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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

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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.

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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.

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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.

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oh look, its eu3!

Next week, we will go into much more detail about estates and how they work.
 
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When we look at the map, we can see that Karasids still exists, which according to sources was conquered by the Ottomans in 1361. Another detail is that the Ottomans conquered and owns procince of "Izmit", which happened in 1337. If we look at these details, it is almost certain that the game will take place between 1337-1361. This supports the 1356 start date theory.
The Ottomans already owned Gallipoli by 1356, so I don't think so.
 
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When we look at the map, we can see that Karasids still exists, which according to sources was conquered by the Ottomans in 1361. Another detail is that the Ottomans conquered and owns procince of "Izmit", which happened in 1337. If we look at these details, it is almost certain that the game will take place between 1337-1361. This supports the 1356 start date theory.
Indeed they don’t own gallipoli yet, which means before 1354
 
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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?
Hope a actual characters pairing with succession lines (and knowing if you have a second son before your first dies ) too ! It would give better PU wars, and throne claims, instead of having your rival with no marriage/claim on the throne contest your throne.
 
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I understand this is a mock-up or preliminary UI, but I need to make my customary reminder to careful consider significant digits in the interface so that it's not cumbersome and overwhelming to parse. Typically here, removing the 2 decimals for the %, and at least 1 decimal.
 
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When we look at the map, we can see that Karasids still exists, which according to sources was conquered by the Ottomans in 1361. Another detail is that the Ottomans conquered and owns procince of "Izmit", which happened in 1337. If we look at these details, it is almost certain that the game will take place between 1337-1361. This supports the 1356 start date theory.
"Its capital was Iznikmid (Nicomedia, modern Izmit), which was conquered by the Ottomans sometime between 1331 and 1338."
 
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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.
 
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I know that no one cares about this except for me but I am from a small Central Anatolian town in Turkey, Niğde. In every single Paradox game so far there hasn't been Niğde. It was a part of Tyana, Karaman, Kayseri, Konya but never Niğde. This is the first time I have seen Niğde and I am absurdly happy. Niğde world capital let's gooooooooooooooo
 
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How will republics differ from monarchies and theocracies?
Will the councilors be elected by the estates?
Also will there be new estates for each government type?
One last question would be if parties will be a thing for democracies (or something similar)?
 
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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.
 
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When we look at the map, we can see that Karasids still exists, which according to sources was conquered by the Ottomans in 1361. Another detail is that the Ottomans conquered and owns procince of "Izmit", which happened in 1337. If we look at these details, it is almost certain that the game will take place between 1337-1361. This supports the 1356 start date theory.
the karasids only controlled the coast from 1345, so suggests 1337 start date
 
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