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Tinto Talks #39 - 27th of November 2024

Hello everyone and welcome to another Happy Wednesday, the day of the week where you get a new Tinto Talks, the special posts we make to gather feedback about the very very secret game with the codename Project Caesar.

While we may have some skills and some experience in designing games, we are not perfect, and that is why we are doing these Tinto Talks, so we can get feedback on what may be less than stellar, and for us to think about things that we may not have thought about. Sometimes it's small easy things we can do immediately and will tell you in the thread directly, and sometimes it's larger things, which we talk about later.


Our Tinto Talks from a month ago, about Great Powers and Hegemons was one of the very few we have made that had a negative reaction, but what was great with it was that there was plenty of great, constructive and usable feedback from it. Pretty much everything in this thread today has been built on community ideas that have then been revised and discussed internally.


Country Ranks
First of all, we reworked so that rank for a country is now more about the flavor and internal mechanics, moving away from the unlocking of powerful diplomatic actions, like intervene and threaten war, so that they are for Great Powers instead. There were also some modifiers that more fit being a great power than a Kingdom and Empire in name, like the power projection bonus that a rank gave.

kingdom.png

Also a new icon for the rank..


Great Powers
First of all, being a great power is not without its costs, and now being considered one increases the amount of gold your country needs to spend to keep up its legitimacy. Also, all Great Powers have a negative opinion of -25 of each other.

The bonuses you get now scale with the position you have among the great powers, where being the no.1 gives the highest one.

being_gp.png

Yuan gets a bit more than France..

Another change we did, was that the amount of great powers is now fluid, and depends on how many countries are close to the number 1 power in the world. There is always a minimum of great powers though, and a maximum, which depends on the total number of countries in the world.


Hegemonies
We have done a lot of changes to both the system for Hegemons and how they actually work as well.

First of all, we changed the hegemony system to not be unlocked by advances, but instead they become available directly when the Age of Discovery starts. Why you may now ask, well, this is important for the new mechanics, as you no longer actively decide to become a hegemon, but the hegemon is proclaimed on you by being the strongest in a particular area.

Every month the strongest in the area the hegemony concerns will be proclaimed as that hegemon. If there is a hegemon already, you need to be at least 10% more powerful in that area. So, for the Military Hegemon, if France has 200k soldiers, then Sweden needs at least 240k soldiers to become the new Military Hegemon.. Or reduce the French army to be smaller in a way. You will not lose your hegemony if you lose a war though.

Another major change though is that you can hold multiple hegemonies, and there are now some drawbacks to being a Hegemon. Of course, all other countries distrust a hegemon so for every hegemony you hold, you get a -20 opinion from every country, and a +20% extra impact on aggressive expansion. There is also an increase to expected court costs, and a monthly prestige gain.

We also removed the system of Hegemonies becoming more powerful the longer you hold them, and removed most stacking modifiers, and having them merely gives one bonus each, however, instead, each hegemony gives you two unlocks. One unique cabinet action each, and a unique diplomatic action, that each can be used while you hold that hegemony.

hegemon.png

The UI also shows you all the competing great powers… Not sure the word “competing” is relevant here though.



We also added two new hegemonies since last month, but what do the hegemonies give you then.

Economic Hegemon
This is the Great Power that has the highest income from Trade and Taxes.

As you can see in the screenshot above, their units consume less food, which can be useful over a campaign.

They can use the Diplomatic Action ‘Divert Trade’, which forces a non-greater-power country to give up part of their merchant capacity and power in all markets they are present in. This can not be done to anyone that has their own market though, but this forced divert of trade can not be broken for 10 years, unless a war breaks out between the hegemon and the target.

The Cabinet Action this hegemon gets is “Reduce Paperwork”, which increases the production efficiency in an entire area. So what is an area? An Area is a group of provinces, and a province is a group of locations. Production Efficiency is a powerful modifier which directly impacts the output of a building, without increasing its input requirements.

Naval Hegemon
This is the Great Power that has the most Heavy Ships of all Great Powers.

Their bonus is 10% less naval damage taken.

They can use the Diplomatic Action “Force Embargoes”, which makes the target non-greater-power embargo another country. An embargoed country can not trade in the market they are embargoed in, and their locations will not belong to that market, both which are rather non-ideal. This forced embargo can not be broken for 10 years, unless a war breaks out between the hegemon and the target.

This hegemon can use the Cabinet Action “Naval Focus”, which increases the maritime growth and harbour suitability of all ports in an area.

Military Hegemon
This is the Great Power with the biggest army of all Great Powers.

Their bonus is 10% cheaper warscore costs.

They have the “Violate Sovereignty" Diplomatic Action. This is probably the most requested feature ever by any warmongering player, and allows you to enforce a military and food access on any non-greater-power country for 6 months. This means that you can pretty much ignore neutrality, and make sure your army is well fed as you march it to another theatre. There is a slight drawback that the country who you march through will dislike you and get a casus belli on you.

The Cabinet Action this hegemon gets is “Soldiers as Workforce”, which gives you faster construction speed in an area. This impacts roads, buildings and rgos, so can be useful to get more barracks, forts and iron mines quickly for the war machine.

Cultural Hegemon
This is the first of the new ones, and this is granted to the Great Power with the highest Cultural Influence.

