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Tinto Talks #51 - 19th of February 2025

Welcome to the 51st Tinto Talks, the Happy Wednesday where we give you information about our entirely secret game with the Codename of Project Caesar.

Today we will talk about subjects and how they function in our game


Subjects and their Overlord
In Project Caesar, as it starts at the end of the Medieval Era, and reaches into the Post-Napoleonic World, we have to have a system that works for feudal states and also for grand empires spanning the world. This is simulated by our subject system.

A Subject is any country that is subordinate to an overlord. It typically has limitations on its diplomacy in return for protection in a war. Subjects may also suffer subject taxation, and have a certain percentage of their great power score exacted by their overlord. Additionally, a subject may not become a great power. The exact rules are dependent on the subject type. Subjects have subject loyalty towards their overlord, and a liberty desire - both of which indicate their current stance on their subordination. Any subject may in turn be the overlord of other countries, allowing long chains of Subject-Overlord relationships.

An Overlord is a country that has any number of subjects as its subordinates. In return for protecting each subject in wars, it typically receives subject taxation, and exacts a certain percentage of the subject's great power score. The exact rules are dependent on each subject's subject type. Any Overlord may in turn be the subject of other countries, allowing long chains of Subject-Overlord relationships.


Subject Loyalty
Every subject has a Subject Loyalty towards their overlord. Ranging from 0 to 100, and when a subject has less than 50 subject loyalty towards its overlord, it becomes a Disloyal Subject. When in such a state, it will no longer join the wars of its overlord and cannot be annexed.

There is also the concept of ‘Liberty Desire’, which represents a subject's current drive for independence from its overlord, and it affects subject loyalty. Its value is from -100 to +100, but it has a monthly decay towards 0. The value is also used as a currency in some Subject Interactions.


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The Bretons are loyal.. for now..



Diplomatic Capacity
As we mentioned in earlier Tinto Talks, the cost of having a subject is not a fixed number as in previous games we have made, but depends on many factors, including the type of subject.

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Of course we have nested tooltips to find out detailed information..



Create New Subjects
If you have locations in more than 2 different provinces, you’ll always have the possibility to create a subject of one of your provinces. You can also select from the valid types of subjects that your country can have in that province. After you have selected the type of subject you want, you may, if the type of subject allows it,also pick the character to be the ruler of the new subject.

There are also ways to convince your subject to change from one type of subject to another type, where it would be valid.


Vassal
The most typical type of subject, a vassal oversees its territory on behalf of its overlord, pays vassal fees and joins the military campaigns of its overlord.

Almost all countries can make Vassal Subjects.

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Probably needs to improve and merge some lines here to make tooltip less unwieldy..

Fiefdom
A Fiefdom is a junior title that is the property of its overlord's ruler. This can only be created and maintained by a Monarchy though. There are some drawbacks to it, as it can not be created by diplomatic offers, and does not grant any prestige.

March
A March is a subject country focused on defending our domain, acting as a barrier between their overlord and external threats.

A March pays half the gold that a vassal does and can not be annexed, but the March gets a discipline boost and gets better-lasting forts that are also cheaper.

Colonial Nation
A Colonial Nation is a subject centered around the administration of overseas colonies on behalf of its overlord.

There are two ways to create a colonial nation. First of all, you can make one from a conquered overseas territory, but secondly, and most commonly you have the option to create one directly from when one of your colonial charters finishes.

A Colonial Nation gives up 33% of its trade capacity and trade advantage to their overlord, while also giving up 10% of their manpower and sailors, and pays 20% of their tax to the overlord.

Conquistadors
Conquistadors are the leaders of a private army who have signed contracts with their rulers to explore and conquer certain territories in exchange for the title of Governor, and a share of the new lands and spoils.

This is a unique type of subject that is only available to Catholic countries with the Capital in Iberia, and this advance is available from the Age of Discovery.

A Conquistador can be commissioned by selecting an area in America, and then a character to lead them. It will also require about 2,000 manpower and some gold to start. It will start with preparing in a nearby good port.

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Just a few months…. And then it’s Conquest of Paradise.

Afterwards the Conquistador have gathered enough resources for their expedition they will set sail, and you will hear from them the next time in a few months time, informing you that they have started their activities.

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Let's see what he can do!

This spawns an army-based country in a location in the area, starting with about 2 regiments of conquistadors. They start at war with the owner of the location where they spawn, and will automatically conquer any location they get control over. They also have the capacity to raise levies from the local people, even if it's from a non-accepted culture. If they manage to get to peace or get enough locations they will convert into a colonial nation of yours.


Some other unique subject types we will go into detail on when we talk about countries that can use them in a Tinto Flavor include Appanages, State Banks, Hanseatic Members and more..


Playing as Overlord
Several types of subjects allow the overlord to annex a subject. Annexation is when an overlord completely takes over one of its subjects. The overlord will gain all of the subject's owned locations, and any character not fleeing to other countries.

A disloyal subject can not be annexed though, and the cost of annexation depends on the amount of cities and towns that a subject has, with rural locations having less of an impact.

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Less than 30 years, should be worth it..

There are also plenty of different subject interactions, like giving locations or provinces to your subjects, take land, manpower, gold or sailors from them and much more.

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And of course there are other unique ones..

Playing as Subject
If you play a country that is a subject you have a few tools at your disposal. First of all there are two different cabinet actions that you can use.

Frustrate Annexation
This action uses the administrative ability of the ruler and the cabinet member assigned to the task to slow down annexation.

By hindering their delegates with an archaic constitutional legislature and obstructing them at every turn, we can increase the amount of time it will take for our overlord to annex us.

Sow Disloyalty
This action uses the diplomatic ability of the ruler and the cabinet member assigned to the task to reduce the loyalty to your overlord.

By spreading cruel rumors about our overlord and espousing the benefits of ruling ourselves, we can decrease our own subject loyalty, potentially becoming a disloyal subject.


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Maybe I need a better cabinet member to do it?

And if you want to become independent there are two ways to do it.

First of all, there is the classic option of just declaring war on your overlord, but that is often not entirely a good idea, especially not if you have a tax base at about 1% of your powerful overlord.

However, the other option in Project Caesar, is to start an independence movement. This is somewhat similar to a coalition in that it is an international organization with a target country. You can invite other countries to join it, including other subjects of the same overlord, and when you have gathered enough strength in your movement, often securing the backing of another powerful country, you can start the war and have a chance at liberty.



Stay tuned for next week we will delve into weather and natural disasters.
 

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So, given that you've decoupled Subject Loyalty and Liberty desire, is it possible to have subjects who are utterly loyal with huge liberty desire, or vice versa, being disloyal, but having next to no liberty desire whatsoever?

in theory, but end result is the same.
 
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I love this DD!! Can't wait to play Flanders!!

I have two questions:
-Can a subject declare war on other countries, or other subjects of his suzerain?
-If a country (let's imagine France), has a PU with Florence, and Florence is the subject of Austria (all this is hypothetical), will there be special interactions?? Like for example Florence will have a greater desire for independence?? Or will refuse to enter a Franco-Austrian war??
 
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Really not a fan of the conquistador and annexation mechanics

Firstly on conquistadors, the idea of it being an ABC is really unique and well thought of. However, the whole mechanic of them conquering every location they occupy and being able to magically raise non-accepted cultures as levies seems to me both extremely ahistorical and disapointing in terms of gameplay.

It kinda feel like those mechanics are there to make sure that conquistador are able to conquer a whole region on their own, which, perpetuates hurtful clichés about the conquest of Mesoameria and the Andes by conquistadors and also leaves out a whole lot of potential diplomatic gameplay for conquistadors

Why can't conquistadors simply be an army based country that can conquer territories and also has a special cassus belli against overlords which allows them to conquer the lands of the overlord and get the former overlord's subjects as subjects of its own. Subjects of the attacked overlord would then have the option of joining the conquistadors in their war if they are disloyal enough and friendly enough with the conquistadors

Secondly on annexation, I really hoped PC was going to take a different route than EU4, especially after seeing how cool, historical and engaging the junior partner integration mechanics are. Why isn't there a mechanic as good for annexations even though they are pobably going to be as common if not a lot more common than junior partner integrations during a campaign ?

The way I see it, PC should really take inspiration from CK where annexation necessarily means a destitution of some kind. Is there a single example of a vassal in history being annexed simply because the overlord really "worked at it" for a long time until the vassal finally said "ok I gess you can have my lands" ? Or even an example of a vassal being annexed while in very good terms with their overlord ?

