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Tinto Talks #58 - 9th of April 2025

Hello, and welcome to another Tinto Talk, the happy Wednesdays where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today, I will be your host instead of Johan since we will be talking about the flavour mechanics. These will be basically IOs, Situations, and Religions, and we will be talking about a bunch of them for some weeks, although from time to time Johan will come back to present some other stuff. So, let’s start without further ado with the Holy Roman Empire, the most convoluted organization invented by mankind only Imperial polity that existed in Western Europe for most of the game period.

In 1337, it’s a very different beast compared to previous installments in other PDX GSGs. The Great Interregnum that started in 1254 after the deaths of Frederick II and Conrad IV of the House of Hohenstaufen, and the double election of two contenders (Richard of Cornwall and Alfonso X of Castile) in 1257 led to a period of weak and diminishing Imperial Authority. In the coming decades, the Houses of Habsburg, Luxembourg, and Wittelsbach would fight for the Imperial election, making the Electorates increasingly more important.

HRE Map.jpg

A beautiful beast! The color code for every country:
  • Yellow: Emperor
  • Light Blue: Prince-Elector
  • Middle Blue: Archbishop-Elector
  • Dark Blue: Imperial Prelates
  • Light Green: Free Imperial Cities
  • Middle Green: Republics
  • Pink/Brownish: Imperial Peasant Republics
  • Grey: Imperial Princes
  • Purple Stripes: Imperial Land not owned by an HRE member
  • Other stripes: Land owned by an HRE member not yet incorporated as Imperial land

Here is an overview of the HRE IO panel and all the different member types that you can find by scrolling down on it:

HRE Panel1.png

Prince-Elector.jpg

Archbishop-Elector.jpg

Free Imperial City.png

Imperial Prelate.jpg

Imperial Peasant Republic.jpg

And here is the sub-panel that show all its members:

HRE Members.png

The HRE comes with a bunch of mechanics and features, which you can easily grasp in the IO’s tooltip:

HRE Tooltip.jpg

HRE Tooltip2.jpg

Let’s start with the most important base feature, the Imperial Authority, which is the currency used by the Holy Roman Emperor to enact Imperial Laws. There are a few sources to either add or subtract Imperial Authority:

Imperial Authority.jpg

Note: the missing +0.01 comes from value rounding which is not reflected in the tooltip.

Imperial Laws create different effects that impact the members of the HRE. At the start, there are only two available:

Imperial Laws.jpg

You may notice that there’s a category, ‘Fundamental Laws’, with only one policy possible, the ‘Golden Bull’. This was the single most important law approved in the HRE, becoming its base political constitution up until its dissolution after being enacted in 1356. In Project Caesar, the Emperor has a very high incentive to pass it as soon as possible, as it unlocks additional laws and actions:

Golden Bull.png

When you have 35 Imperial Authority, you can try to enact it, and a Vote in the Imperial Diet will happen:
Golden Bull vote.jpg

That works quite similarly to country parliaments, as you have to secure a positive vote of the different HRE members:

Golden Bull Diet.png

And this would be the situation after the law passes, with 8 new Imperial Laws available:

Imperial Laws2.jpg

Imperial Laws3.jpg

In general terms, most of the laws have 5 policies available, with the starting ones usually being in the middle positions of the 5. This is how it works (these are 'instructions' in the script):

#With the enactment of the Golden Bull, most HRE laws are set to the 3rd policy which has limited or no modifiers active at all
#The HRE Emperor can try to change the policy to the next adjacent one (so from 3rd tier to 4th or 2nd tier)
#The left tier is the 4th and 5th and is more in favor of benefitting the HRE as a whole
#The right tier is the 2nd and 1st and is more in favor of benefitting the HRE Emperor first and foremost

#Some laws have only 3 policies in which cases there are not pro-Emperor vs pro-Member positions

#The only law which does not follow the rule is the power_of_the_emperor_law which starts at improved_imperial_authority_policy (4) policy.
#The reason for this is to delay the unification of the HRE + there is not much design space for an even further decentralized HRE.
#As such, having 2 policies for the decentralized HRE are not really doable.

# LAW
# Pol 5 Pol 4 Pol 3 Pol 2 Pol 1
# |--------------|--------------|--------------|--------------|

Let’s take as example the Imperial Voting Law:

Electorship Law1.jpg

Electorship Law2.jpg

The Imperial Election is then a key feature, since it elects the Holy Roman Emperor, who then sets all the Imperial Laws, Diets, etc. Here you can see an example of how it works:
Imperial Election.jpg

The King of Bohemia got backed by most of the Electors, and thus, became the Holy Roman Emperor after the death of Ludwig IV of Upper Bavaria.

This event will trigger if a different country gets its ruler elected as Emperor, as in this example:

Imperial Coronation1.jpg

Imperial Coronation2.jpg

One of the factors behind the election is the Dynastic Power, a new value that is currently only used for the HRE mechanics (although it could potentially be used for other IOs, as it’s a scriptable/moddable feature), which impacts the likelihood of a certain country from a powerful dynasty to be elected or re-elected as Emperor:
Dynastic Power1.jpg

Dynastic Power2.jpg

Dynastic Power3.jpg

Last but not least is the Imperial Contribution. It is an amount of money and manpower that any member of the HRE may contribute to the Emperor, who can later spend it in Imperial Actions, and also defending the Empire (in theory…):
Imperial Payments1.jpg

Imperial Payments2.jpg

… And that’s all for today, since it’s already a very long TT! Next week, we will be taking a look at the Catholic Religion and the Catholic Church IO. Cheers!
 
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Hi, could you explain a bit about the previously teased law of the realm splitting for imperial princes on death? I don't see it mentioned in the HRE IO, is it still a thing? And if yes, what's the process like to reform off it (if one exists)
 
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Right now, no, we abstract the Imperial Army by giving this manpower buff to the Emperor.

It is my understanding, correct me if I'm wrong, that manpower will be actual pops in game. If my soldiers die in attrition, or battle, etc, then those actual pops die.


With this bonus manpower given to the emperor, which pops die when the pops die in battle?
 
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If Dynastic Power is Great Power Score multiplied by pops within the HRE, it looks kinda weird to have both Dynastic Power and Great Power Score as reasons for supporting a country for emperorship.

Now, admittedly the Dynastic Power is well, dynastic, so I assume it takes the GPS of all realms held by the same dynasty. Though that begs the question how it's calculated in such a case. Is it just the grand total of all GPS for all Wittlesbach (as an example) lands combined? Is it an average? The tooltip doesn't clarify that.

Also, what are "reasons to elect"? There's no tooltip to mouse over there at all for players to even check that in game.
It's the total of all the countries ruled by a certain dynasty. Design-wise, we want to portray/abstract with this the concept of Hausmacht.
 
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Is the HRE still limited to just Europe or could you also expand outwards from there at some point?
Like have a recreated Kingdom of Jerusalem as part of the Empire for example.
 
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Right now, no, we abstract the Imperial Army by giving this manpower buff to the Emperor.
Imperial Army =/= Army or the Empire. Two separate institutions. Imperial Army(Kaiserliche Armee) is the personal Army of the Emperor, while the Army of the Holy Roman Empire(Reichsarmee) is the Army of the state itself. Using the Reichsarmee should require the approval of the imperial diet to actually utilize. You should be somewhat restricted from fighting personal wars with it, as an example(though there could probably be laws freeing it's use for more and more things).
 
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It's the total of all the countries ruled by a certain dynasty. Design-wise, we want to portray/abstract with this the concept of Hausmacht.
Does it take take into account countries outside of the HRE? If Welfs spread to England for example, does England's GPS contribute to Welfs' Dynastic Power (even if the English Welfs don't contribute anything on the other side of Dynastic Power, i.e. having pops in the HRE)?
 
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About the HRE integration of new land:

It should be very difficult, impossible, heavily restricted, slow or anything that makes the HRE borders frozen for most of the game. It's extremely immersion breaking when, in EU4, HRE countries begin to instantly include new land in the HRE with the click of a button: for example Austria adding the whole of Hungary without any consecuence or impact.

In real life the HRE borders seem to never really have any significant expansion: Austria never included Hungary, Croatia or Galicia; Prussia never added east/west Prussia itself and Posen. I don't know the irl exact reason for this but I think Project Caesar should simulate this stagnation/hermeticism in any way.

These screenshots explain better my point. The HRE loses land but it seems to be very reluctant in adding new one from the 1200s onwards.

0.png
1.png



2.png
3.png
 
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Does Orthodox count too or is it only protestant faiths?
There's a policy that makes it possible for any religion in the Christian religious group.
 
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This may have been answered elsewhere, but are countries as tied to name lists as they are in EU4? By that I mean that if you become Emperor of the HRE as, say, a French-culture tag, and pass the Renovstio Imperii policy, will you be stuck with German names? Or will names of characters be tied only to their own specific culture? (IE: your French Emperor has a French name, your Italian consort has an Italian name, your German general has a German name, etc)
 
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How though? How can you recognize both the Holy Roman Emperor and the King of France as overlords a single country, I get things like the Duke of Burgundy because he had titles in both realms(duchy of Burgundy, county of Burgundy) but that's the individual who's a vassal of both, not the country, I feel like it should be impossible
 
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