Their bonus is a 25% growth to cultural tradition growth.

They can use the Diplomatic Action “Force Change Court Language”. This forces a non-greater-power country to change their court language to yours, which further strengthens your stronghold on culture. This can not be changed for 10 years, unless a war breaks out between the hegemon and the target.

This hegemon can use the Cabinet Action “Assimilate Area”, which allows you to assimilate pops in an entire area at once, which is a few times more powerful than the Promote Culture cabinet action which can only target a province at a time.

Diplomatic Hegemon
This is the second of our new hegemonies, and it is granted to the Great Power with the highest Diplomatic Reputation.

Their bonus is 30% higher impact from Improving Relations.

They can use the Diplomatic Action “Influence Country”, which increases trust and opinion in a target non-greater-power country.

Their Cabinet Action is “Diplomatic Corps”, which allows this Hegemon to dramatically increase their diplomatic capacity while also gaining more diplomats each month.

gp_list.png

The current 5 Great Powers at the start of the game

Stay tuned, as next week we’ll go through Government Reforms, how they work, and take a look at what types we have there.
 
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does that mean that those actions can also be used on other great powers who are of a lessen rank than the hegemon?

no.. can't be on any GP at all.
 
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Still not convinced the hegemon system is needed, why give bonuses to nations already powerfull enough ? Why restrict cool diplomatic actions and cool mechanics to only a handfull of nations ? Why not make these diplomatic actions available to everybody and simply make sure that the acceptance of such actions relies heavily on the balance of power between the two sides of the treaty ? Why not include a threat system instead of making only a handfull of nation being hated for being too powerfull ?

If hegemons are to be in the game, then I think the changes you've introduced make it much better than before, but please consider getting ridd of hegemony completely. Also consider getting ridd of great powers. I really think this is a case where clearly less is more for PC

Edit : I think I'm not too far from the truth if I say that the main design idea behind hegemons and great powers is that it allows the gameplay to evolve during a campaign, which I think is really cool and the key to making sure that players play campaigns all the way through. I just don't like how hegemons and great powers make this evolution extremely rigid.
 
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Wow, great post, love the way you took the community fedbacks !

I feel like the diplomatic hegemon should come with less diplomatic penalty / none at all.

The soldiers as workfoce cabinet interaction could require a minimum amount of manpower available imo.

Also, the various diplomatic interactions (with the exception of the diplomatic one) would work better as a threaten war type of interaction / threaten war with a threshold / give(all) a CB to the offended country and decrease relation with them. What was the reasoning for some giving cb and malus and some being broken by war but by default "activated" ?
 
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only global ones.

we ran into lots of problems with it not being possible to determine "what is the local you look at"
How about it being based on visibility? That way there could be more relevant local great powers in each corner of the world, and as the world gets smaller and more and more explored, some of those would inevitably lose out when they find out they arent as hot stuff as they previously thought. Would something like that work?
 
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Did you also alter the primary culture pop requirements to increase rank, or is it still the same?

One million primary culture pops seem a bit much to form a kingdom, and 5 million primary pops to create an empire seem very difficult to achieve. It would be nice if the requirements to increase rank were based on a combination of economic, military, and population.
 
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Could there be a non-great power hegemon? I think that at least naval or military hegemonies could be achieved without needing to become a great power. Also, aren't these hegemonies pondered by the actual quality of your troops/ships?
 
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Overall great changes, but I'm not entirely sold on the military hegemon only depending on the biggest army. Shouldn't the quality of the army have something to say in that regard as well?
 
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Of course, all other countries distrust a hegemon so for every hegemony you hold, you get a -20 opinion from every country, and a +20% extra impact on aggressive expansion.
Does this apply wholesale to diplomatic hegemonies? It would be pretty paradoxical if being the best at diplo makes you a lot worse at diplo
 
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Another change we did, was that the amount of great powers is now fluid, and depends on how many countries are close to the number 1 power in the world. There is always a minimum of great powers though, and a maximum, which depends on the total number of countries in the world.

Could you tell us more about how that calculation is made? Just out of curiosity.
 
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Love the hegemony rework! My one thought is, do the hegemonies require a minimum value met for each? It would feel silly if all the great powers (somehow) end up with navies of 10 heavies and there is some other country with 50 heavies that is not a great power, so then one great power with 11 heavies ends up naval hegemon, even if they really aren't a naval power.
So yeah, some minimum requirement to become hegemon of X seems good (if that's something you already had in the text and I just didn't read properly, forget I said anything)
 
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So if I understand correctly, tiered ranks (tier III, great power...) are what give boni like in Imperator and title ranks (kingdom...) are accessible if you reach certain tiers but are only flavor?
 
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For regional powers, would it be possible instead of having them in a predefined geographic region to instead run a distance calc between two capitals in a set radius (which can scale with each age) and if the country in question is more powerful than every country in that radius apart from great powers, that they can become a regional power?
In a previous post above, I suggested a local power check based on a predetermined distance with each age. What problems did you run into when looking into regional powers? Perhaps something similar to what I mentioned above is still possible, with regional powers unlocking the diplomatic actions but no additional bonuses, and can only use them on the other countries which it was checked against?
 
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