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Tinto Talks #57 - 2nd of April 2025

Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.

Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding interesting choices.

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.


57_age.png

It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.


Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

57_select_origin.png

So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.



Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.

Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

57_dalarna.png

We are clearly different from the Swedes!


Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.


If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

57_rebel.png

They got funding, but we got the government to stop them!




This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.
 
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Others may eventually get similar mechanics, but for now its a good "iberia" only mechanic.

Have you thought about Conquistadores not conquering locations right after spawning but starting by diplomatically vassalizing Natives hostile to the local imperialist power and fonctioning for some times like the Hansa (an off-map country with access to the regular gameplay loop through its vassals)?
This would benefit the most from their ABC feature while being more historical.
 
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Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

So, we have a 'press a button to convert population' hocus-pocus, like in EU4 but worse, because in this case one turns whole nation (as a group of people who share the same cultural features) into something else whilst in EU4 it had to be repeated province by province. This is wrong. This game should be built on systems, not on gimmicky and unrealistic actions like 'a cabinet member unifying a culture group in 10 years'. Seriously, this is ridiculous. So my minister goes to the countryside and preaches to folks: 'you're not what you think you are. Let me tell you...'. Systems instead. For exaplme, if my goal would be to spread my dominant coulture all over my borders, I should be incentivised to enact specific laws (e.g. compulsory education, promotion of national language in church/administration), build specific buildings (schools, parishes, printing houses), promoting education etc. Not pushing a button to magically turn all Danes into Swedes.
 
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Yes. The idea is that it's a powerful endgame action that you will work towards over centuries, not something you can do willy nilly.
Can you also have it be that if I am the German Empire and have the Livonians as a puppet you can do it? I want that Brest Litovsk borders and I don’t wanna have to annex all the Baltics to click the button. Maybe require that a low autonomy subject (puppet vs something like a PU) allows you to unify?
 
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Is there any chance you would consider the posibility of country being able to change the language of minority culture of their same culture group?, say France changing the language of languedociens to french to then be able to integrate them into the french culture or England changing the language of welsh to english. This could work via the cultural tradition and influence system and reflects things that historically happened were some states changed the main language of a people but didn't erase their entire identity.
 
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Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.

Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding interesting choices.

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.


View attachment 1275407
It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.


Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

View attachment 1275406
So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.



Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.

Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

View attachment 1275405
We are clearly different from the Swedes!


Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.


If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

View attachment 1275404
They got funding, but we got the government to stop them!




This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.
For colonizing, especially early on, there should be a low chance that explorers/colonists get blown off course and end up discovering/establishing a colony not quite where you'd intended
 
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Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.

Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding interesting choices.

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.


View attachment 1275407
It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.


Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

View attachment 1275406
So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.



Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.

Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

View attachment 1275405
We are clearly different from the Swedes!


Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.


If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

View attachment 1275404
They got funding, but we got the government to stop them!




This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.
For the unify culture, is it just a click and pop the whole country is eg. French? If so I think that's kinda gamey and not so fun. It would be nice to maybe be able to declare a unified culture, which then creates culture drift within the culture group slowly adopting the new primary French culture. Or something like that. More of a process than a button click.

Also, it says if the culture isnt in any country. Does this mean that France couldnt unify French unless it owned parts of Belgium?
 
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  • It feels odd that the first 'block' is a inline list with commas (thanks for the Oxford comma and you are missing the final period) while the third is a bullet list. With an inline list I think it will be hard to get into the tooltip of an interior item, say the "Colonial Expansion" without triggering a new tooltip. I feel bullet lists are better for this even at the expense of added space. You could add a scroll bar to that block to help with sizes (note: please make sure that the mouse scroll wheel affects scroll bars when in the area).
  • Line up the all the decimal points in the list (treat % as a unit just like ducats)
  • Better separate the items that are 'from now on' and those that are 'while in this age'
  • I am assuming that Government reforms are from now on, correct? or do reforms 'reset' at age change?
  • Institutions also do not go away, right?
  • Do 'Hegemons' go away? It is implied as it appears in the 'when active' section.
  • Don't like the oblique gear for maintenance while all other icon modifiers are 2d or straight on.
  • Where is there two icon modifiers for 'maintenance'?
57_age.png


  • Is there a reason the pop icon is in front of the number instead of after like you do with ducats?
  • Pop icon is too big for the bar it is in.
  • does having the first two listed in 'k' really save us anything? I think since this is in pop order the change over is obvious. I would think that if it were alphabetical and I was seeing a 112K next to a 1,125 the magnitude change would be less obvious (even more so as the K appear to be the same size as the comma and a digit).
  • The space between feels good but too big.
  • Do we need the in button border in the list?
57_select_origin.png


  • Shouldn't the cabinet member or seat be the header while the action is sub?
  • How are members sorted?
  • Using the action as a title (and using title capitalization) makes it unclear if they are fostering a culture named New Dalarna or fostering a new culture named Dalarna.
  • Please stop coloring the character attribute icons and color the numbers if you feel something needs coloring
  • If they had a big hat would it clip? show over the top button? the meeple be scaled down to fit?
57_dalarna.png


  • Use the minus character so it matched the size, kerning and position of the plus character
  • If we do not use a growing 'pie' chart clock for things than using that as a icon modifier for 'progress' doesn't seem to fit. Change to a partially filled 'donut' clock or an partial circle arrow that matches the donut growth path.
  • I feel that itemized lists that sum into a number should be shown with one more decimal than the sum to prevent odd rounding 'errors'. This time it does add up but it could have been n/2 off, 0.03 in this case.
57_rebel.png


Thanks for reading.
 
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Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.
The first sentence lists province and the last sentence lists location. Was it meant to be province in both?
 
Welsh doesnt use the English language, and Irish isn't part of the British culture group.
So if you unify a culture group, does the new culture get the name of the culture group?

Can you do this with any culture group? And do they have to have the same language for it to work?
 
“Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.”

Could you make it a configurable game rule to allow exploration failure?
It could add a lot of realism, expeditions to unknown lands can’t ALWAYS go well…
 
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Wait,does "Unify Culture Group" decision assimilate all other cultures of that culture group immediately? because that would be way too overpowered for some regions outside Europe like Persia and China where it isn't as hard to subjugate every tag with your culture group.
 
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Unify Culture Group represents the historical French or Russian state-led cultural centralisations. It can only be done once to prevent countries from using the action every time they acquire a new location.
Only once per game doesn't feel right, too extreme. Something like once per Age or a 200 year cooldown use seems more fair. Don't you think so?
 
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The "unify culture" and the creation of new cultures by the AI can be adjusted through a game rule? My personal preferance would be to disable it for the AI.
 
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