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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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you set which are allowed
I feel like this might lead to the same problems in EU4.
Maybe something can be implemented like:

want to move army using boats?
-> find port they will embark from and take note of location
-> find closest transport fleet that fit size
-> if that fleet is more than x (probably 2/3 is enough) sea regions away alert player "the closest fleet is this one (clickable to show player)"


i feel like something like this will allow a player to have different navies in different places all with allow transport turned on and having them not cross from the Baltic to the med for nothing because you want to take 1 unit larger than your med fleet to corsica, but also allowing you to if you really want
 
sadly without mana and instant actions there is no "STAB THE PIG!"
Does this mean "Decisions" as we know them from say, EU4, are not a thing in Project Caesar? Otherwise, might I suggest a decision called "STAB THE PIG!" which consumes 1 livestock in your capital trade node and has a cooldown of say, 5-10 years, producing some food or perhaps increasing stability/increasing estate loyalty as you throw a grand feast.
 
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some defines impact it. its one of these things that need to be 100% c++ for performance

Do you have any thoughts about potentially sharing the logic, and a way for modders to at least test and maybe even share their attempts at improvements?
I bet there's a lot of both excellent and relevant nerds out there that just want a better game, the practice, and/or maybe a bit of fame/forum cred.

a region or ?

I'd love to be able to as the Kingdom of Norway, to be able to station an army in my Basque colony and tell it "this is your problem now". Maybe even with an occasional "we're hopelessly outmatched" feedback every now and then (especially before declaring wars).
 
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Closest "good place"
if my empire is split into a few "chunks" with no military access between them (for eg a Venice with some lands in north italy, some in greece and some in iberia) and i have three separate armies that got exiled at the end of the war, could I get them to repatriate to one of those chunks each? Or is the only option that they will all go to the nearest one to where the war was?
 
you set which are allowed
Can't you just select which exactly fleet to used? Or could the priority of selection be based on the estimated total time of transport. E.g. in eu4 its faster to use 1 transport ship to transport 40k army, than wait until a navy with 40 transports arrives from the other side of the world.
 
Idk how to feel abt this until i see it bc its really dependant on how the game would necessitate the automation of military and also the ai which i honestly dont have high expectations of given my past experiences with other pdx grand strategy titles.
 
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.

View attachment 1243670

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.

View attachment 1243669

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..
Hi ! Was just wanting to make 2 suggestions regarding this topic :

I wish they were an option like "Set army to patrol", like there is for navy. In this case you select some provinces, and your army will automatically move around those to take back occupied territory or chase smaller armies.
From what I understood of the dev diary, that would be a mix of "carpet sieging" and "defend home territory" basically.


An other suggestion, that might be less doable, is to have a "Support allied army" option. Like the "Chase ennemy army", this option would make your army follow an other friendly army of your choosing, and automatically reinforce it in case of a battle. Not like the "Attach army", this automatic army would not be on the same location as your other army, but rather stay in a nearby location, and only combine in case of a battle.

I also hope, that in PC, armies put into "automatic mode" will take into account other allied armies, in order for them to not all siege the same province, but instead spread and try to not take to much attrition.

I don't really know what those suggestions are worth, but just wanted (for once) to share them just in case
 
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I wish they were an option like "Set army to patrol", like there is for navy. In this case you select some provinces, and your army will automatically move around those to take back occupied territory or chase smaller armies.
From what I understood of the dev diary, that would be a mix of "carpet sieging" and "defend home territory" basically.
This would not be a very good idea since armies lose morale while on the move.
 
I noticed a little translation error in the picture, you’re missing the “in” between armies and over. It should be -“Hunting enemy armies in over 80 locations”
 
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I would really like something like "Defend forts"/"Defend border", basically the unit would move to intercept hostile armies that are attempting to attack the selected area. Preferably taking battles in defensible/advantageous terrain.

If this were EU4 you would position the army in a province with plenty of supply limit and you would then select two or three nearby forts, if any hostile army were to lay siege to these forts your army would move to relive the fort and if any battle were to occur your army would automatically gain the terrain advantage since it is a defensive battle on your fort. If the enemy runs, your army will simply return to the province with allot of supply limit.

In my mind this would be an excellent way to deal with wars that have multiple fronts over large areas, i as a player have a limited capacity to pay attention and often find myself focusing on one or two primary fronts where all the action is taking place. But suddenly a fort falls on a front where there had been no action for most of the war, and it just feels kinda sour because i had placed troops in the are in preparation but i forgot about it because there was nothing happening there. This often happens when i am in wars against multiple nations or against large nations, where certain fronts are just not advantageous to push because of the defensive advantage, either yours or the enemies.
 
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When carpet sieging, does the AI know not to go to a tile that is already being sieged down? One of my biggest frustration in Imperator was separating my army into a dozen different armies, telling them to carpet siege, then watching as they all walk to the same tile to siege it down. If I tried to manually spread them out, some of the stacks would inevitably end up going to the same tile, after which they would always stick together until I manually told them to go to different tiles.
 
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