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Tinto Talks #6 - April 3rd, 2024

Welcome to the sixth Tinto Talks, where we talk about the design and features of our not yet announced game, with the codename ‘Project Caesar’.

Hey, before jumping into todays topic, I would like to show something very fresh out of the oven, based on your feedback last week. This is why we are doing these Tinto Talks, to make Project Caesar your game as much as ours...

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Today we will delve into three concepts that are rather new to our games, but first, we’ll talk about locations a bit more.

Not every location on the map is the same, especially not in a game of such scope as Project Caesar. By default, every ownable land location is a rural settlement, but there are two “upgrades” to it that can be done. First, you can find a town in a location, which allows you to increase the population capacity of the location and allows for a completely different set of buildings than a rural settlement. Finally, you can grant city rights to a town, which allows for even further advantages. Now you may wonder, why don’t I make every location into cities? Besides the cost and the population requirement, there is also the drawback that each of them tend to reduce your food production, while also adding more nobles, clergy and lots of burghers to your country.

Stockholm, Dublin and Belgrade are examples of towns at the start of the game, while cities include places like Beijing, Alexandria and Paris.

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Here you can see the control that Sweden currently has.

Control
Every location that you own has a control value, which is primarily determined by the proximity it has to the capital, or another source of authority in your country. There are only a few things that can increase it above the proximity impact, but many things that can decrease it further.

This is probably the most important value you have, as it determines how much value you can get out of a location, as it directly impacts how much you can tax the population in that location, and the amount of levies they will contribute when called. A lack of control, reduces the crown power you gain from its population, while also reduces the potential manpower and sailors you can get, and weakens the market attraction of your own markets, making them likelier to belong to foreign markets if they have too low control.


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Proximity
So what is proximity? It is basically a distance to capital value, where traveling on the open sea is extremely costly. Proximity is costly over land, but along coastlines where you have a high maritime presence you can keep a high proximity much further. Tracing proximity along a major river reduces the proximity cost a fair bit, and if you build a road network that will further reduce the proximity costs.

There are buildings that you can build, like a Bailiff that will act as a smaller proximity source, but that has the slight drawback of adding more nobles to the location, and with a cost in food for them.

Maritime Presence
In every coastal location around your locations, or where you have special buildings, you have a maritime presence. This is slowly built up over time based on your ports and other buildings you have in adjacent locations. Placing a navy in the location helps improve it quicker, but blockades and pirates will decrease it quickly, making it absolutely vital to protect your coastlines in a war, or you’ll suffer the consequences for a long time.

As mentioned earlier, the maritime presence impacts the proximity calculations, but it also impacts the power of your merchants in the market the seazone is a part of.

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Stay tuned, next week we’ll be doing an overview of the economy system, which has quite a lot of new features, as well as features from older games.
 
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Everyone knows this is basically EU5, so can you at least tell us if we get to keep the combat system with actual units for both Land and navy? We do NOT want a disaster like Victoria 3
 
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Is it possible by diplomatic action to reduce the control of rival countries? And if it is reduced enough to provoke some revolt that will give us the
Province if it shares faith or culture with our country? Or directly bribe some noble if the control is low to switch capes?
 
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Will there be any special conditions for hordes or will they use the same system as everyone else (with some kind of natural limitations like population density)? Controlling a nomadic people seems to be a completely different matter.
 
, plain and simple, someone who dedicates their time micro and to look after his provinces and someone who doesnt should never have the same control, thus if you dont want micromanage your provinces to make them wealthier and more controllable, dont do it
The AI has zero cost to micro. This is supposed to be fun, not a job. They have multiple "not as bad" alternatives to simulate the troubles of growing an empire. Increase road building duration based on proximity, increase cost, increase unrest, lower owning estate happiness, etc. Having to manually build roads in the whole of the Mamluks is something that's tedious for the point of being tedious.
 
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Todo el mundo sabe que esto es básicamente EU5, así que ¿puedes al menos decirnos si podremos mantener el sistema de combate con unidades reales tanto para la Tierra como para la Armada? NO queremos un desastre como Victoria 3
Johan ya dijo que tendríamos unidades para movernos en el mapa.
 
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¿Es posible con acciones diplomáticas reducir el control de los países rivales? Y si se reduce lo suficiente como para provocar alguna revuelta que nos dé la
¿Provincia si comparte fe o cultura con nuestro país? ¿O directamente sobornar a algún noble si el control es bajo para que se cambie de capa?
Just an FYI, but posts need to be in English on the main forums
 
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Is there anything that is going to make managing a large empire easier when it comes to mid to late game settlement - town - city development. While a bit simplistic, eu4 does allow for at least a trend to max efficiency from provinces in terms of autonomy reduction in the macro builder and it trending down; or are we going to be encouraged to micro the entire empire for the duration of a play through?
 
Congrats Johan and the team! You guys have added one of the worst features of the imperator rome to this game :D I really don't understand why creating a town or a city reduces the food production. A well developed town would also have a developed rural land around it. Upgrading a territory to a city should not reduce the food production at all!, Local food production should stay the same imho. Food production should gets reduced when the city gets overcrowded, and the city can't sustain more people. Here's my proposal:

Every location/territory should have two separate building sections. One allows you to invest in a town (urban buildings) the other one allows you invest in rural areas (rural buildings). Building more urban buildings will increase the burgher ratio in the territory (assuming not-EUV also has pop ratios) etc. investing in rural areas will increase the peasants and nobles ratio and how much city-dwellers the town can sustain. I swear if you guys add a system similar to this, the game will be legendary. It'll also unlock playing very tall which I love a lot.
 
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Everyone knows this is basically EU5, so can you at least tell us if we get to keep the combat system with actual units for both Land and navy? We do NOT want a disaster like Victoria 3
It is confirmed that there are units on the map and you will move them
 
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Johan is so determined about not calling the game "EU5" that I'm starting to think it will actually be called something else.
 
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Will controlling/utilising lakes also be a factor for proximity calculation? Historically, both Mälaren and Vättern were just as important "highways" for Svealand and Götaland respectively, as the river Seine and Thames were for England and France.

yes
 
How will terra incognita work? Can you lose sight and fade back to terra incognita? I'm thinking for someone like the Greenland colonies.

Also a cool idea I had was what if you could see names of places you think exist in terra incognita. For example most of Europe knew Yuan existed but they don't have diplomatic oversight over them. Maybe they could see the yuan name in the terra incognita and it wouldn't disappear until the news of the fall of Yuan reached their court, maybe like 3-5 years after it actually fell. Same could happen for the fall of Constantinople. Or the existence of El Dorado.
 
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The fact that the EUV will be considering navies for logistics and actual control of the land as mechanics is a huge improvement compared to EUIV, if properly implemented.
I'm seriously hoping it moves from map painting to a realistic simulation approach.
I dont, we wanted a better EU4, not Victoria 3 but 14th century
 
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Super excited about the territory rank system, that was definitely my favorite part of Imperator Rome! I'm also hoping that the visual aspect is carried over as well, where 'rural' territories have no visible buildings but 'towns' and 'cities' do, making it so that a heavily urbanized area is visually distinct from a more rural one at a glance.
 
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