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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.

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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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The dress system makes people puzzled. Why do Mongols and Japanese dress the same, and why does the Sultanate of Delhi dress like Hindus? Isn't it like Mamluk?
 
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PP +10?
But doesn’t PP>10 make it possible to colonize a foreign country?
Do I understand correctly that great power 1 can colonize its neighbors?

if they want to yes.
 
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So what determines the areas for each hegemon? Is it literally a group of provinces? That seems like a lot of hegemons running around, and it seems pretty easy to become the strongest/only in your area and get all the benefits?
 
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This is much better. Really impressed by your adjusting to feedback. It's looking much more immersive and will help make it challenging.

For me I'd like an even stronger punishment for being a hegemon, but maybe I just am a masochist.

Two questions:

1. Should a hegemon really be simply the top power in that area? That's not really a hegemon, and would make some countries take that position even if they aren't really hegemonic. Wouldn't a better criteria be: top in that area, as well as at least 50% of all the other great powers combined?

So an economic hegemon isn't simply the one with the most income, but a country that has the most income, as well as 50% of all other great powers combined.

That way it wouldn't be age of discovery and suddenly hegemons appear. Instead they are earned by dominance.

2. Why did you choose reduced food modifier for economic power? Seems a little particular, and I'm not quite sure of the connection.
 
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Is there an accounting to quality over quantity? What if your army of 100k is much stronger than the hegemon's of 200k?

Yeah, its a hard one to specify.
 
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Nice changes. Just one thing. Cultural Hegemon being able to force change of language court makes no sense at all. That is a violation of soveregnty and for that you need an army to coerce.

Also disappointed that the AE system is staying in place. That was part of the feedback. AE is an outdated mechanic that cannot work for balance of power. Its just a "stay at peace a while" modifier.
 
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Glad our feedback is heard,

however I must say I sincerely hope you will include proper debuffs for large nations instead of making them constantly stronger.

In EU4, once you get rolling nothing can ever stop you unless you want to stop yourself (or if youre going for an clinically insane campaign). So I hope you will ensure great powers can naturally lose power or fall apart, without having it be scripted like the Ottoman decadence.
 
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Now this. This is what the people asked for. I love it and I still cannot believe that our suggestions were implemented to such an extent that an entire mechanic was re-made from scratch. Un-hecking-believable, in this day and age.
 
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Does the diplomatic hegemon also give the -20 to opinion? If so, I feel like it would make sense for them to not have this malus

yes, but their powers compensate
 
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Excellent changes all around! If I had any balancing requests it's that I'd like to see tweaks so the Ashikaga are no longer a GP in 1337, I still think this is very odd. Japan just wasn't important outside of well, Japan, at this time. So it's just a bit odd to see, IMO, Is it the clan vassals giving them GP points that causes this? They probably shouldn't, IMO.

Anyway, over all I am satisifed. A bit wary of "Soldiers as Workforce", at least historically. While using them for infrastructure construction and all that is well and good, actually using them in RGO's is a bit more suspect, historically speaking if soldiers are used in any sort of way that produces wealth it tends to lead to slackening discipline and training standards as their commanders are more interested in using them as workforce to generate wealth rather than as actual soldiers. Using soldiers to farm their own food sounds like a great idea until your commanders start using them as private workforces that train like a week out of the year and otherwise work the fields to ensure productivity(or the mines, as the post above says).
 
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Out of curiosity, is there any Hegemony where the Yuan does not start as #1? Naval?

When the Age of Discovery spawns, I'm not entirely sure Yuan is even on the map in most campaigns.
 
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I absolutely love the changes!
One suggestion though, cultural and diplomatic hegemon shouldn't get an opinion malus/increased ae with other countries (other than perhaps other great powers), it would otherwise be counter productive to their 'soft power' aproach.
 
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Still I get to compete against China as medieval France before I even know where they are on a map. Weird.

I don't find a detailed enough Hereford map (1300), but China ("Cathay") is definitely on the Catalan atlas (1375). There were definitely people living in what this game considers 'France', who knew of China.

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yeah, you are correct.
No worries, i'm guessing it's both an important and a difficult value to get "right" :p
 
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This is much better. Really impressed by your adjusting to feedback. It's looking much more immersive and will help make it challenging.

Two questions:

Also, maybe a third condition for a Hegemon simply should be that they are a great power.

So to be a K Hegemon, with max value k, a country A must satisfy:

i. A's k is bigger than any other k
ii. A's k is at least 50% as big as all other great powers' ks combined
iii. A is a great power

(actual % should be decided according to balance etc, 50% is an example).
 
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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?

for who?

there are like 1500 countries. Should you be "great power according to ulm, corsica, +100 countris etc.." ?
 
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