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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.

56_diplospending.png

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.

56_antagonism.png

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!

56_indep.png

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.

56_papermap_logistics.png

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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Is the AI likely to want to maximise its diplomacy spending or will it make more nuanced choices based on whether it's currently making money or number of relations it currently has/wants.

Speaking of antagonism bombs and the death (hurrah!) of AE, is there a vital interests analogue, so like if you're hungary and gobble up a load of the ottomans you would expect low antagonism with your Christian neighbours, but actually they really wanted Constantinople for themselves and now they've coalitioned you. Would be nice to check prior to peace deals
 
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In my opinion, religion should affect antagonism about twice as much as culture/language, especially before the rise of nationalism. Even antagonism towards a different religion in the same group could be notably high, because, well, just look at the friendly history between catholics and orthodox, or catholics and protestants, or sunni and shia.
It'd be really cool if it was made dynamic, i.e. religion mattering more early and less in the 18th century.
 
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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)"
It seems they are one tile away from the origin country, does this mean we lost the ability to see enemy armies completely? From the looks of it FOW works differently? In other titles units had a range they could see if FOW so you could avoid/look for enemy armies. You could also see units within+next to your territory, those armies on the screenshot are next to eastern prussia, does this imply we'll only see enemy armies when we stumble into them or when we spy to see them(remove FOW interaction)?

TLDR: Was enemy unit detection changed from how it works in titles like EU4, Ck2, HOI4 etc...? (was it changed from this: https://eu4.paradoxwikis.com/Map#Fog_of_war)
 
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Would it be viable for terrain to matter in terms of supply distance, or would this be too complicated for the player? It should be harder to supply an army over mountains than over flat plains, but I can imagine that could be annoying and difficult to communicate to the player.

just make mountains unable to have supply routes on them, I am not sure this might be abit too much though
 
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View attachment 1271885

I feel like -5 for language is very harsh, especially since Religion is only -4, which I feel should have a bigger impact relative to language
Sort of sure in most cases. But those orthodox-islam relations are better than say catholic-islam. or should be. Lots of respect and admiration between trying to kill each other. Meanwhile at least the modern catholic constant changing of the faith and trying to appear more acceptable breeds nothing but distrust in islam even seeing them as borderline atheists.

Now reactions with the <3 the world mesoamericans might be rather harsher. I certainly dont expect this +-4 to be constant between two groups.
 
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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)"
It seems they are one tile away from the origin country, does this mean we lost the ability to see enemy armies completely? From the looks of it FOW works differently? In other titles units had a range they could see if FOW so you could avoid/look for enemy armies. You could also see units within+next to your territory, those armies on the screenshot are next to eastern prussia, does this imply we'll only see enemy armies when we stumble into them or when we spy to see them(remove FOW interaction)?

TLDR: Was enemy unit detection changed from how it works in titles like EU4, Ck2, HOI4 etc...? (was it changed from this: https://eu4.paradoxwikis.com/Map#Fog_of_war)
I think they were hidden by terrain. Think nebulas in Stellaris, you can see out but not in.
 
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1) When you said that any subject can join independence movements after they were started, does that include loyal ones?
Wouldn't it be better if only disloyal or mildly loyal subjects can join, but overwhelmingly loyal ones cannot?

2) You said that an independence movement's goal is the independence of ALL subjects, I hope you don't mean even the loyal ones? It would be both illogical and rather awkward for that to be a thing.

3) Really love all the other changes, especially to ae. Good work.
 
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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)"
It seems they are one tile away from the origin country, does this mean we lost the ability to see enemy armies completely? From the looks of it FOW works differently? In other titles units had a range they could see if FOW so you could avoid/look for enemy armies. You could also see units within+next to your territory, those armies on the screenshot are next to eastern prussia, does this imply we'll only see enemy armies when we stumble into them or when we spy to see them(remove FOW interaction)?

TLDR: Was enemy unit detection changed from how it works in titles like EU4, Ck2, HOI4 etc...? (was it changed from this: https://eu4.paradoxwikis.com/Map#Fog_of_war)
Terrain affects your vision now. In this case they are probably hidden by forests.
 
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Independance War for all Subjects?

Now careful, does that mean only all can leave or none?
I hope it wont end like in Stellaris where upon a status-quo peace deal all vassals end up staying vassals, even if their overlord didnt manage to reconquer them.

