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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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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.

View attachment 1222388
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.

View attachment 1222387
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.

View attachment 1222385
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.

View attachment 1222384
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.

Thanks a lot for the feedback implementation and all the work!

I am one of those who would love to see some more regionalism in the great powers/hegemonies, but I understand that it might be difficult to adjust.

Perhaps someone already mentioned or though about it, but what if localised GP/H was tied not to the continent (eg. as you said previously it’s hard to determine what continent are Mamluks on) but to the MARKET.

Let’s say you get to be ~‘local hegemon’ if you are richest country in your market, and there is no richer country in any of the adjacent markets.

You could then come up with the list of all the local hegemons in the world and decide their global ranking based on the economic power +/- scaled with the strength of the market?

Unsure how easy that would be to code, but in principle there is just couple of logical gates comparing the incomes and values? :p

Equally I am not sure how you’d justify the similar mechanism for other, non-economic, types of hegemonies as markets probably don’t control the movement of armies that much. However it could be controlled by the reach of the supply chains? To follow the rule that you can only project your power so far, as far you food can reach your armies (not sure what to do with living of land and plundering though…).

Sorry for a bit chaotic train of thoughts, just realised that I had the best idea in the world and it must be shared!
 
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Why does the game need a great power and hegemonies system?

Isnt it just unnessecary flavor? A strong country is alredy strong in its own and the neighbouring countries should be able to account for that even without a GP/hegemony system.
I feel this game will be like a mix of Imperator + EU, maybe Imperator: Rome -> Emperor: Europa.
 
Spheres of Influence

Do spheres of influence will appear in the game somehow?

The actions of (Great) Powers have been largely determined by thinking in spheres of influence to an increasing extent as time passes (up to the present day).
That is, the (Great) Power seeks to exercise control over territories outside its borders - through conquest, colonization, forcing into vassalage, alliance, guarantee, trade treaty, helping a favourable government to power, missionizing, cultural or religious dominance, etc.
Even more importantly, it seeks to eliminate the influence of other great powers in the sphere of influence, even at the cost of war.

There are many examples in history, such as the Hungarian-Ottoman struggle for the Balkans or the Anglo-Russian struggle for southern Asia.

The extent of the sphere of influence increases with the size of the (great) power:
  • in each successive era,
  • from naval, trade and diplomatic innovations,
  • and in the selection of specific provinces, priority may be given to close, core, claimed, own culture or religion, more developed, natural harbor and lacking raw material producing provinces.
(Peace) treaties could also fix the boundaries of spheres of influence, and the violation would give casus belli. Such was the Treaty of Tordesillas or the division of Persia into English and Russian spheres of influence.

The introduction of spheres of influence would result in greater consistency in the foreign policies of nations.
 
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I believe people give too much importance to being a hegemonic power. I think you can "win" and have fun in a game even by being third or fourth in every category, while excelling in just one. It seems to me that this adds something extra to do instead of just blobbing around. Even in EU4, playing astall is a joke... after a while, it always gets boring, and you end up waging wars all over the place.
 
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Which continent is the Ottoman Empire in? Which continent is a strong Morocco
You do it based on the subcontinent you are in and those adjacent to you, with the prestige acting as the discriminant for the extra actions , and then you can enlarge your action range through the ages by discovering particular advances
 
Which continent is the Ottoman Empire in? Which continent is a strong Morocco in?
If the great power actions can only be used against nations on that (sub?)continent, why not both? And if a nation is on several continents, let the main one be where they are primarily located (maybe just assign each tag a static main continent that isn't easily changed by for example moving capital). Then to be eligible for great power status on a continent which isn't your primary continent you must fulfill som creiteria related to owned provinces or some other measurement of influence.

I know it must get tiring having so many people come with suggestions on this without knowing how the game engine works, but there's gotta be a better way to do this.
 
What about making the global GP ranking as it is now hidden (maybe making it absolute, not relative to 1st GP) and creating one ranking per global GP according to visibility or distance or trade range with some multiplier, maybe tech based? If two global GPs are in each other's range, then only consider the highest ranking global GP.
Does this make sense? Would this be too taxing performance-wise?
 
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I see really good improvements in the hegemony system here, but the fact that some diplomatic actions like "Violate Sovereignty" are only available for 1 hegemony country still looks somewhat illogical. Imagine if China and Austria both had 1000K troops, fighting in some huge war against each other, and China was able to Violate Sovereignty and get a significant advantage just because it was a hegemony some time ago.

I'd suggest stepping away from diplomatic actions availability only under certain conditions and making them available for everyone, but Hegemony, for example, will be able to perform them with higher efficiency/cheaper/easier.
 
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Can the impact of the relationship penalty be compensated somehow? -100 to -150 relations sounds ridiculously harsh. If I just want to play a tall Empire, I am suddenly hated by everyone.
 
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Can the impact of the relationship penalty be compensated somehow? -100 to -150 relations sounds ridiculously harsh. If I just want to play a tall Empire, I am suddenly hated by everyone.
That is if you gte to be GP AND gather 5 hegemonies, so are at the same time with much more armies, money, navies, diplomatic reputation and culture than the other countries. It'd make sense the other countries will then tend to hate you outright.
 
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These are some pretty good changes, but I'm still quite concerned that the additional court cost and opinion maluses aren't sufficiently to properly present a problem to a hegemon.

Would it not also be better to add other relevant weaknesses and maluses to encourage and enable other great powers or would-be-hegemons to overtake the existing hegemon? I'm thinking things like giving discounts (or better effectiveness, or benefits) to having hostile actions being taken against the hegemon. Ie: A great power that isn't a hegemon should maybe receive prestige or stability or lowers costs if they are encouraging rebelions in the hegemon. That would increase the conflict between the hegemon and those powers trying to catchup.
 
That is if you gte to be GP AND gather 5 hegemonies, so are at the same time with much more armies, money, navies, diplomatic reputation and culture than the other countries. It'd make sense the other countries will then tend to hate you outright.
I am well aware, but I am someone that plays tall Yuan in EU4. I will most definetly end up as a hegemon in the economy category and strive to be one in the culture/diplomacy category. I would have to actively avoid having the largest army or the largest heavy fleet, which is a bit weird.

And why hate me, when I mind my own shit?
 
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I am well aware, but I am someone that plays tall Yuan in EU4. I will most definetly end up as a hegemon in the economy category and strive to be one in the culture/diplomacy category. I would have to actively avoid having the largest army or the largest heavy fleet, which is a bit weird.

And why hate me, when I mind my own shit?
Because you could decide not to mind anymore. Besides, -100 opinion should be manageable if you decide not to expand, especially with diplo added relationship. It makes sense others will tend to distrust you imo. (with the exceptions of cultural and diplo hegemonies imo)
 
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Because you could decide not to mind anymore. Besides, -100 opinion should be manageable if you decide not to expand, especially with diplo added relationship. It makes sense others will tend to distrust you imo. (with the exceptions of cultural and diplo hegemonies imo)
I feel like there is room for optimization. Being a diplomatic or cultural hegemon should not result in people hating you. I would rather put a moral of arms debuff, since "wow everyone likes us, why we fighting people that want to become like us". An opinion debuff on naval and military hegemon? Sure. On economic hegemon? Questionable.
 
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What is described here as "hegemony" is not hegemony. The requirements for the status of hegemon should be higher. A hegemon should be as powerful at its particular field as the next two powers combined. Two-Power Standard.
And hegemon status should be possible to be lost, even if there are no other valid hegemon candidates available. In other words, hegemon status should be able to become/remain unclaimed.

Maybe you could make it a two tiered system. With the current requirements, a power can become "dominant" in that particular field, and with the Two-Power Standard it can become a "Hegemon".
 
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What is described here as "hegemony" is not hegemony. The requirements for the status of hegemon should be higher. A hegemon should be as powerful at its particular field as the next two powers combined. Two-Power Standard.
And hegemon status should be possible to be lost, even if there are no other valid hegemon candidates available. In other words, hegemon status should be able to become/remain unclaimed.

Maybe you could make it a two tiered system. With the current requirements, a power can become "dominant" in that particular field, and with the Two-Power Standard it can become a "Hegemon".
Making a hegemon requirement be the next two powers combined turns this mechanic into a "win more" thing. A player that has achieved such an incredible lead over the AI is likely to be close to giving up their run out of boredom.

I'm not saying that your expectation of what a real life hegemony is wrong, but that concept has to be adjusted to make sense as a game mechanic.

As a player, if I would only gain access to a hegemon status after I am uncontestedly the most powerful nation in the world, then it can be argued that it is a mechanic the game does not actually need.
 
I also agree with that, but wouldn't it be possible to make the whole army thing much more realistic, which essentially means having 20k soldiers raised when in peace and 200k during a war, not just the same gigantic amount of soldiers raised for the whole time, with just some semi-magical army maintenance slider?
I know it was probably mentioned already not just once during some warfare related posts but this topic still really bugs me lol