore costs, and faster spy network constructions, but the diplomatic reputation will suffer significantly.

A conciliatory country will increase the efficiency of the cabinet, the loyalty of subjects, and improve the diplomatic reputation, but casus belli will be far more difficult to create.

Quality vs Quantity
An army that focuses on quality is focused on making each soldier perform better, while an army focused on quantity tries to get more people to fight in the battles.

A country that leans towards quality will have morale recover faster, gain a bonus to military tactics, and have far higher initiative, but the maintenance costs will be higher.

A country which favors quantity will have a higher possible frontage, cheaper armies, less food consumed by armies, but the initiative will be far worse in battle.

Offensive vs Defensive
A country that is focused on offensive prefers the attack, and using their armies and navies in enemy locations, while a defensive country relies more on their forts to defeat the enemy.

off_v_def.png

Do you want to attack or defend? Easy choice or ?

Land vs Naval
A country focused on land is usually a country without much of a coastline, while a naval-focused one may be those that values its coastline more than others.

Here we have actively wanted to avoid military-only attributes, as otherwise 99% would always go land.

A land country will trace proximity quicker over land, trade over land, have larger RGOs, but trade over sea is more expensive.

A naval country will trace proximity quicker over water, trade over water, maritime presence is faster, but trade over land is more expensive.

Capital Economy vs Traditional Economy
A country with a capital economy is more focused on earning money, particularly from trade and towns and cities, while one with a traditional economy is more oriented about living off what the land provides.

A capital economy country will have cheaper buildings, lower bank interest rates and higher production efficiency while food production is reduced.

A traditional country will produce more raw materials, produce more food, and have a higher population capacity, but buildings will be more expensive.

Individualism vs Communalism
A country based on individualism may get more exceptional characters, while one focused on communalism is all about the greater good of society.

An individualistic country will have higher morale in its armies and navies and a far faster migration speed for its pops, but a slightly lower estate satisfaction.

A communalist country will have a lower satisfaction threshold for pops to join rebels, far cheaper to revoke privileges from the estates, a slightly higher estate satisfaction, but pops will migrate far slower.


Mercantilism vs Free Trade
A mercantilist country aims to protect the market price of the produced goods in their country, while a country focused on free trade wants to benefit more from trades around the world.

merc_vs_free.png

This determines how you handle trade in your country..

Outward vs Inward
An outward country focuses more on interacting with other countries, while an inward country looks inside its borders.

An outward country will have a higher power projection, higher diplomatic capacity and faster migration to colonies but a lower cultural tradition growth,

An inward country will have a higher crown power, higher control, faster cultural tradition growth, but the colonial migration will be very slow.


Liberalism vs Absolutism
A Liberal country will emphasize the importance of civic liberties and legislative governing bodies, while an Absolutist country will focus more on the centralized authority of its ruler while reining in the power of the different estates.

A liberal country will get a higher cultural capacity, easier to get through requests in parliament, its pops are less likely to support rebels, but the impact of estate power from cabinet positions is higher.

An absolutist country will have a higher crown power, cheaper-to-revoke estate privileges, quicker integration, but the expected cost of the court is higher.

As mentioned earlier, this societal value appears from the Age of Absolutism, and shapes the last two ages dramatically.



Stay tuned, as next week we revisit a topic as it has been revised…
 
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As these trickle in for months now, I start to question if this is just a presentation of done deals to test the waters, so to speak, or if it’s really about feedback and changes.

Some things seem just too worked out in detail to be restructured now based on our feedback.

So what is this exactly about again?
 
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View attachment 1219008
I'll be honest; I always felt treating these two values as diametric opposites of eachother was never the perfect solution. After all, it's not like countries good in naval matters automatically have crappy armies and logistics on land, and vice-versa. The French navy was never a pushover and neither was the British army. Spain was feared just as much for its Tercios as it was for its Galleons.

This is actually a dimension where I feel like the old system of National Focuses fared better? Having good armies or good navies is, I feel, more of a matter of long-term societal and cultural investments and not so much of mutually-excluding specialties/philosophies.

Edit: Also, yes, this Fort Defense reduction in "Offensive" feels a bit too punishing, if the dynamics will be anything like in EUIV lol Like @WhiskyGlen points out below, it's stark when compared to the 10% siege ability reward you get for it. Maybe something between 15-35% would be more reasonable?

View attachment 1219011

Also,

View attachment 1219018
Finally there's balance to the force
 
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Can you provide examples of the starting societal values of some countries? I am more interested in Aragon and Castile but anyone would be useful.

