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Tinto Talks #46 - 15th of January 2025

Welcome to another Tinto Talks. The Happy Wednesday where we talk about our rather secret game with the code name of Project Caesar.

This week we will talk about military objectives and how they work in Project Caesar.

As our games grow more complex as the decades go by, we have tried to alleviate some of the concerns about micromanagement of military aspects. Back in the days of Hearts of Iron III, we could set province objectives for parts of an army hierarchy and enable the AI for them, and the AI would try to fulfill them. In post release EU4 we added missions where navies could be assigned to patrol areas or blockade or an army could be set to siege an area. Hearts of Iron IV introduced the system of painting on the map how you wanted the armies to fight, and when we made Imperator we ended up with the system that I personally feel is best for our games, an objectives-based system, where you can give units objectives that they try to do.

So for Project Caesar this is the path we are taking. And as we have been developing a new core architecture for the game, our AI has also been written from scratch for this game, of course, based on decades of experience making AI for GSG’s. This means that the military AI is using the same building blocks as the player can use with the UI.

In the military view for your country there is a tab for your recruiting and overview of your units, and one for handling your objectives. You can also assign objectives directly to a unit you have selected of course, but that will also be shown in the objectives view.

Objectives can be assigned by selecting the target area, province, location or sea-zone in the UI, or by clicking directly on the map.

Any objective can easily be edited while active, and units can be added or removed from them at any time.

carpet_siege.png


These are the objectives we currently have during wartime.

Blockade Ports
Any navy can be assigned to it, and you select which seazones they should be present in. It will then split ships up to attempt to blockade as many enemy ports as possible.

Carpet Siege
Here you can select which provinces should be sieged down, and the AI will split the armies you have assigned into smaller units and move them around to siege or occupy as much as possible as quickly as possible. It will attempt to flee with the armies if any hostile armies appear.

Defend Home Territory
This will attempt to protect the areas near the capital with the armies you assign, to make sure no hostile armies siege them down.

Hunt Armies
This objective will use the armies you have assigned to attempt to find enemy armies and engage them if it feels it can win.

hunt_armies.png


We can see two smaller hostile armies in Przasnysz & Sierpc..

Patrol the Seas
This is an objective that can be useful at peace time as well, as it will use the assigned navies to attempt to build up the maritime presence as quickly as possible in the assigned seazones.

Army Logistics
This is something you may want to assign to a support army with Auxiliaries on big campaigns. They will gather food where it's possible nearby and move it forward to deposit in any Supply Depots you have set in the target area.

Navy Logistics
This will assign a navy to gather food at a nearby source and then go to the target seazone(s) and act as logistic support for the armies that may require it.

Supporting objectives
There are a lot of sub-objective and supporting objectives that are primarily used by the AI, like join units, maintain troop levels, etc..

However, there are a few important support objectives that the player can use directly.

Chase target
This can be done when you see an enemy unit and wish to follow it and engage it. The unit will attempt to follow, but if it runs out of morale from movement, or the enemy manages to escape into the Fog of War, it may be lost.

Automatic Fleet Transport
This objective is automatically used, and is very similar to mechanics in EU4 and Imperator when you have an army and give it order to go somewhere they need naval transport. If there are navies assigned to support fleet transports, and you give an army the order, it will automatically create the objective and perform it for you.

Repatriate Units
This is a quick action when you just want your armies or navies that are exiled after a war to get home as soon as possible.



Next week we will talk about our new and in-depth Union mechanics, and how Regencies work..
 
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Hearts of Iron IV introduced the system of painting on the map how you wanted the armies to fight.
That worked for me nicely if the warfare was with a weaker enemy close the end of the campaign, which was a nice feature when I wanted to just finish off the war which was already decided and stopped to be interesting. With similar strength enemy it caused big losses in manpower, with stronger enemy it was mostly suicide. Really hope that you guys will still allow manual micromanagement of every single unit / army.

EDIT: Johan confirmed while replying in this thread that micromanagement is possible and what more, he uses it the most.
 
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just one thing :

please make the ship transport to search through the fastest transport time instead of using the closest transport fleet

in EU5 it was the most annoying thing when the AI wanted to use 3 cogs of your new transport fleet you were building in America to move 15k troops instead od the 20k capacity transport fleet you had in London

or for example same thing with Venice once you conquer Africa and start building a red sea naval presence. You better keep a transport fleet in Egypt at all times, otherwise the AI would automatically pick the transport fleet in the red sea and make it circumnavigate all of Africa to then take the troops from Jaffa to Greece
 
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Can you use the Defend Home Territory order for areas not as near to the capital? If not, I feel like a generic 'Defend X' order would also be useful, be it a singular location, a province or an area, for mid-sized or larger countries at least.

a region or ?
 
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I'm assuming that these objectives are an area where a lot of emphasis was put on optimization? Since with so many actors on the map, unit pathfinding is probably one of the most expensive tasks...
Did you do anything special or different under the hood compared to how these calculations were handled in previous PDS games?
 
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What do you mean by exiled navies? I don't think I remember that being a feature in EU or IR.

in theory they were exiled when at port and the province got occupied, but they got auto.moved out.

in PC the seazone may be frozen, so that may be delayed
 
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Oh, I also hope that AI won't be omniscient like in I:R and EUIV. I can't count how many times I had such situation when I ordered my army to march across half the country to engage weaker enemy AI and this enemy was instantly moving somewhere else exactly as if they knew I'm planning to attck them. Ordering my army to move to the adjacent province and ordering to attack in the last moment was fine and AI wasn't immediately reacting to that.
 
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What about automatic rebel suppression?
It was quite useful in EU4 and we do not see it here.

Its not working 100% yet, so not mentioned in a TT. We only say things that are implemented.
 
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I have question. I ve been wondering for a while Since you have an expierence Can you upgrade expierenced units when new intstitution and new unit comes. Do unique units have upgrade paths?
 
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I really hope we there will be an option for the different army objectives without being restricted to just the selected regions. So that if I want to carpet siege it will carpet siege everything without me having to click on every single region.
I also hope that the hunt armies objective will have a slider of some sort in how reckless it is allowed to be. As often with suppressing rebels in eu4 armies can be afraid of forces they should easily win from. Another thing is sometimes you want to just start an engagement because the enemy keeps on running away. So it might be nice to have an army pin down the enemy army even if they were to lose as it would allow you to either reinforce the battle once it happens.
 
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