Annexation should almost always be a form of destitution by the ruler on the vassal. Here you could have brought a whole lot of other PC mechanics, for example, you could use your spy network to try to prove your vassals dissloyalty or that their hold on their land is somehow illegal (which would be especially easy if your vassal has a weak legitimacy and/or has been at war against you in the past), which would then give you an option to confiscate the territories, which could then trigger a war with your vassal depending on its power (much like in CK)

You could also imagine an option to simply buy all the lands or some lands of your vassals, which the vassal would be even more enclined to accept if they are emdebted

There could also be an option to reach out to your vassal's estates and/or for them to be able to reach to you if they are extremely disloyal and demand the overlord to be annexed, which could result in annexation, failure of annexation and even a civil war in your vassal depending on the influence of the estate that wants to be annexed. The overlord could even give guarantees to the vassal's disloyal estate in exchange for annexation (kinda like the union parliement in which you can give guarantees to your partner's estates)

Of course, there would also be the option of desperatly trying to turn your vassal into a dominion (which is also a kinda CK mechanic), although we don't know much about how dominions are handled for now

In a nutshell, annexation should not be a "risk free" and "diplomatic only" enterprise that requires very good relationships with the vassal, which doesn't reflect reality at all and results in a very passive gameplay ; but should rather be a risky move that overlords can make only under certain circumstances.

This leads to 2 big changes. Firstly, as an overlord, the player won't have to simply wait for ten years and have good relationships with their vassals fo then to be able to annex the vassal, which take time during which you barely give attention to the annexation process. The player would now have to be vigilant about the status of their vassals : how are their finances, their legitimacy, the loyalty of their estate, the matter of succession... (which could be brought to the player's attention with pop ups to avoid too much tedium/micro). Players would also have to be ready to potentially fight a war to annex their vassal, which seems to me much more engaging than simply "wait 5 years and sit back while vassal gets annexed"
Secondly, as a vassal, the player would not have to simply make sure they have a bad relationship with their overlord (which is kinda historically counter intuitive) but would have to make sure that they do not end up in a situation in which an annexation can happen, which means having to make extra sure that you're country doesn't end up in a weak place (which I think is a lot more immersive and closer to how a vassal that doesn't want to be annexed and doesn't want either to be fully independant would act)
 
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How much of the subject definitions exist in script? How much can I fiddle with their behavior to make, say, a subject type that doesn't aid you in war but provides manpower, or other such things?
 
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Kingdom of Moldova was founded as a March of Hungary. So I assume the same will be in the game.
1)How will we be able to play as Moldova if it is not yet founded in 1337 at the start date of the game?
2) Moldova, when was a vassal of the Ottoman Empire, they were giving not only money to the overlord but even food( especially cows), and even horses. SO will it be the same in the game? (I really hope so)
I don´t remember if we have animal food as resources.
 
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Rather than Independence, is there a way for a subject to wilfully become the subject of another state? E.g. Flanders asks England for help against their overlord France and in return becomes a vassal of England?

Yes, you can always ask to become a vassal of a more powerful country.

One of the only ways to survive for more than a decade as Granada..
 
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Interesting to see what you have done with the conquistadores, I like it!

Are there plan to maybe revisit TT#21 and introduce navy-based countries?
Pirates, but also explorers who may or may not succeed at creating a new colony.
I know I would enjoy greatly playing as Zheng He's fleet.
 
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Can any country make colonial nations on other continents? Can I make my own Sunset Invasion? Or create a Congolese Belgium?

you need some advances, but yes..
 
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Regarding creating new subjects is this also how you release countries that have cores on your locations ?

That is always possible, there is a menu for that.
 
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Conquistadores should get armies from non accepted cultures ok, but is there a way to limit it so they can only get them from non accepted cultures of the native country that they are at war with and disloyal pops? Or maybe just only disloyal pops?
 
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Will there be consequences to being deliberately useless to an overlord, especially during war ?

In EU4 (and other paradox GSG), as a player there are little to no repercussion to sitting an AI overlord's war out (minus being sieged out by the enemy, but that's war/location dependent), even if the overlord is accounting our strength for the war.
 
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How much tax does the vassal subject type pay to their overlord?

Shouldn't population size (and maybe tax income/army size) also count towards annexation cost? I imagine annexing a rich, densely populated subject that has the means to 'fight back' should be much more difficult than annexing a rural backwater with the same amount locations.

What does 'limited in diplomacy' mean in the context of vassalship? The county of Flanders, for example, waged a succession war in 1356 against the duchy of Brabant and managed to conquer Antwerp. The king of France did not get involved in any way, despite Flanders nominally being a French vassal.
 
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