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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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I'm concerned about patrol the seas and that it is very micro heavy. The fact that it affects proximity seems like it would encourage you to split your navy over multiple sea zones to maximize your proximity. But when you are at war you would want to unite all your ships, meaning when the war ends you would have to manually split all of your ships again over multiple sea zones. Same problem with eu4 protect trade but worse.
 
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This seems like a nice concept but as an avid Burgundy player I am wondering how the objectives will work for vassals and PUs? Will there be an objective/mechanic where I can force at least my PUs to attach to my main army? How will it work for allies?
 
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I understand the UI is still work in progress.

May I suggest breaking the Army / Navy tasks into separate tree branches. Don't have to go Vic 3 and put them on completely separate tabs, but would be easier if I already set up my Navy units tasks and only need to focus the army units to collapse that pane and only view the Army branch.

Also maybe make a section under those branches of "Unassigned Units" category. So one can clearly see which units are free for tasking (ideally with the info of the army composition + current location, even if that info is hidden in a rollover for UI cleanliness)

Lastly for army tasking, could there be a "Defend the front-line" objective. -- Use case would be for telling a stack to stay near the siege stacks and be a deterrent / quick reaction force to support defending an offensive siege. Example I have two active sieges with 10inf / 10art stacks on each. In between them I have an extra 10cav stack set to "Defend the front-line”. If one of the 10inf/10art siege stacks is about to get attacked by an enemy "hunt army” stack the 10cav would be there to either help support the defense (fill up combat width) or at least help buy enough time for my “hunt army” stack to make it to the battle
 
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All of this is very good. I see that the "Carpet siege" objective automatically splits armies (this is great!). For me though, I like to keep my armies nice and clean and standard, and also I worry about the ui getting messy with dozens of different tiny armies showing up under the carpet siege objective in the ui. Maybe it's possible for armies that are automatically split to show as "split off from X army" in the ui when selecting an army, and maybe in the ui list for armies attached to an objective, it could be collapsible to hide all of the smaller armies that split off. This could be used for automatic transport as well.
Just a small suggestion that could make quality of life with lots of armies a little nicer. Good dev diary today, it's great to see things like this added.
 
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I think it would be OK if the army remembered its parts and would just reassemble after the task is done. I would guess that's how it works?
No because if one of the smaller armies gets whipped out then you will not have a full strength army at the end and you need to manually reinforce it with new units to get it back to par.
 
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I have some questions about Blockade Ports.

If a port has a bunch of enemy ships in it, will Blockade Ports try and keep anough ships in the blockade to stop a breakout attempt?

If an enemy attacks a blockade, will all the split blocking ships merge back into that battle or will they just keep on blockading?
 
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I really like the Ideas, shown here. However I fell it is a bit strange that navie and army Objections are on the same UI and colour, I think it would look cleaner, if u have all army objetions on top, and then below them u have the navi ones, maybe also in a diffrent colour.
 
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you set which are allowed
Let's say I'm playing Spain and I want a fleet in Europe that I could use to transport unit from Spain to Italy but I also have a fleet in my American colony that I can use to go from Cuba to Florida. In that case, I will have 2 fleets that I want to allow to transport unit, but if I just right click with my Spanish Army on Italy for them to be transported by fleet, the American one wont move even if it's "allowed" to transport unit right ? Why would it move from the opposite of the world while there is a fleet for that right there in Europe.
That's something that was really annoying in EU4, I hope it wont be the case here this time aswell
 
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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
If the seazone is frozen and the port gets captured shouldn't you automatically capture the ships there? They are just sitting ducks with nowhere to go and can't even maneuver to hit you back with thier cannons.
 
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Where do repatriated armies go to
Closest "good place"

1. Do they think spread out to avoid attrition, or do all of them end up in the same province with huge attrition until the player manually repositions them?

Automatic naval transport
you set which are allowed

2. How is this done? Is it possible to set regions for transport fleets, eg fleet 1 only takes orders to transport in the Mediterranean, fleet 2 only takes orders to transport in the Baltic, when the player tries to auto transport something from Europe to America neither of those gets moved but there's a notice about no suitable fleets?

3. Nice natives, hopefully playable.

4. Perhaps the topic for a future (or past) TT but I'll ask anyway. Is army maintenance level a thing and is it possible to set fronts/regions/something with different maintenance? Eg as a European colonizer, you can have your armies in peaceful Europe at low maintenance, while armies at war in America are at full maintenance.
 
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I would like to request a feature where if an Army is going to encounter a larger force, it alerts you to the fact that it is in danger. Something like "There is a million Germans and they are coming right for us. We need new orders!"

And you can choose to intervene or allow the AI to do what it thinks is best.
 
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@Johan

I like what I see, but, I have somewhat related question on the subject. During your testing gameplays, on scale 1 to 10, how much harder/smarter is AI comparing it to EU4 AI? 10 being the highest, of course.
 
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Is automatic transportation via ships used only if there is no land route at all? Or could it be used when the sea route is way shorter than the land route? (like automatically shipping, instead of walking all around the Mediterranean, from Ceuta to Lisbon - even if there is a land route available)
 
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Nice. No more exiled babysitting. Sick of sending my nannies to get my armies home. Hopefully the objective is assignable in the same tooltip that tells you "Hey, your army is still in Turkmenistan."

Also, yes, by all means, more Imperator ideas in this game. The more, the better. Like local capitals. And incendiary pigs.
Local capitals sounds very nice. But i think its too late in development to do that right?
 
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Can I have a fleet assigned to both Patrol the Seas and Automatic Troop Transport? If for example I have all my fleets patrolling but want one in particular to always handle transportation when the need arises.
 
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Wait, the Navy needs food too?

Does that mean i need to keep my gallys close to my home ports, since the storage to feeding the people on board ratio is a lot worse, than the ones of my lower staffed light ships?
 
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