• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tinto Talks #53 - 5th of March 2025

Hello everyone and welcome to another Tinto Talks. This is the Happy Wednesday where we tell you about what is going on with our entirely 100% secret game with the codename Project Caesar.


This week we will talk about how mercenaries and prisoners of war will work in this game..


As we mentioned in previous Tinto Talks, we have 3 types of regiments. Levies, Regulars and Mercenaries. You can at any point rearrange any army and move regiments freely between them, no matter the status of the regiment.

1741163597734.png

This Teuton Army has 1440 men in the left flank, 545 in the center, 2567 in the rightflank and 373 in the reserves. Why so few in the center, I'd expect that is where the bulk of the regulars knights are. In total the army has 6 cavalry levy regiments, 2 regular, and 9 mercenaries, for a total of 634 men.



Hiring Mercenaries
When you hire a mercenary company, you will first need to find a commander that can raise the company for you. This is not a simple choice, as a more competent commander will cost more gold, but the amount of regiments you can raise under the mercenary depends both on the administrative ability of the commander, and the amount of possible mercenaries the pops of that area has.

Mercenary regiments rely on having their soldiers come from pops, and if there is not enough soldiers for them in an area, that will limit the amount of regiments

Negative Stability in the country together with devastation and low control in the location determines how many pops are willing to leave home and become mercenaries.

The type of regiments that a mercenary can raise depends on what regiments are commonly available in the area the mercenary is recruited from. Some types of regiments may be more common than others in an area, and just because you have found a nice 99 admin commander, he may not be able to raise enough of a certain type of regiment that you want.

1741163220333.png

This is a pretty good commander which can lead a pretty big army..


Contracts and Extensions
When you hire a mercenary you set a default contract length, and at the end of that contract the mercenaries will stop their service. However, if you are still at war, the contract will be extended for another year. If you wish to terminate a contract in advance you need to pay the remaining contracted fee.

You can also have auto extension on contracts and manually extend a contract for another 24 months for an individual mercenary company at any time.

Each new contract signed or extended has a signing fee that heavily depends on the type of troops you wish to hire, and the skill of commander.

Bribing Mercenaries
However, just because a contract is signed does not mean that the mercenary will stay loyal for the entire contract. Another country may come around and just offer more money to buy their loyalty. This is not exactly cheap, but it can be rather useful at times.

Renting out your Armies
One alternative to paying gold every month to your regular regiments at peace is to rent them out as mercenaries. You can select any unit you have and put them on the market for a given percentage of your costs, usually above your own costs as you need to turn a profit after all. If all goes well, you earn gold, and your regiments get some nice experience.

These armies are then listed as possible armies to contract for any country within range.

1741164046901.png

The Aragonese army is available fore hire for a cheap price..


Prisoners
Sometimes when you win a battle by overrunning the enemy, you can capture regiments of the defeated side. Overrun is what players refer to as stackwipe which happens when you have 10 to 1 odds, or when the other side has 0 morale you have a larger army.

There are multiple ways to deal with prisoners, if you don’t want to keep them around and feed them. No matter what though, the prisoners will die off slowly over time, as this is not the age of the Geneva Convention.

Through various unit abilities, you have ways to deal with the prisoners.

First of all, you can attempt to ransom them back to their owners, which will net you some gold, and return the regiments to their owner.
Secondly, you can recruit them to fight as mercenaries for you, but that means you have to pay them. The advantage of that, is that they won’t fight for your enemy though.
Thirdly, you can just execute them. That is a bit frowned upon, so it will impact your Aggressive Expansion, but sometimes it might be worth it.
The Fourth option you will know more about when we talk about the Nahuatl faith in a future Tinto Talks.

However, if you overrun an enemy army with prisoners, you will of course free them and take them back.




Now we have gone through the core mechanics we have for Project Caesar. The next few weeks we will go through all the changes that have happened during this year, thanks both to your great feedback and from internal and external testing. After that it's time to go through the mechanics of the different religions, the different situations and the different international organizations we have!
 
  • 222Like
  • 119Love
  • 10
  • 8
Reactions:
Looks amazing, however I'm surprised their is no possibility to reduce prisoners into slavery, if some condition are met like different religion and other.

like destroy regiment and make them slaves pops?
 
  • 33Like
  • 6
  • 1Love
  • 1
Reactions:
Ah, the next Tinto Talks seem interesting. As someone who cares more about the narrative content and less about the mechanical grind I've spaced out for a few months now which is why I haven't been active. But love to see changes, and then religions, IO's, all that is very interesting to me. Thanks!
 
like destroy regiment and make them slaves pops?
At least for the duration of the war - if they are my PoWs I will still feed them since I'm a good Christian Monarch (or whatever) but of course they will have to work for it (so if I can't impress them as mercenaries then of course they will have to be slaves for the duration - but not afterwards).
 