Aragon has

Code:
centralization_vs_decentralization = 50
aristocracy_vs_plutocracy = -20
serfdom_vs_free_subjects = -10
traditionalist_vs_innovative = -20
spiritualist_vs_humanist = -50
mercantilism_vs_free_trade = 0
offensive_vs_defensive = -40
land_vs_naval = 10
quality_vs_quantity = 0
belligerent_vs_conciliatory = -10
capital_economy_vs_traditional_economy = 90
individualism_vs_communalism = 10
outward_vs_inward = -20
 
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Subjective opinion, but I have some concerns that I can already see a heavy meta:

You'll always go Centralised rather than Decentralised.

You'll always go Innovative rather than Traditionalist.

You'll always go Free Subjects rather than Serfdom.

You'll always go Quality rather than Quantity.

You'll always go Offensive rather than Defensive.

You'll always go Capital Economy rather than Traditional Economy.

You'll always go Individualism rather than Communalism.

You'll always go Outward rather than Inward.


The only stuff that seems balanced is:

Liberalism vs Absolutism
Mercantilism vs Free Trade
Land vs Naval
Belligerent vs Conciliatory
Spiritualist vs Humanist
As you said, this is very subjective. You'll always go with those values; many other players won't.
Personally? If the mechanics that are also present in EU4 work exactly the same way, I'd actually go for defensive most of the time (especially in MP), while most of the rest is pretty balanced and probably at least viable in different campaigns. The one thing I do agree with is individualism rather than communalism in most cases.
 
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Will there there be any drawbacks to the cabinet attempting to alter those values? For instance, I imagine peasants wouldn’t really be happy if the societal value shifted toward 'free subjects,' yet the cabinet pursued a move toward serfdom instead. Similarly, with the market and the burghers.
 
Offensive - Defensive:

again, another ledger that makes no sense. You could substitute by expansionist vs defensive would already be better naming, but still, your forts being worse if you're good at sieging makes no sense.

What I would highly suggest tho would be a battling vs sieging societal value :

with one you get siege and fort defense bonuses, the other gives pitch battle bonuses. I feel this would work much better in representing things like the 80 years war, the Austrian - Ottoman fights, the siege of both Candia and Malta, hordes so on so forth

and it would make a very spicy gameplay choice

at any rate I'd rather have this as a character attribute than a ledger, but still ledger is nice
 
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Please find a different name for it than humanist, because in this game's timeframe humanism describes a scholarly movement that started in the 14th century that argues for studying the humanities. It was championed by many clergymen, including popes like the famous Pius II.
It makes no sense to contrast humanism with the clergy and humanism has nothing to do with tolerance for other religions.
Pluralist is there
 
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Subjective opinion, but I have some concerns that I can already see a heavy meta:

You'll always go Centralised rather than Decentralised.

You'll always go Innovative rather than Traditionalist.

You'll always go Free Subjects rather than Serfdom.

You'll always go Quality rather than Quantity.

You'll always go Offensive rather than Defensive.

You'll always go Capital Economy rather than Traditional Economy.

You'll always go Individualism rather than Communalism.

You'll always go Outward rather than Inward.
Well that's just the reality of a historical game where you already know the historical outcomes.
If things are balanced correctly, then the choices that won historically will also win in the game as far as a generalized meta goes. On the other hand, as long as there are bonuses that are situational, off-meta values will be good for certain countries.
 
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The societal value ranges from -100 to +100 , where a -100 value is completely to the left, and +100 to the right of the value.
Yes, but he is right. The screenshots in the TT say when one value is dominant the effects start to trickle up that way. You keep it at 0 and you get nothing. It'd be better if it were a mix of both bonuses and maluses which you get the same time depending on where you are on the scale.
 
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As these trickle in for months now, I start to question if this is just a presentation of done deals to test the waters, so to speak, or if it’s really about feedback and changes.

Some things seem just too worked out in detail to be restructured now based on our feedback.

So what is this exactly about again?
It's not uncommon for parts of a game to be fully worked out in detail, just to be changed completely again during beta.
 
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Would a state governed by an elite class of scholar-officials, produced through the imperial examination system, be considered an aristocracy or a plutocracy? Or might it occupy a position somewhere in between on the spectrum?

I'd argue plutocrats
 
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Fort defense -50% for offensive? Offense is usually my mindset, but that seems steep for 10% siege ability.
That's the point, now you'll think twice before picking offensive each game, especially when playing smaller nations. Defensive seem much more appealing in PC than in EU4.

View attachment 1219008
I'll be honest; I always felt treating these two values as diametric opposites of eachother was never the perfect solution. After all, it's not like countries good in naval matters automatically have crappy armies and logistics on land, and vice-versa. The French navy was never a pushover and neither was the British army. Spain was feared just as much for its Tercios as it was for its Galleons.

