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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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(ideally with the info of the army composition + current location, even if that info is hidden in a rollover for UI cleanliness)
Also, it would be nice if the army location shows not just the *location*, but maybe a fuller address, like province, area, region, continent, or whatever. Even in EUIV it’s often hard for me to remember what part of the world certain provinces are in, and with the massive increase in number of locations, it seems like that will get even harder.

If it’s too unwieldy to show all of that, maybe just location and region is sufficient - I want the second one to be something big enough that I’m likely to remember its name and where it is, but small enough that I could easily find any location by looking at the map of that place.
 
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  1. So for the objectives where it is chase or hunt, can we set a minimum morale where it stop and recover before going on?
  2. For the objectives where the 'group' splits, can the names assigned be some sort of sub-division (i.e. if the 1st army is splitting it would make 1st Army - 1st Division, 1st Army - 2nd Division, etc.)?
  3. For the objectives where the 'group' splits, can we have minimum sizes or have preselected splits?
  4. For the objectives where the 'group' splits, how does it interface with the formation of an army (center, left, right, reserve) as describes in TT22?
  5. In Eu4 it was beneficial to split armies for moving long distances to reduce attrition, will there be an objective that automates this?
  6. In Eu4 it was beneficial to dock troops monthly while transporting them long distances if available to reduce attrition, will there be an objective to automate this?
  7. For the perform army logistics, do we select which Supply depots are being filled? (Side question can supply depots be moved once the front moves?)
  8. Can we have a support other unit or support sieging unit objective that will remain near the other units but move to support if the unit is going to be attacked?
  9. Can we have an army objective to protect coast that will attempt to intervene with naval landings?
  10. Will the Naval Logistic objective repeat the action once its supply is low?
  11. Will any of the objectives where they unit splits attempt to keep the units within a specific distance from each other? if so, can we modify that distance?
  12. How will auto-splitting interact with Generals? As the general affects a lot of things including but not limited to: Maintenance, Siege ability, Speed, Morale, Food consumption.

I am sure I missed some of my questions.
 
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If you assign a army to these things can you also still control them anyway? The army Logistsics command seems vital espacially when you are fighting bigger nations who you have to walk far to even reach their capital to siege it. It would probably lead to more micromanaging espacially early game.
 
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Where was this when Victoria 3 was being developed!?!
 
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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.
I am assuming this is when peace occurs as they are talking about an exiled navy. So at peace, all navies is foreign ports exile and return from exile once they are in open water.

Local capitals sounds very nice. But i think its too late in development to do that right?
Per TT 23 there are province capitals and forts which will auto-siege connected locations (blocked by forts and enemy armies).

"Project Caesar has two different ways to automatically gain control over several locations at once. First of all, if you take a fort, all locations in its zone of control will start changing control to you. This is also valid for forts owned by an enemy if we have taken it. Secondly, if you take the capital you will start getting control over all locations in that province. Of course, this is blocked by hostile armies and forts."
 
you set which are allowed
It's not enough with colonial empires

When I want to cross the channel with 10 troops, and I have 5 transport in England and 10 in Australia, I don't want Australia to come in England (what it does in eu4) but I'd rather do 2 crossings with the fleet in england
 
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Also, it would be nice if the army location shows not just the *location*, but maybe a fuller address, like province, area, region, continent, or whatever. Even in EUIV it’s often hard for me to remember what part of the world certain provinces are in, and with the massive increase in number of locations, it seems like that will get even harder.

If it’s too unwieldy to show all of that, maybe just location and region is sufficient - I want the second one to be something big enough that I’m likely to remember its name and where it is, but small enough that I could easily find any location by looking at the map of that place.

Alternative solution to this problem could be an on-click event when the user clicks the army in the panel the camera jumps to the army location and selects it.
 
A: Are naval transport fleets automatically opted in so to speak? Ie you’d need to disable it not enable it?

B: Assume all fleets are currently enabled to naval transport: since all fleets have some carrying capacity will the naval transport select the closest fleet? The closest fleet to do it in one trip? Closer fleet as crow flies?
 
Can we _ask_ allies and subjects to perform certain objectives in specific theaters?

There are plenty of times when the ally or subject are on the other side of the target and I would prefer their units to attempt to siege from there (even if they have to keep abandoning the attempts) instead of sailing to my territory to support my armies.
 
Finally posts for military stuff! Will we also get information about ai behaviours fighting at war? Like, whether they face the enemy army together with allies to protect the mainland even if the enemy is strong, or waiting behind the fortifications to wait attacking them at the best time or wait them get severe attration while sieging and lift the sieging or going occupying a non-sense province of the enemy or its subjects like in eu4?
 
What's the point of carpet sieging when if we flip the area capital, we flip the locations in said area? It feels like there will be fewer sieges in PC so having this option seems strange to me.
 
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Unmoddable? That's fair; I wasn't going to change anything with them in particular anyway, just do some dumb "you can use your army to build things" stuff.

Which in hindsight was one of the more frustrating things about Imperator, so perhaps not modding that system in is for the best. Better to just make it a button that spends manpower instead.