• 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:
I can't say i like some of these changes. So you have introduced a mechanic that basically magically will stop any rebelions by puting a cabinet member to it? Does it target ALL rebelions or just a certain province?
 
  • 2
  • 1
  • 1
Reactions:
Absolutely love the change to make each age feels more unique, but slightly worried about "sudden change to rule", wouldn't it be better to have a new age effect come gradually (say, in 10 years) and degrade in the same way to represent the transition from one age to another in a smoother way ?
 
  • 10Like
  • 1
  • 1
  • 1
Reactions:
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.
Have any thoughts been given to broaden the Conquistador into a more general Militarized Expeditions mechanic for Raids, Cossack colonisation, Indian charters and others? A unified system for non-traditional warfare, where countries raise autonomous military forces (ABCs) to conduct specific missions.

It was described here: https://forum.paradoxplaza.com/forum/threads/raiding-modeled-after-conquistadors.1730801/
Also, a short summary by me here https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-51-19th-of-february-2025.1729243/page-16#post-30241102

I think you have specifically sad about Raids not being represented, here is the possibility to make them work.
 
Last edited:
  • 11Like
  • 3
  • 1
Reactions:
I think the idea to make each age play slightly differently is definitely interesting, but does it not apply only to Europe? If I play somewhere in India and Europe advances to the Age of Reformation, couldn't the sudden impulse to focus on religion be ill-fitting in my region?
(I am assuming that age progress happens at the same time, for everyone. If that's not the case, ignore this comment.)
 
  • 7Like
  • 1
Reactions:
Thanks for the TT, we will miss you!
A couple of remarks here:

1. It feels quite gamey and artificial when we all know the exact years when ages start regardless of what's happening. EU4 system would be far better and realistic with its more dynamic approach and I would like to have it here too.
_______

2. Please, can we have two options for culture group unification naming:
  • one is a default option when you create a new culture name, like Italian, Ukrainian, Romanian etc.,
  • and the second is when you want to leave the name of one of the cultures for the whole group (like to have Gascon culture everywhere in France).
The second way is possible via assimilation, but it would take muuuuch more than 10 years I assume. AI would always use the default first option. And we the players can have a choice :)
 
Last edited:
  • 23Like
  • 4
  • 1
Reactions:
Unifying culture group should require Nationalism Advance, also I hope for both unifying culture group and forming new culture, the conditions should be true for like 50 years so that we wont instantly see cultural changes as naturally these stuff takes time, so after 50 years you can do cabinet action of 10 years to do the culture change
 
Last edited:
  • 13Like
  • 7
  • 2
Reactions:
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.
Wow!

Do markets also disappear again when technology improves and markets can grant market access at longer ranges? (Letting stronger markets consume weaker ones nearby.)
 
  • 5Like
Reactions:
Ehhh I don't know how to feel about the create new culture cabinet action. I fear it could end up making each game's culture map look like an ahistorical mess. Plus, to create a whole new cultural identity in just ten years simply by the actions of one of your cabinet members is incredibly unrealistic. IMO, if you want to keep it as an option, it should be a cabinet action that can only be unlocked in the age of revolutions (as it was the era in which modern nationalisms appeared, and new cultural identities were created), and it should last longer than 10 years (perhaps 15 or 20?). Honestly the best use I see for it is to simulate the new national identities of the independent american nations (the US, Mexico, Brazil...), and even then it's an imperfect solution, since it can't simulate the different cultures within those independent new world nations (such as the Yankee and Dixie cultures in the United States).
 
  • 19
  • 5
  • 3
  • 2Like
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.
 
Last edited:
  • 14
  • 7
  • 4Like
  • 2
Reactions:
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!
Surely this is locked until a specific Age is reached (e.g. Absolutism or later)?
Wouldn't make much sense for most Europe-adjacent nations around the world to pursue this in the pre 1600s when religion was the number 1 divider.
 
  • 7Like
  • 3
Reactions:
  • 42Like
  • 6Love
  • 6
Reactions:
One thing I still don't quite get, and maybe someone can clear this up for me, is the market center. Isn't it always a net positive to have your own market since you want to control the market center? Or is there a situation, where you would want to stay in a foreign market to gain access to cheaper goods? You would just automatically import them otherwise, no?
 
View attachment 1275517
Nice. :)

Regarding the Conquistador feature and colonial changes, have any thoughts been given to expanding it to more uses? I still think it makes perfect sense, for example, to use it to establish European companies in India and Indonesia.

Others may eventually get similar mechanics, but for now its a good "iberia" only mechanic.
 
  • 52Like
  • 20
  • 11
  • 7
  • 1Love
Reactions:
You might've already confirmed this but I don't remember l, it's been a long time since TT started. Slave raids give us a CB so we can get attack them and there's a "stop raiding me" option in peace talks right?
 
Will it be possible to abandon a colony and shift that same population elsewhere over time?

Can you send populations of specific religions/cultures to colonize?

Will there be colonial policies regarding mixing of populations? I think the Portuguese were more lenient about mixing with native populations than others due to their smaller population.
 
  • 1Like
Reactions:
Really nice dev diary. 2 questions

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

Was the phrase not finished intentionally? Cause it looks like it's lacking part of it.

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.

Regarding liberating slaves. Can you only liberate slaves of your culture, or also of your religion.
I'd say that at least during the first and second ages, it would make sense that you liberate people of your religion. And later on, you liberate people from your culture.
 
  • 2Like
  • 1
Reactions:
Ages should be made less important, not more. Why should Maori people get better at diplomacy just becuase some people in Europe made a few paintings? This was an era where the world was not globalised, so global modifiers should be avoided.

I suggest it would be better if different countries are in different ages, depending on where their technology and societies are at. So in the example above, Maori would stay in the Age of Traditions and be Unaffected by the Renaissance on the other side of the world.
 
  • 15
  • 5Like
  • 3
  • 1
Reactions:
I have a proposal for a minor mechanic. Damage type. give units specific damage like "fire damage" or "mele damage" so that they also have resistance to that damage.
This way, pikemen units could have high resistance to melee damage but little resistance to fire damage, while heavy cavalry could deal a lot of melee damage but be vulnerable to fire damage.

This would be very beneficial for modding, as they could add things like "magic damage" and "magic resistance," or tank units that have absurd resistance and damage but have a -100% resistance to piercing damage.

With this I think we could further differentiate the elite and historical units of certain countries.
 
  • 4Like
  • 2
Reactions: