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Tinto Talks #4 - March 20th, 2024

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.
 
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Will estates be able to influence the government and societal values? If Russia banned serfdom maybe that would anger the nobles and they could work against the government
 
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Will the player get a lot of freedom in how they build their government? For example, can you develop equivalents to more unique government types? Such as elective monarchy, or the like
 
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How will royal marriages work for monarchies? Is it simply a diplomatic modifier like in EU4, or will Project Caesar have actual characters in the royal family, so a royal marriage would actually be pairing up a prince and a princess from the two countries agreeing to it?
 
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The mechanics sound interesting, however the UI looks like it takes up a lot of space in conveying what a reform does compared to EU4. EU4 had a small picture and all the relevant details in the tooltip.
 
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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.
Integrated mechanics, government reforms tied to estate agendas, a parliament with estate agendas… I love it.

Tinto Est Imperare Orbi Universo !
 
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