Could you guys add a small percentage of combat losses being turned to PoW, because I mean like 5% etc to represent small flanks getting captured and surrendered during combat etc


I mean having PoW only for stackwipes might cause annoyance for Nahuatl countries. They might get a advance to increase PoW percentage to 10% etc maybe as their warfare were nıre suitible for capturing PoW

Also Aztecs elite warriors were skilled at taking enemy soldiers as PoW which they did agianst Tlaxlallans or Spanish , especially Eagle warriors, so I wanna suggest that eagle warriors have like %20-50 casualty to PoW special modifier
 
  • 1Like
  • 1
Reactions:
I have some question about this Dev Diary
1:what are the difference between the unit of the same type(likes in the infantry between Archer and armored footman)
2:we Will have difference between the unit in the same type(Infantry,Cavalry,Artillery) in the same time for the entire game?
3: we Will have some bonus to have a specific combination of unit of the same type likes tercio(Rodeleros+Pikemen+arquibuisers)?
 
I don't know why people are afraid the combat is going to be like Victoria 3. This is very clearly inspired from Crusader Kings: army flanks from 2 and the levy/professional divide from 3.
 
Can you use mercenaries as fort garrison? If no, how would a situation when garrison was bribed (or payed delayed salary by another nation) to leave the fort without fighting be modeled? One example that comes to my mind at the moment is how during thirteen years war garrison of Malbork castle was bribed by Poland to hand it over because Teutonic Order was delaying mercenaries' payments.
 
If I rent out my army when things are seemingly peaceful, but months down the line I get invaded and suddenly need them back, is there a mechanism for recalling my troops early at the cost of diplo rep / opinion with the country hiring / money? If not, I think there ought to be, as otherwise as a player it seems sensible to wait until a neighbour has the bulk of their forces on contract then invade.
 
  • 1Like
Reactions:
All UI, 2D, and 3D assets may be WIP and subject to review up until the release of the game.
This is a complete non-statement. "Anything can change up until it can not."

Is there any plan for a UI/UX TT coming in the near future? Are there parts that are considered complete?
 
  • 1Like
Reactions:
You said you can get international mercenaries only hy hiring existing companies from other states, but may be you should add ability to get permit to raise yor own mercs from areas in countries with good attitude towards you. Like military access or food access, but merc hiring access. I think there is historic precedent for that.

Ofc mb raising armies from someone else's pops is unbalanced. But there was mention of transferring mercenary pay to origin location, if this system exists may be giving out permits is even profitable for country.
 
What exactly happens when you bribe an enemy mercenary company? Do they just become neutral and leave the war? Do they join your side instead?
If they join your side, then what if you bribe them when they are part of an army with other regiments? Will the bribed mercenaries instantly begin to attack the other regiments?
 
  • 1
Reactions:
Unrelared but, I think the countries we released in a peace deal (like Transylvania from Hungary) should cost reduced diplomatic capacity (like -10/20%) for us as long as we continue guarenteeing/allying to them,

of course not when vassalizing as it would be broken, but this small reduced diplo capacity might make releasing nations a bit more viable
 
I really hope we'll see major updates to UI
the unit icons are unreadable. Low resolution, too many colors and details
the flank icons look so strange. it's like you cut them out of a single bigger picture and pasted the pieces into this window.
also is the last one prison bars? I thought it was a radiator

are skill icons going red - white - yellow - blue?
feels like it should be red - yellow - white - blue. Can't say it looks good, but I get the idea behind it.
 
Last edited:
You mentioned about freeing prisoners from an army you defeat i am assuming that means armies with your own prisoners or prisoners of a friendly country, what about prisoners from a third country that is also at war with the country your fighting but not directly allied with you and in a different war?
 
I was thinking about this recently, I know it would be a bit over the top but is there a chance where origins of units may play a role in how effective they might be in conflict?

I would love the idea of having provinces towns etc being more or less effective on the battlefield

I'd just love to have some kind of sensible way where thinking about where you recruit men having an effect on how useful they are

It simply doesn't make sense that a soldier recruited in lets say Normandy would be as good or bad in the same way or effective in the same style as a newly colonised American province or say China
 
It's a nice outline, but it's not possible to gain complete loyalty by paying every slave. If we, as a Muslim country, are going to be able to pay Christian warriors(who is our prisoner) and have them fight against the Pope, this mechanic is broken. More details on this will be needed.