• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited:
  • 221Like
  • 118Love
  • 10
  • 5
  • 5
  • 3Haha
Reactions:
Well... occitan should not be part of french culture group. And this solves the problem!:)
(not sure for british though, I don't know whether a british unified culture makes sense?)
Cultures are not necessarily in only one culture group: occitans cultures could be in the french culture group and in in another with catalan and genoese (to be clear, I don't say that's the case, I don't know) and in a third with only occitans cultures.
When you take that in consideration, it's harder to argue that occitan is not a part of french culture group.
 
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.
I think it would be both more semi-historical and less punishing game-wise if instead you picked an area or a region (or ever larger group of provinces) to send pops from. Spreading out the loss of pops over a larger area, weighted for big cities where a loss is relatively diminishable, would lessen the impact on a single province, and could even make that small compensatory boost unnecessary.
 
  • 1
Reactions:
Cultures are not necessarily in only one culture group: occitans cultures could be in the french culture group and in in another with catalan and genoese (to be clear, I don't say that's the case, I don't know) and in a third with only occitans cultures.
When you take that in consideration, it's harder to argue that occitan is not a part of french culture group.
According to this answer occitan is part of the "french" culture group, which sure does sound sort of weird/anachronistic... (specially at start date)

On the other hand, this answer states there is no common occitan/catalan culture group because it would overlap with language (not sure if this rule applies to all languages).
 
  • 1
Reactions:
I'm sorry but If I may.
Could you simulate with slave mechanics the realities of Crimean Tatars' slave raids in early-modern era?
They usually went deep into the other country to establish fortified camp(called Chambul) and then they started to raid every village for Yasyr(slave property) then they're leaving to the steppes.
 
When Norse-Gael unifies it's culture group, does it have to choose which culture group or does it combine all scandinavian, celtic and british cultures at once?
I assume you choose which culture group you want to unify. That said you're limited by mutual language so Norse Gael is going to be limited to Celtic speaking cultures, so unifying Celtic is by far the best option.
 
"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."

Could this action unify Chinese culture group?During Ming dynasty,China controled all the han region,and is a han-controled empire.
 
Amazing post. Wouldn't be better to find an alternative for "patriots"? The word sounds very anachronistic to me. Maybe just Sardinian rebels? Sardinian revolt? Then as time passes change it to Sardinian autonomist revolt and Sardinian independentist revolt.
 
  • 1
  • 1
Reactions:
Ages are great as they clearly show what the European continent was obsessed with during that century that the age, but it feels localised to Europe. like during the age of discovery, Africa was Going through its own unique age of European traders coming in and establishing trade posts to circumvent the Muslim control Silk road as well as purchasing slaves in exchange for European goods which kind of turned it into an age of war for Africa as they start wars to obtaining new slaves from their neighbours and then selling them for weapons and exotics. In Asia generally not being affected by the Renaissance but just like in Europe, they were going through their own obsessions of the time. It be great if the ages could be made regional or continental to really show off each continent had their own thing going.
 
Quick question, can you move markets? Lets say you start as a country who doesn't have any domestic market and all your locations belong to a market located in country A or a market located in country B. Lets say you conquer the location with the market A from country A. Can you now move this market to say, your capital or a port city of yours which you have a core of and way more control over?
 
Quick question, can you move markets? Lets say you start as a country who doesn't have any domestic market and all your locations belong to a market located in country A or a market located in country B. Lets say you conquer the location with the market A from country A. Can you now move this market to say, your capital or a port city of yours which you have a core of and way more control over?
Yes
 
  • 1Like
Reactions:
I dislike the new culture mechanic.

The "merge culture" part is ok as long as it is only feasible during late game. However, with the "create new culture" part, it's just going to result in a ck3 style mess of absurd cultures in my history simulator. Plus it's absurd for that to be something controllable by the state. Cultures diverge on their own over the course of centuries.

There is such a thing as too much modularity. I want my cultures realistic. Some gamey stuff is to be expected, but that goes too far.

If a french minor manages to get to kingdom rank, I don't see why they would get a new culture out of the blue. Let them stick to French, maybe they can try to take over the entirety of France to be the only French tag, or they already have a different culture like burgundian. Either way, cultural divergence should remain the exception, let's stick to scripted events for those.


PS: Everything else looks really good. I think you did a great job overall.
I don't think it's unrealistic. During the game's timeframe (and particularly towards the end), the creation of national ideals and the standardisation of national cultures was a very significant force. There are loads of examples of political projects fuelling the development of divergent nationalisms. Deciding to diverge your culture should be considered a major political undertaking, but I'm really excited to see it reflected in the game.
 
  • 1Like
Reactions:
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.
The only thing I'm concerned about with the 'Unify Culture Group' decision is that the unification seems to be instantaneous? All of these cultural unifications (ie. the creation of a shared 'national' identity) would have been incredibly long and complex processes. In most places, that process isn't fully complete even today.

I really like the way that Victoria 3 modelled these sorts of changes (see the emergence of national cultures in South America) -- where a new culture emerges, and pops will begin to assimilate into it, but it is a process that occurs over the span of a couple of generations. I'd love to see a similar system in place for unified cultures. For the emergence of colonial cultures too, for that matter.