This is actually a dimension where I feel like the old system of National Focuses fared better? Having good armies or good navies is, I feel, more of a matter of long-term societal and cultural investments and not so much of mutually-excluding specialties/philosophies.
It doesn't mean you'll have crappy army, just that you're naval oriented, if you choose that path. Which is, more or less realistic and historical. France didn't have shitty navy, but it wasn't what they were known for from military perspective.

Besides, if I remember correctly, you'll still have an option to pick "neutral path", and have no bonuses or maluses for neither.

How things are constructed in EU4, you can pick Offensive, Deffensive, Quality, Quantity, Mercenary, Maritime, Naval, and Aristocratic/Plutocratic in one game. Now, you have to choose your path, and, with increased bonuses for "less popular ideas" in EU4, sometimes offensive or land, won't be better in each playthrough.
 
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A lot of these aren’t contradictory, even if they are opposites. You can have a good Army and good navy and your army can be both big and good at fighting.

There should be tickers for each opposite but the higher one is on one side increases the decay rate for it’s opposite.
I mean, they are opposite - as are naval and land, or offensive and defensive; the issue is that they are dependent on how much money you're ready to throw on the whole. Yes, you might roughly train three men for the price of one well-trained man, but nothing stops you from training well three men - it just means you could train nine men if you weren't that thorough. Same goes for naval and land - can you have a great army and a great navy? Yes, if you have an amazing budget to split in two, the same split which would give you a mediocre army and a mediocre navy if the entire budget wasn't quite up to the task.
 
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What is going to be the balance of societal values across the old world in the 14th century?

Will starting values broadly range or will they be approximately equal

countries have severly different setups
 
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This looks great.

Will there be one view of all the societal values for your country? What will it look like?

yes, it will show all your societal values easily.
 
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View attachment 1219008
I'll be honest; I always felt treating these two values as diametric opposites of eachother was never the perfect solution. After all, it's not like countries good in naval matters automatically have crappy armies and logistics on land, and vice-versa. The French navy was never a pushover and neither was the British army. Spain was feared just as much for its Tercios as it was for its Galleons.

This is actually a dimension where I feel like the old system of National Focuses fared better? Having good armies or good navies is, I feel, more of a matter of long-term societal and cultural investments and not so much of mutually-excluding specialties/philosophies.

Edit: Also, yes, this Fort Defense reduction in "Offensive" feels a bit too punishing, if the dynamics will be anything like in EUIV lol Like @WhiskyGlen points out below, it's stark when compared to the 10% siege ability reward you get for it. Maybe something between 15-35% would be more reasonable?

View attachment 1219011

Also,

View attachment 1219018
It would be interesting to have two sliders, one for naval, one for land based modifiers. You'd be trying to get both of them higher, but maybe the higher land is, the higher a negative ticker on naval is, and vice-versa. You could do something similar with offense vs defense, too. It would ideally represent the difficulties maintaining quality forces in either direction.

That said, I'm tentatively looking forward to seeing the land vs naval modifiers before casting judgement there, and I'm sure the modifiers for offense vs defense are still being balanced. As for the cases of nations that had both a good army and navy - in my opinion the way you show that is by having the slider at 0, or close to it. You'd only favour one side or the other when you want to advance either your naval or land presence to the detriment of the other.
 
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belligerent vs conciliatory:

this makes no absolute sense at all. Like no no no no get this ledger tf out of here. Why? Cause it's simply ahistorical. If it was a character trait would be ok though.

Why? Well, cause in this period the political stance of countries did full 180s when leaders changed, simulating this with just a ledger would be annoying and representative of well, real life
 
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how many unique societal values will there be? you mention the ones near china but are there a lot of others throughout the world? Having one of two unique ones for most regions would be a good time investment, although idk how granular they get with events and stuff so if its too much work then maybe not

At release not many.

In a decade's time... probably many
 
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It's not uncommon for parts of a game to be fully worked out in detail, just to be changed completely again during beta.

Yes, I understand, and maybe I do remember the first diaries wrong in terms of collecting feedback and the implied idea of acting on it—but most of the discussions read like justifications rather than reflections, and the following DDs do not really pick up on feedback—they just proceed as normal. But maybe I missed some information by skipping the whole map posts, as I’m personally more interested in mechanics than maps.

P.S.
I do remember correctly that this whole affair is about collecting feedback and acting on it to ensure it will be a better game than I:R. But all we are getting is a piece-by-piece breakdown of finished mechanics and justifications for why they are as they are. Not sure if any reflections and changes based on these DDs have already taken place. But that migth be just me. Please do not hesitate to point me to the respective reflections and changes based on our discussions here! It would help me gain confidence in a game I’m looking forward to, as I’m highly interested in PDX games and I like the setting!
 
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