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Tinto Talks #56 - 26th of March 2025

Hello and Welcome to another Tinto Talks, the Happy Wednesday where we give out information about our super top secret game with the codename Project Caesar, so that you can give us feedback!

Today we will talk about some of the changes to the diplomacy and warfare mechanics we have done since we started doing these Tinto Talks.


Diplomatic Expenses
As you may have seen, in some previous Tinto Talks we added another expense to the economy to give more control to the player. The cost for this Diplomatic Expense is based on the tax base of your country, and the more you spend, the greater benefits your diplomatic corps gets.

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If you play France you may have this maximized, but may not if you play a smaller country without subjects unless you you want to be able to maintain an alliance with a bigger and stronger country.


Antagonism
In older GSGs we made, we had a concept called ‘Badboy’ which impacted how badly you had behaved and other countries would treat you more harshly according to it. This evolved into the Aggressive Expansion systems we used in Eu4 and Imperator which had a direct impact on opinions that also allowed Coalitions to be formed.

While these were useful systems, they all were a bit limited;as a global variable in your country it was too broad, and as merely opinion impacts, it was rather hidden and hard to get overviews.

In Project Caesar we developed a new system called “biases” which has static impacts and temporary values that change over time, like opinions work in most of our games. We had this for Opinions and Trust, and when we were not happy with AE and neither were you, we decided to scrap AE and instead make a new bias, which we call Antagonism.

Antagonism indicates how other countries are likely to view us. If they feel a lot of antagonism towards us, countries that consider us as relevant to their interests will be less inclined to engage in diplomacy and may act against our interests. Antagonism is caused by basic differences between countries' societal values, government types, religion, culture and language, and actions can cause an antagonism 'bomb' in a location that affects the countries near it to varying degrees depending on how much they care about that location and about the antagonistic country. Antagonism 'bomb' effects will generally dissipate with time. Antagonism also affects a country's opinion of you.

Of course, a country needs to have caused a certain amount of Antagonism against you before you can join a coalition. The overall effect of this is that you can get away with fewer antagonism ‘bomb’ effects against countries that have a baseline of antagonism for you before they start thinking about forming coalitions against you, and countries that are more similar to you will probably allow a bit more to slide.

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Ottomans will always have a base antagonism to Byzantium..

Independence Movements
Trying to become independent as a subject is usually a tough life. In some previous GSGs you could ask another country to support your independence and they could help you in a war. To make this better, we took inspiration from Crusader Kings where subjects usually band together to fight for independence. As we have the International Organization code, we made a new type of it, called Independence Movements. Any subject with a loyalty below 50% can start such a movement, and any subject can join it. Other countries can be invited as well, and the goal of the war is to get independence for all subjects!

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Probably need some more members for this..



Civil War Surrenders
Sometimes you are in a civil war and you know you are about to lose, and it's just a matter of time, so we added in an action to surrender in a Civil War when the other side is more than twice the size than the other.

And as some of you pointed out, losing a civil war as soon as possible to avoid it, may or may not be an exploit, so currently there are some penalties to jumping to the new country.

56_civil_war.png

At least Scotland will be free!


Naval Combat
During testing, we discovered that with all types of ships having the same frontage made it so that you wanted to stack almost purely the biggest ships and the rest were not useful. So instead they now have different frontages, so the categories have different roles.

Heavy Ships have a frontage of 2 and a combat speed of 0.5 & Galleys get 0.5 frontage, but their combat speed is 1. Light ships get higher initiative and combat speed, and have a frontage of 1.

New Objectives
When we talked about the military objectives, there was a request to add automated rebel suppression, and this was something we definitely added in. We have now also added a Hunt Navies that works like the Hunt Armies, and tries to engage and destroy enemy navies when spotted in the designated areas.

We are also looking into adding a few more objectives, like defending the coasts or focused sieges, and will tell you when more are implemented.

Logistics Improvements
While we were very happy with having a logistics system in the game, and where food mattered, it was a little bit limited in that you could only trace supply two locations away at most. So we introduced a concept called Logistics Distance, and now every single army traces a path to the closest valid supply source. The length that can be traced can be extended through advances in several of the later ages.

A valid supply source is a Supply Depot, a port or seazone with a navy carrying food that will distribute it to you, or a province-capital that is under control of a country giving you food access and actually has food.

Supply paths can only be traced through friendly controlled territory, but not through any location that belongs to the Zone of Control of a hostile fort.

We also made it so that armies can only carry a single month's supply of food with them, except for the auxiliary units, which can carry many months for several regiments each. This means that even if you can march deep into unprotected territory or have the ability to ignore the Zone of Control for forts, you need to get a supply path to the source you can get food from.

Of course, you can always see the path your armies trace supply from when you have selected an army, as a thin green arrow goes from the supply source to the army.

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Here I walked past the Lithuanian armies (I used the remove fog of war cheat code, as they would have been hidden for me otherwise), and tracing supplies from Goriadz, and they will easily be able to cut my supplies by movingmy moving into Lipsk. This is the paper-map-mode where everything is icons on the map.



Monthly Attrition Losses
One thing that was requested by you guys was the ability to see how much attrition a unit has taken recently, so we added some history to it, so you can see how many died in the last year.

