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Tinto Talks #55 - 19th of March 2025

Welcome to another Tinto Talks, the Happy Wednesday where we give you information about our rather secret game with the Codename Project Caesar, so that we can get feedback to improve the game before launch.

As we mentioned last week, we are spending four weeks going through how your feedback together with internal testing have shaped the game in this last year. Today it is time to talk about the changes that are related to the political part of the game.

Estate Power
The power of the estates is one of the most important aspects of the core game loops of Project Caesar, so much so that we had to rearrange what we show in the top bar in the UI. We added so you can easily see each estate's current power and satisfaction, without having to go into a special screen.

As part of the gameplay loop is about breaking the power of the estates and strengthening the central state as you shape a modern country, basing the core power of the estates to how many pops they had made a gameplay where urbanizing and developing your country would weaken the central government.

The main change is that the amount of pops of a certain estate impact their power, but also impact the crown power with the same base value, before any privileges or laws give more power to the estate. This makes the relative power distribution between the estates feel logical, but the weakening of the crown is due to the privileges granted. This further ties in with advances increasing crown power and the increase of absolutism in later ages.

nobles.png

It's just a cost of a few hundred of stability to remove all those privileges. And maybe not give that noble with insane stats command over the army.. And go more plutocratic? Then we can reduce their power below 30%.. But the +0.17 military tactics is good… tough choices..


As characters all have an estate they belong to, it’s now also added in that giving characters command of armies or navies, or a place in the cabinet increases the power of the estate they belong to. A total of 25% for armies, 25% from navies and 25% from cabinet positions can be added.

Connected to this, the direct family of the ruler is now always considered to be part of the crown estate, so if you want to strengthen the crown you may want to risk them commanding armies.


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Having a crown prince in the cabinet helps a bit..


Parliament
When it comes to the parliament we keep adding new agendas and issues from feedback and internal testing, but some important changes that come from you guys include the following.

First of all, we added the Dutch-style parliament with only nobles and burghers, which you currently have access to if you have the Low Franconian culture.

We also made it so that if you keep giving out the unique privileges for the nobles in Poland, you will end up in a situation where you need 100% of the support to pass anything in the parliament.

We also added a building that was requested by the community, which is available through an advance in the Age of Discovery.

parliament.png

Could be useful…


Societal Values & Government Reforms
While we were happy with how societal values were indirectly influenced by laws & privileges, they had the problem that eventually anything with a drift towards one direction would eventually get to the extreme. Now one could change this by lowering the amount it would drift, but that would make for rather dull gameplay, and eventually you’d get to extremes anyway.

So what we did instead was to make a sort of soft-cap for how far a value could drift, at 100 times the current drift. So if you manage to stack up to +0.75 monthly towards Naval then you could get the values all the way to 75 Naval before it stopped there. If you’d drop to less than +0.75 naval, you’d still be at 75 naval though, as you’d not progress to the other side until you get all the way to at least +0.01 to land! This has the added benefit of you being able to shape your country how you want over a longer period of time, and even if you want to be a humanist country, you may not get further than a 65 on that slider, as you may not be willing to give up other aspects.

towards_capital.png

If we increase our trade income, we can push it even further..



While working on adding content this year, we added government reforms to every age, and while doing so, we decided to tie some of them to societal values. So now about half of the government reforms that are available to every country require that a specific societal value at least 50 to be selectable, and if you drop below that, you’d lose the reform. Some examples include that Religious Tolerance requires a country to be Humanist, while Bank Ledgers requires a country to have a Capital Economy.


Proximity and Control
The proximity and control gameplay loop is one of the most beloved by our playtesting, and it has been tweaked a fair bit during the last year, so as to make it feel more natural.

Proximity now traces along rivers, where it's even easier to propagate proximity and market access downstream.

proximity.png
And where in the world are we now?


The buildings that act as proximity sources besides the capital, like the Bailiff, have been made a bit more powerful, but also far more costly.

We also changed how roads are built, slowing them down by 50% as default, and rugged terrain like Mountains makes road-building far slower. I guess the rest of the team did not like my Nidaros-Oslo highway..

We also tweaked how Maritime Presence works, with adding a decay to the current value, so that unless you invest in naval infrastructure and/or a navy, your control propagation over coastal seazones is limited.

We improved the impact from some buildings, and navies now also increase maritime presence in every seazone in the “seazone” province they are currently in. There is also an objective you can assign to navies to patrol any area/province you want and it will move around increasing your maritime presence.


presence.png

A single galley does not provide much presence i guess…


Stay tuned, as next week we will talk about changes to Diplomacy and Military…
 
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gameplay suggestion :

you should let what societal values a nation goes into more dependant on what the player wants to than things like government reforms / etc. Cause you either put into the game dozens of government reforms to modify the societal values sliders or a country will end up with most of the societal values the same in every playthrough. Which would be uhh... very boring and kill a part of the replayablity
 
one last thing :

Johan oh Johan, when will you ever talk to us about how the equivalent of the mission tree in this game works (given that you said that there's one)?
 
