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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.

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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.

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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.

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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!
 
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Also another question - can marauder bands arise? In the case the employer country runs out of money to pay the mercs and nobody wants to bribe them... It would be a great mechanic to have for example for the Thirty Years' war.
 
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Are there some forms of governments or cultures that have bonuses for mercenaries? So much so that it would be preferable to use them over your own troops?
There are modifiers to reduce the hiring cost of mercenary companies and their maintenance in generic and unique advances, estate privileges, government reforms, and policies. The country rank also impacts how far away your country can recruit mercenary companies.
 
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Negative Stability increases or decreases the willingness to become mercenaries and if it increases it, how does it work for Switzerland? Little mercaneries despite their historic willingness to become mercenaries?
many swiss became mercenaries due to lack of economic prospects, especially in the mountain valleys (they also migrated elsewhere, like to remote less densely populated austrian valleys)
 
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What happens in late game with mercs, when all the nations are gonna have standing armies? Will there be less access to recruit mercs because of more pops are in standing army?
Standing armies will be much more important, but mercenaries can still be relevant. There are a few historical examples, such as the Hessians.
 
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Perhaps it is possible to change the arrangement of numbers in the interface, the left and right flanks on the left and right respectively, and the middle and rearguard at the bottom?
IMG_20250305_163259.png
 
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Not paying mercenaries should be a thing; having to yes or yes pay mercenaries because the game obligates you feels immersion-breaking and arcade, and not paying a giant army of angry men in armour can surely be counted as a disaster itself in most occasions.

It also adds responsability to the player, it's your own judgement and choice if you feel your economy will be able to sustain mercenaries and, if you had a wrong judgement and decide to not priorize to pay the mercenary army, well...

https://en.wikipedia.org/wiki/Sack_of_Rome_(1527)

The Imperial Army defeated the French army, but funds were not available to pay the soldiers. The 34,000 Imperial troops mutinied and forced their commander, Duke Charles III of Bourbon, to lead them towards Rome, which was an easy target for pillaging due to the unstable political landscape at the time.
 
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You can at any point rearrange any army and move regiments freely between them, no matter the status of the regiment.

1. At any point, even when the army is in battle?

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.

2. So how do you recreate the Swedish/Finnish victory in Battle of Porrassalmi? According to wikis, Sweden/Finland had 750 men. If we believe the English wiki, there were 6000 Russians, so not a stackwipe. But if we believe the Finnish one there were 6000 to 8000 Russians, and by the Swedish one there were 7000 to 8000 Russians. 8k would mean a Russian victory by stackwipe, instead of the historical result. The Russian wiki says 6 to 7k Russians, 750 to 3k Swedes. Now, I'm sure someone will have a better source for the numbers than wiki, and it may be that the real numbers were less than 10 to 1. But still, it seems there can be situations where the fixed 10 to 1 stackwipe is too much. There probably isn't a stackwipe when a sieging army has 10 to 1 over fort defenders? Perhaps have an exception for the stackwipe rule when a defending army has positions comparable to a fort?

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.

3. Do they automatically return to regiments, ready to fight again immediately, or to manpower pool and return to regiments only after some delay?

4. Is there an option to just let them go, once you decide that they're not a real threat anymore?

5. What happens to prisoners when a peace treaty is signed?

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!

7. So that's 3 weeks of change TTs, 7 weeks of religion TTs, 4 weeks of situation TTs, 4 weeks of IO TTs, and announcement on the week following the 12th anniversary of EUIVs release? Now what do you mean you're not still giving that info :D

8. Now that you're well set with PC, how about assigning even one developer to do bugfixes on EU4.
 
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How lethal are battles? Is renting out your armies as mercs a highly risky play as a small country?

Say, for instance, if you're playing as a Swiss or Hessian state. Will selling mercs be worth it, if you're at risk of losing the scarce pops you have?
It might be a way of getting money to develop your country's economy by investing it in buildings, etc.
 
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Stability and economic development prospects are slightly different things
I am aware. The post however states that negative stability fuels mercenaries. If Switzerland has positive stability, will it have less mercenaries or does it deliberately have to go to negative stability for swiss mercenaries? I imagen Switzerland is going to provide a mercenary gameplay. How will that work with positive stability? That is my question.
 
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Are revolutions not a thing in PC?
The Revolution is a situation in Project Caesar, and we will talk about it, of course!
 
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given that the leader of a mercenary company is a character, can we offer to pay them with territories?

(an historical example would be the Spanish Crown promising to Ambrogio Spinola the English crown for its services)
 
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Can you recruit mercenaries from pops you haven't accepted yet?
Where does the money that you pay to the mercenaries go? The local economy?
And, if you recruit mercenaries from minorities, can they stab you in the back later? And become rebels trying to make their country independent again
 
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