If Albania wants to break away from Ming, and i support that, then i hope i dont have to sail all the way to Ming to get Albania free :D
 
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What country's flag is that on the left???

(I hope this is not the flag of the Duchy of Rawa - because if so, it's a bad color scheme that doesn't fit Mazovia)
 
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OMG YES!!! Antagonism is something I have been asking for for ages! A system of permanent AE in which it just doesnt just go away with time so you can keep getting away with murder.

I WOULD add some feedback. The antagonism bombs should have a time effect and a permanent effect. If Spain has Milan, low countries, Napales, Austria, HRE under control, it should not go away with time. It should have a score that create antagonism with all other major powers in Europa because it is a constant threat to them and the balance of power.

Other than that, THANK YOU.
 
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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.
heh
 
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Been following the Tinto Talks updates on Project Caesar, and again I love where it’s going. The new supply system, cohorts, camp mechanics — all good steps. But if attrition ends up working the same way it does in EU4 (slow trickle of death with no nuance), we're missing a big part of what made ancient and medieval warfare so volatile: desertion and disintegration.

Attrition in Project Caesar shouldn't just kill your troops — it should break them.

In EU4, attrition = guys just vanish into the void. You're sitting on a mountain tile and suddenly over 5% of your army dies every month because... ? But in real sieges or long campaigns, especially pre-modern ones, it wasn’t just disease or starvation doing the damage — it was morale collapse, units refusing orders, and outright desertion.


Take the Siege of Orléans (1428–29). The English were overextended, supplies weren’t coming, reinforcements stalled, and morale cratered. Contemporary accounts (e.g. modern historians like Kelly DeVries) note how the English abandoned outworks because there weren’t enough troops willing to stay and hold them. Many had deserted already. It wasn’t that they all died — it’s that they just left.


“There were too few men to man all the bastilles. Many English soldiers, aware of the dangers of staying, had deserted.” — paraphrased from Joan of Arc: A Military Leader (DeVries, 1999)

And that wasn’t unique to that siege. From Caesar's own legions mutinying in Germania, to mercenaries vanishing from crusader armies, desertion was often the primary form of attrition once logistics broke down. As such, every pop lost to attrition shouldn't straight up die.


So here’s my suggestion for Project Caesar: let attrition break the army, not just kill its soldiers.

  • Have units weaken as morale and supplies collapse, so that lifting a siege is easier when numbers are similar.
  • Trigger desertion events in isolated or unpaid (mercenary) cohorts.
  • Let armies disintegrate organically when overstretched, not just drop manpower numbers.
  • Have the tide of war(score) influence the morale your troops have and their likelihood of desertion (when fighting in enemy territory).
  • Make it so that deserting army (mostly) return to their country of origin but changing their class from soldier to peasant.

This would make all the new systems feel much more connected. You don’t just lose numbers — you lose the will of the army to keep going. Which is exactly what warfare is about.




Edit (with pretty picture):

Having some events tied to deserters would be really cool. For example, while most deserters would try to go home if they could, a subset would wander around the place:

  • Have a decision to round up deserters, increase manpower by re-enrolling them into the army, or executing a certain amount of them to increase discipline for the upcoming war. Though, this should be a double-edged sword. Only, problem I foresee is that you have to keep track of the part of the attrition from the last war that "returned" home.
  • Have deserting mercenaries switch sides to the enemy, thus increasing their forces.
  • Create a banditry problem in the area that saw a lot of desertion.
  • Have surrounding areas take in deserters (especially relevant in areas such as the HRE), or monastery towns that haven't been besieged yet (e.g. if they have the Fortress Church building)
  • Create events during a siege that allow you to punish deserters, or let them go. Depending on your situation you could strengthen discipline, or crater morale and cause a mutiny.


1742999949979.jpeg
 
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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!

View attachment 1271792
Probably need some more members for this..
Why did you make this an all or nothing type of scenario, i.e. either all vassals get independence or none of them do? It would make more sense if only the disloyal subjects that join the movement gain independence and the loyal ones stay with the overlord. Also, if a particularly strong adversary joins the movement, it can basically kill off the overlord by releasing all of its subjects.

Example: As England you should be able to peel away Flanders from its French overlord, but releasing all of the French vassals is just overkill.
 
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