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Is the new type of parliament really only available for Low Franconian cultures? Why can't other cultures have something like that, the noble+burgher is the only "estate combo" that's missing you are telling me that no one else in the world had something similar. Xan you please make a weaker version for everyone else maybe?
 
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While working on adding content this year, we added government reforms to every age, and while doing so, we decided to tie some of them to societal values. So now about half of the government reforms that are available to every country require that a specific societal value at least 50 to be selectable, and if you drop below that, you’d lose the reform. Some examples include that Religious Tolerance requires a country to be Humanist, while Bank Ledgers requires a country to have a Capital Economy.
Isn't this backward? Shouldn't government reforms slowly reform society rather than society 'unlocking' government reforms? I'm not even sure what 'unlocking' is supposed to represent in this case -- it's not political clout pressuring the government or anything since that's represented by parliament and laws.
 
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Hi Johan, would it be possible to spend one of the future dev diaries on the design intentions for Project Caesar? Things like, what the intended experience for players is, how much time they are intended to spend engaging with different mechanics, how the core gameplay loops work, things like that?

I think sometimes the dev diaries give a lot of details on all the numbers and variables in the simulation, and it would be cool to also know what the goals of the game designers are when you're putting the different mechanics together.
I think you'll get a bit of all of it with these 3 dev diaries. Mainly the first, the vision is what ties all of these mechanics together :



 
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Love the change to societal values to cap at the drift rate. However, it doesn’t make sense to stay at 75 after removing some naval values. If you do something to shift towards land, then your naval values would reduce. Not instantly drop though, as that goes against the “gradual policy implementation” in the game.

Instead, I propose a 1% monthly value decay. This enables the value cap as an equilibrium, as opposed to a linear value increase until a hard stop at the cap. And changing focus to land results in a gradual decrease down to the new equilibrium point.

This also ties in with the new gov reforms. Currently, you can push to 50, get a cool reform, then remove those policies so your monthly change is 0, and keep the reform because you’re still sitting at your 50 cap. I prefer the new method where you need to maintain those policies to keep your values above 50 to keep the reform
 
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In eu4, privileges were not that necessary to keep estates happy- there were other ways of shaping their happiness. You usually gave out privileges because of their good modifiers/bonuses.

Is that still the case in Project Caesar or are privileges more needed? Would be interesting if estates went out of their way to demand privileges for them.
 
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gameplay suggestion :

you should let what societal values a nation goes into more dependant on what the player wants to than things like government reforms / etc. Cause you either put into the game dozens of government reforms to modify the societal values sliders or a country will end up with most of the societal values the same in every playthrough. Which would be uhh... very boring and kill a part of the replayablity
Are you talking about gameplay choices which are so objectively good as to be considered 'meta'? That'd be more a matter of iterative gameplay balancing, not the system's mechanical premise, and it's too early to say with certainty what any meta choices might be.

If you are talking about the system's mechanical premise, then I can only say that PC as a whole is leaning into themes of indirect control, both as a historical topic and as a guiding concept of its gameplay. It's not just a matter of canning things like mana pools, but shifting the player's gameplay paradigm from a direct controller of all matters of state, to a more indirect influencer of trends that more closely reflects historical dynamics and PC's design pillars. It's simply different from the more direct gameplay system relationships of previous PGSGs, which is no reason to think it'll be worse, and is exciting in its own respect!
 
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1. How will the road upkeep work, and how fast will roads fall into disrepair?
2. Will bridges be aknowledged on major rivers?
3. If there are bridges will we be able to destroy them to slow down enemy troops or just destroy them on enemy teritory?
4. How large does a river need to be to be aknowledged for up-downstream from the capital, thing?
 
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4 levels through the ages
How about levels for rivers?

Something like:
- Rapids
- Tributary/Minor River
- Major River
- Estuary

And allow for canalization/dredging to improve the navigability by one level. Lower levels would be of little use for transport, but would be useful for defensive purposes, irrigation, and, in the final decades of the game, early industrialization.
 
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yes and on a list of 1000+ issues with low priority, as its never been asked for yet by a tester.
Well, maybe roads should cost maintenance? Especially late game roads, like railroads, should have big upkeep costs.

Maybe you could have a "road upkeep" mechanic, where if a state doesn't maintain roads, the quality of the roads slowly degrades from 100% to 0%. This was a thing that happened historically, where travel times could decrease over centuries due to the economic collapse of certain states (in Poland-Lithuania, the state of the roads was better in the 1500s than in the 1700s, as an example).

This would make roads more of a strategic choice, as you wouldn't want to spam them literally everywhere, and would provide a reason to "remove", or at least "not maintain" certain roads.
 
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