56_attrition.png

My army lacks food to continue the siege… a few more months at most..


Recruit Admiral/General
Another worry that was pointed out by the community was the potential lack of generals or admirals for your units. So we added two new actions where you can recruit either a general or an admiral for your country for gold. The price is based on the economy of your country, but the price is reduced by the military ability of the ruler.

The abilities of the new commander depends on the current army or navy tradition, which is also reduced a bit by recruiting a new commander.


56_general.png




Next week we’ll go through the mixed collection of all other major changes we have done..
 
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If I'm at war with a country for a province but that country loses the province by other means, does the war automatically end? I think it would be better if you had the option of continuing the war against the new owner of the target territory. I haven't been keeping up with EU4 updates so I don't know if that's to be expected in EU5.
 
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All in all great changes. But I am not sure how I feel about the phrasing 'train a general'. Hopefully that guy is already trained and can use those skills on the job.
Would not something like commission or hire general describe it better?
 
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not atm, its not an easy solution.
How about making some pops that belong to a rebellious country migrate from the overlord country into the rebellious country to indicate the rebellious zeal? I feel like that would just be a modifier that acts on members of the rebellious culture/religion/social strata to prefer to move to the side of the rebels. In reality it should just be a negative migration modifier for the overlord and a boost to the rebellious lands, similarly loyalists could migrate to the other side?
 
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Hello!! Super excited to see how armies will look in the field!! One thing I've been really interested in is how the army selection UI will look (will it look more like the modern CK3, IR selection UI (where one left click selects all armies in a location with a background “card”), or will it have elements of EU4 (with one left click selecting one army in a location, with little shields underneath the army icon to show multiple armies)? I've found that the more modern “background card” army selection UI doesn't give clear visual cues that multiple armies are selected, whereas EU4, and to some extent HOI4, both gave really clear visual cues when multiple separate armies are selected with). I was wondering if the team might be able to give some insight? I had some quite specific feedback but wasn't sure if this would be the right Tinto talk/forum for that!
 
@Johan Would you be ok to add player chosen action to reduce antagonism, mostly for roleplay reason or strategically "befriend" a certain culture or country ? It may be a cabinet action to reduce base antagonism towards a culture or language, I am talking about reducing "base" antagonism values, not the agressive expansion bomb.

This way as a player I may have the ability to actively engage with friendly diplomacy, maybe at a diplomatic capacity cost based on the culture difference, maybe with a % efficiency linked to the diplomatic spending %, but these efforts would be ruined if I take military actions in the area.
 
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I wonder if "Diplomats" Feature was renamed (Since it looks weird gaining fractions of a diplomat every month).
How about Diplomatic Capacity? I think it's more intuitive, in a way represents diplomats and all the supporting facilities needed to function.
 
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"and the goal of the war is to get independence for all subjects!"
I hope that means all subjects in the movement, not all subjects including the loyal ones.
 
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In the case of the duchies of Płock and Rawa it is enough to change the colour of the eagle from black to white. Besides, the eagle overall looks more Silesian/Prussian/HRE than Masovian. Below I will show you what the "Mazovian Eagle" looks like:
View attachment 1272055

Based on this banner you can create flags for the Masovian duchies.

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The situation is more interesting with the coat of arms of the Duchy of Czersk.

Bonus
View attachment 1272146

Duchy of Łęczyca

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Duchy of Sieradz

BTW. I would like to ask you to show Silesian flags (including formable TAG's flags) because I'm afraid of how it might look xDDD (I would help make them stand out as much as possible while still being historically accurate).
They showed some Silesian flags in the Germany feedback, in the picture of the HRE members but unfortunately they didn't put the name of the countries under the flags but if you are interested I dropped all the Coas I could find for Silesia in my thread called "Flags and Coa too" so you can compare some
 
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Have you considered making subjects loyalty more flexible than eu4 liberty desired. Something like:

- loyalty above 75% - can be annexed
- loyalty above 50% - actively help you and pay their obligations (like vassal fees or tribute)
- loyalty below 25% - seek independence

In eu4 liberty desire is "all or nothing", either subjects are completely obedient or instantly rebelious (there is very little difference between 50% liberaty desire and 100%).

Adding more steps to the loyalty would results in a more natural way for the subject growing more or less loyal, and would not be like "oh no, LB went above 50% for a day, now everyone supports their independence", as you would earlier notice the light disloyalty stage
 
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I think religion should have the largest impact on antagonism out of the factors shown, maybe more important than culture and language combined. Pan-nationalism belongs to the 19th century, not the late medieval or early modern periods where religion was absolutely the more important factor in opinions between countries/cultures.

Though, government forms would of course become quite relevant during the revolutionary age.
 
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I hope it won't be like in EU4, when the supply only affects the player, and the AI doesn't care about it and it doesn't cause any damage to him. When the AI can easily stand for years with a 1kk army in the mountains
 
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There’s a thread discussing this, but camp followers really need to consume way more food. A small group of people that can carry enough food for several regiments for many months sounds weird. Especially considering carrying food wasn’t their only job, but being cooks, blacksmiths, (and unnecessities), etc.

I think It’d be more realistic if camp followers were equal in size to one regiment or even out number them in order to carry months worth a food for even a single regiment. Let alone feed several.
 
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