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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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Posting my comment over from the EU5 Reddit:

Mixed feelings on this. Some of these, I quite like: they're the best you're going to get in a game in terms of feeling realistic, fair, and balanced.

Others... I'm not so sure on. Some of the trade-off pairs seem weirdly game-y. I can think of quite a lot of countries that were just generically militaristic and were very good at both offence and defence. The same goes for being land- versus naval-focussed. The modern US rather seems to be excellent at both! It's not apparent to me that one has to be good at only one or the other. Others I think should be significantly more acute (if they should be "values" at all): capital economies are just better than traditional economies at pretty much everything. It's not a trade-off economically, as the game seems to be presenting it, it's just hard to do.

That gets me onto the next thing. Not all of these are very evidently "values" to me. Again, a capital-based economy is a thing you have, not a thing you think you have. Same goes for free trade, which really means a set of policies. Liberalism and authoritarianism are more arguable, but I can see that really being policy-based too. Given the huge amount of thought and effort going into internal political management in this game, it confuses me that these things are abstracted into "values" (which makes continuous certain obviously binary variables, and makes into popular sentiment matters of law or policy) rather than just made into part of some kind of "policy" menu.

That links in to the idea that a lot of these things shouldn't really have "trade-offs" so much as just be difficult to implement. Breaking the traditional economy and replacing it with a capital economy should be really hard! It should face active and persistent resistance, and it should take a long time. It's just that it should then be better. Agricultural output was generally excellent in capital-based societies, because they invested in technologies to increase productivity! I'm also a little worried about this therefore being a bit too "balance brained". I would hate to see EUV become a modifier-stacking game. However, there shouldn't be a fear of making one choice sometimes just be better than the other, which I fear there is here (if imperfectly; some of the bonus profiles we've seen seem clearly better than others).

Does that make any sense?
 
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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.

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.

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I feel like this one should be worded around Social mobility like "Rigid vs mobile" (like caste system/serfdom/slavery vs egalitarian), because serfdom is a specific form of farming labor organization, and it is not even a binary choice. Some societies used slaves for this, some serfs, some used hired workers, some used free farmer labor. Also, I feel like buffs and debuffs could be reworked because "peasant food consumption" for serfdom is bizarre, maybe bigger estate power or lower promotion speed would be better.
 
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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.
Agree. Pious v Ecumenical, maybe? Or is that too specifically Christian? TBH I'd be happy enough with Faith v Toleration too.
 
What if there was a quality vs. quantity equivalent for the economy? Like maybe craft vs production? Could have influence, prestige, and culture bonuses versus raw production and faster build times.
 
Can we ask a cabinet member to move one of the societal values to -100? Or will it always move to 100?

You can ask them to move to -100 or +100
 
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I'd like to suggest additional societal values for gender (patriarchal vs heterogeneity) and cultural attitudes (cultural elitism Vs multiculturalism)

While I understand there are already laws for these topics, having a slider representing societies attitude towards women and cultural minorities would be interesting and add another layer of depth and interaction to the laws.
 
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You simply represent that by having the slider in the middle?

I'm not sure why people are commenting things like "Prussia had a high quality army but also conscripted a large percentage of its population" when that just means that they're not specialized either to the right or left of the slider. That's how it's supposed to work, you don't have to pick one or the other extreme.
if you put it that way then there's no reason for a slide at all given that most countries will have the slide in the middle. What you say makes no sense. Some countries escripted a large part of the pop, some had quality armies, some did both some did neither.

There are 8 options (when you take into account middle grounds too) with the current quality - quantity slider representing only 3 of them. Damn right I'll ask for more sliders
 
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Is there any mechanic that allows an overlord to sway these societal within their subjects/sphere? Curtailing any liberal thought or maximizing resource extraction seems well within the interests of any superior power that relies on efficient vassals
 
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I dont like that each choice gives different bonuses. There is no point in graduation from -100 to +100. That made sense in EU3 when going too much in that direction had too big a drawback depending so you had to choose carefully how much to steer. If each gives different set of bonuses there is no reason to have it lean to 0 or close to 0 so you dont get any benefits or drawbacks.

Might as well just be a pick like ideas instead something that goes between -100 to 100 but that would be a shame. I much prefer the EU3 approach
 
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Does assimilation require same religion before it can start (like in EUIV where you must first convert a province before you can change the culture) or can you assimilated pops with other religions without first converting them?
 
Whenever a strategy game offers the choice between technological progress and anything else, tech. progress is nearly always the better option as it eventually gives the opposing side's bonuses.

So what stops Innovative from doing the same things Traditionalist does but better?

the impact on research is maybe 2% at the extreme over a full game.
 
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Looks promising, but are these societal values impacted in any way by the cultures the country has? Because most of the values should be derived from the culture itself, rather that from some arbitrary estate privileges or other administrative means. While, say, freedom vs serfdom would indeed be something decided above the heads of those most interested (that is, the peasants), things like Traditionalist vs Innovative, Spiritualist vs Humanist or Individualism vs Communalism sound like manifestations of cultural traits and traditions. I know that, should there be two separate sets of "sliders", based on two distinct ideas, it would pointlessly complicate the UI, but perhaps the aggregation of various cultures that happen to be within a tag's borders should have some impact on the increase or decrease of the various societal values? Like, say, some cultures would be more spiritual, while others would be more humanist, others would be more conservative, while others more innovative, and so on? This would be something to consider when planning one's expansion, as incorporating territories populated with traditionalist cultures might not be the greatest idea when trying to be the king of innovation.
 
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Looks nice but id hope we would stop seeing Navy-Army and Offensive-Defensive as polar,exclusive opposites..

We don't have any navy-army slider. We have what is basically a "coastal" and "inland" focus slider.
 
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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
If I understand the directions right, is the team really sure about aragon being centralized? It was basically a federal kingdom and didn't even have an official capital.
 
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.
Could we have ones exclusive to religions or governments? Like mysticism/legalism in Islam or Democratic/authoritarian for a republic(I understand that could be simplified with liberalism/absolutism but just as an example)?
 
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Agreed with the thought that -50% Fort Defense seems immensely harsh. Maybe the equivalent of fort maintenance could be higher in Offense countries because they have less experience defending such places and thus are rather inefficient at it?

Its not been in the top 10 complaints yet in internal testing.
 
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