• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
21.820
244.165
  • Diplomacy
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • A Game of Dwarves
  • Magicka
  • Starvoid
Welcome to the fourth iteration of Tinto Talks!

Today we’ll give you an overview of the different mechanics of the Government part of the game. There will be development diaries going into much more detail for these later on.

First of all, we have 5 different government types in the game, which determines a fair bit of what type of mechanics you get access to. As an example, a Republic does not have access to royal marriages, and a Steppe Horde has a different view on how war, peace and conquest works compared to other types of countries.

  • Monarchy, which uses Legitimacy
  • Republic, which uses Republican Tradition
  • Theocracy, which uses Devotion
  • Steppe Horde, which Horde Unity
  • Tribe, which uses Tribal Cohesion

ZLW8XrWYZLxnovNzgF_7TuPQWyWmoGGLwwD2R2susU8CbvdqziEL_Ulp-yKCubRFOexelDTDIdjssj852lmLobBEQVeYT6bSkHFEIZmWUs_H-38W79jBh1S5OiDDATUVu0nB6GXgi2ze2LmNyJ115OU

An illustration from our game..

These, together with country rank, government reform, and local flavor gives countries names like “Crown of Aragon,” “Kingdom of Sweden,” “Principality of Wales.” Not all countries are countries that are based on owning locations on a map though; more on that in later development diaries.

Each country also has a ruler, or they may be in a regency, if there are no possible adult heirs.

One of the most defining parts of the government of a country in Project Caesar is the Estates mechanic. This has been one of the core parts of the game, with a full connection between the population and the estates. Keeping the estates satisfied while keeping their powers low is an important part of the gameplay loop. In this game, the Estates are also active entities and will do things on their own if they get enough power.

qYgBGNEzv3H0jQc6eneo7kkUZgpdahDdiD2oZxQEQZsEziJaaYEGiEnn0-whjga7G0UAzf7YYhABAvScXHNozJux_FGQz5ujPQN8ey_63fuKTGJCI91U-b_fQ15sn3qbalZo_HQ4dyjmlZKWg_zOT1w

Two government reforms, one culture specific and one government specific.

As time passes, different government reforms and reform-slots will be available. They can also be based on tag, culture or religion.

uS3pA3GElx0t_YJa_9rdYdyTavbK_IEfSQP1AT3GA9nESw5PidjM0ca7CawBGS80IfNTF-gFGP7O5WDOKzR9Wt5Ffn9iPUkg7hzYRIdfnGp6EG-7ssCmrxh6kd1snKgU2LssP30gr5KJqlfgGJmfIjE

These are the two available possibilities in the Law 'Language of Pleading' for the country I tested.

Something that is different from a reform is what we call a Law. A Law can have several different policies you can pick from, and several laws have unique policies only available to certain tags, religions, cultures, government types or other factors.

There are some drawbacks to adding new reforms or policies though, as it takes a few years for it to have full effect, depending on your country's administrative efficiency. (Yes, it's a name for something else in another game, but it fits here.)

Regularly, if your government allows it, you can call in a Parliament. If you don’t do it often enough the estates will start to get irritated, but each parliament has issues that need to be resolved, and the estates will have agendas they want done for their support. Of course, you also have options to push through what you want from a parliament, if you are willing to accept the demands of the estate, like changing a particular law.

Another part of the government is the cabinet, which also grows in size as you become more advanced, allowing you to do more things. This is something that can be viewed as a hybrid between EU4 Advisors and the CK2 council actions.

Some of you may remember the domestic policies from EU2 and EU3. In Project Caesar we are bringing the idea back in the form of Societal Values. There are seven that we took from these games, one that was split in two, and we added four new ones, bringing the total to 13 different Societal Values. Societal Values are primarily affected by what other actions you do, like what policies you pick in a law, or what reforms you pick. As with so many other things in our game, this is not an instant action, but a gradual change over time.

ZEZWxSpKakO4WurGDUAAsx7sedtM4QfQOCQe32TQGOWyLFGbPv2JrSLjbi0NgOMzD855iLKD6JGOWancM-kU6hqp65oRF7P7ubsaNOY9_L5kdzqELF2f26rggfEojZBnW0giSvY1Xf3thtmlKDVEtqg

oh look, its eu3!

Next week, we will go into much more detail about estates and how they work.
 
  • 264Love
  • 167Like
  • 13
  • 10
  • 1Haha
Reactions:
  • 82Love
  • 38Like
  • 3
Reactions:
Is the map above showing the locations of that region? also just wanting to know but its Location->Area->Province->State right? or do I have it wrong way?

Yes, its each location with a unique color
 
Please tell me that estates will have something to do with the population and economics mechanics of the game, instead of just existing as their own little disembodied thing with no connection to the material conditions of the state.

yes :)
 
That's quite an elaborate illustration, like something out from CK3. Is it used in-game as a background for an event or a menu?

its one of the possible backgrounds for a menu
 
Very interesting. From the looks of it, it seems that the overarching goal of the game is taking your nation from a feudal system to a roughly post-Westphalian system. Some questions:
  1. How customizable are government types? (Can we set term limits on republican rulers, for example.)
  2. Are interregnums a thing?
  3. When you refer to countries that aren't "based on owning locations on a map," do these have government types that aren't enumerated in this dev diary, or are they specific countries?
Also, definitely a 1337 start-date.

1 - very much
2 - yes
3 - something completely different for future dev diaries
 
  • 58Love
  • 35Like
  • 6
  • 1Haha
Reactions:
Will the UI be changed (compared to an curretly basic one for testing purposes) during development?

UI has changed any times in the last 4 years and will change more before release. The current one has basically no artwork yet. (Except the images you see)
 
  • 54
  • 11Like
  • 4Love
  • 1
Reactions:
I'd like to say on behalf of everyone: When including the call parliament mechanic, assuming it's meant to be inspired by the English parliament, which had to be called two times a year, include a mechanic which auto-calls the parliament. Perhaps even allow us to set a time interval, like allowing us to call a parliament every X months, where X would be defined by a slider. Depending on the pacing of the game though, I'm assuming it'll be a bit "dumbed down", so you have to call the parliament only every, for example, 5 years, as to not overwhelm the player (of course depending on how much of a player interaction there is with the player). Either way, having a button you have to press thorough all the game on a set time interval just feels tedious unless given the opportunity to automate.

Currently its a 2 year cooldown, and the estates does not care if its been less than 5 years, and every month after that they get more and more anxious.

so no, its not a major "click at time x"
 
  • 62Like
  • 11
  • 1Love
Reactions:
Why the distinction between reforms and laws? A reform is simply a change to a law.

I hope EU4 "government reform" system will not be reintroduced, it is a completely abstract, gamey mechanic where you just get to pick up a bonus once in a while, and previous choices mostly don't even impact what kind of options you have open for later tiers.

I don't think you can come up with a linear progression that would make sense in 100% of cases. Reforms should become available when the need for them arises organically, not because some abstract ticker has ticked up and you unlocked the next "Reform tier".

It is nothing related to the EU4 system, nothign with tiers or so.
 
  • 43
  • 26Like
  • 16Love
  • 1
Reactions:
I wonder if we will have good old ducats or something more like Victoria 3 currency. On the other hand I'm sure i would prefer to have loans instead of debt as it is my favorite eu4 mechanic.

economy overview is a few weeks away
 
  • 54
  • 16Like
  • 10Love
Reactions:
The term "core province" lost all meaning in EU4, as you could just turn any province into a core in a few years by spending a bit of mana. Will Project Caesar maybe have a more similar conception of "core provinces" as in EU3?

neither like those, but something different.
 
  • 64
  • 20Like
  • 8Love
Reactions:
Would there be any point in not calling it? Like is there any drawbacks in calling it every two years or otherwise, is there any postive reason in not calling it at all?

You'll see in a future dev diary :)
 
  • 28Like
  • 15
  • 1Love
  • 1Haha
Reactions:
In late game you have so many seats you need to placate that it gets tedious, even if it's fine for the early game.

The seats system of EU4 parliaments was shit. It did not age well.
 
  • 102Haha
  • 26
  • 23Like
  • 3Love
  • 2
  • 2
Reactions:
Parliaments are meant to represent every kind of assembly of estates, I think. Those were virtually universal in Europe at the time, Ständeversammlungen in the german principalities, the Reichstag on the level of the Empire itself, the États généraux (Estates General) in France, the Riksdag in Sweden, the Cortes in Spain...

This.
 
@Johan

In the case of a constitutional monarchy, will there just be one leader at the helm or would the separation of monarch and prime minister be reflected with the use of the cabinet feature? Can constitutional monarchies in different countries empower more the prime minister than the monarch and vice versa?

Nothing I can talk in details about YET
 
  • 26Love
  • 19
  • 15Like
Reactions:
Will EU4 type mission trees make a reappearance in Project Caesar (definitely not EU5)?

no. there will very likely be another type and style of mission trees.
 
Last edited:
  • 40Like
  • 32
  • 22Love
  • 7
  • 2
Reactions:
Damn! The more I hear about project Caesar the more I'm disappointed. Mission trees are great! Hope you reconsider. Or perhaps this changes into something different, like the journal entries in Vicky 3. Please clarify.

I said no to EU4 style MT's, nothing else.
 
  • 71Like
  • 12
  • 7
  • 3Haha
  • 1Love
  • 1
Reactions:
  • 27Love
  • 22Like
  • 6
  • 5Haha
Reactions: