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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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@Johan please, hire more people for UI. Interface is pretty much 65% of the grand strategy games, it deserves more love


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Burghers symbol should be changed, its dominant color is the same as frame. Yellow pouch becomes less readable on yellow triangle. Silver coin, merchant ship, anything would do better, even making pouch just stylized as dark leather.
Another big issue is 3 separate styles of UI within the image. First, the dominant one (frame and estate symbol) should be the primary style of whole interface. meanwhile the "loyalty piechart" :
  1. does not have shadows outlining its borders (contrary to estate icon)
  2. mask symbol is simplified (flat color, silhouette; contrary to detailed estate icon)
  3. the colors are much more vibrant than rest of ui (ofc it's good for readability of just that icon, but I assume there will be more there and it can become overwhelming visually)
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  • the black "base: is not centered properly behind the piechart icon, making black visible
  • making dominant strip wider and small gap between red and green makes chart more visually interesting, whilst giving on glance overview which value is higher (important for values nearing 50%)
Then we have this
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Yet another style which makes edges dominant feature by making them high contrast black. It's more cartoon or stained glass style appropriate. Note that I am not saying black has no placehere - if borders were much thinner andpluss was not so contrasting it would probably be okay, but IMO borders, as established in main UI, should be golden, not black.
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Last thing about this is that I noticed that golden border for estates overlap. I have no issue with this as long as they are designed to be that way, without change in color. There is also spill of background, which is inexcusable.



And my main issue is this... Tooltips:
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After working on M&T I understood how important the design of text and displays in seemingly unimportant places can be. In my honest opinion most of tooltips should be designed by hand. I know shortcomings of meiou ui better than anyone and probably EU4 by extent as well. I would raise few issues:
  • minor but there is dot after market protection
  • the values are repeating, making it possible to group those together, there is no point of displaying -43.85% three separate times
  • tax base is listed as value but is not within the points, which is inconsistent
  • there is too much "padding" in terms of text. Ofc it should be considered that without full explanation players can feel confused, but it's entirely solvable, such as "condense tooltip" option that is togglable by a player
  • most importantly why is there no text alignment? it would increase readibility by significant amount by itself, make the values when listing start (or end) in the same place horizontally
Here's my scuffed proposition:
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I know its ugly, the borders are super simple the text size (current, max, change) can be smaller, Alot can be improved, but look how simple it now looks. The size of image did not change, You can place piechart on the right side and it will still have room left... or add actual control explanation there, as separate part from actual info display
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I also made some suggestions for interfaces for earlier tinto talks
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I know my suggestions are far from perfect and are not solutions, but I implore the dev team to take time and consider how can we improve data display design as it's a core of grand strategy games
 
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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.
Will proximity be reduced during a war if an enemy occupies part of a road or part of the river? This would effectively mean that your officials would no longer be able to use that shortest route.
 
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I remember when taking a uni course in Norwegian medieval to modern history that some documents described the farmers in the region of Telemark as unruly, with paganism or folk religion existing in some ways in the period of this game and even perhaps to the 1700s in some elements.
The coexistence of folk religion and Christianity does not necessarily mean pops should be considered pagan in the game. Some people would still worry about upsetting creatures such as elves well into the 20th century, and still very much consider themselves Christian.

That said, in 1337 there should probably be some pockets with pagans in Norway (and other places).
They would take care of justice themselves the old ways, as in a case where one farmer had called another farmer's wife ugly or something and then killed him for it.
That doesn't necessarily have anything to do with being pagan, but could just as well be a result of lack of law enforcement not ensuring a change of "tradition". Also, people still do that all over the world for all kinds of reasons, be it law enforcement being too far away, people being drunk, or just not caring.

Both Telemark and Agder regions had these, as well as figures (Fakser) that are likely tied with paganism used in this region up until 1850, where in Setesdal mid-1800s, people worshipped figures, trees and hills as well.
My understanding is that the modern (after 1959) interpretation of fakser is that they are believed to be depictions (icons) of saints from before the reformation, and not necessarily a pagan remnant themselves. Their descriptions often resembles figures which can be found in stave churches. Some figures which can still be found in stave churches does also have resemblances to known pagan gods, such as Odin, and it is not unlikely that some pagan traditions were merged into the christian worship. The way fakser were "worshipped" are one example of something which has more resemblance to folk religion than the Catholic church. There are also sources saying the reformation which was forced from the top down was badly recieved in the Setesdal area, indicating that Catholicism was fairly well established at the time.

Paganism and Christianity is believed to have coexisted for a long time in Norway, especially in the inner parts. For Setesdal specifically the first mention of a church in Bykle is from 1327, so Christianity should absolutely be present there in the game, especially in the upper classes. Paganism was however forbidden by law in Magnus Lagabøte's "Landslov" from 1274, and "Bylov" from 1276, less than 70 years prior to the game's start, so there still being pockets with pagan pops in the game would make sense. It also shouldn't be out of the question to have mechanics which causes paganism to gain some (not too much) traction during the black death, as there are some stories (although the believability is arguable at best) of supposed human sacrifice performed in an attempt at preventing the disease.

I cant believe this game is still using such an arcaic and abstract concept such as manpower when you have a beautiful population system.

sigh...Please give it a thought...Manpower should be the population not some magical pool of men that always regenerates with no consequences for the local pops
Manpower being a thing does not make it a magical pool of men. If population represents men and women of all ages, there absolutely should be some kind of pool of people other than the population itself which soldiers can be recruited from. That pool should however be "extracted" from the population, which from my understanding it is.
Historically maintaining a big empire as Ottomans was hard, so it should also be hard in eu5
Hard does not mean it should be tedious. If we have to build roads in every single location to connect two important locations, that is tedious, not hard. Games should be fun, not tedious.
 
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with no bailiff or similar, you won't have control.
How will places like the austrian netherlands be handled. and the various statelets of the HRE which are disconnected by land?

Would this lead to the thing of vicky3 about "taking states around the market capital of enemy AI to sink them forever"
 
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Manpower being a thing does not make it a magical pool of men. If population represents men and women of all ages, there absolutely should be some kind of pool of people other than the population itself which soldiers can be recruited from. That pool should however be "extracted" from the population, which from my understanding it is.

Thats assuming too much. We thought they would get the manpower from pops in IR when they introduced levied and they didnt, and manpower remained completely removed from the population numbers and regenerating magically.
 
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I don't like the idea on basing things on distance to capital as it leads to capital jumping.
 
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How will places like the austrian netherlands be handled. and the various statelets of the HRE which are disconnected by land?

Would this lead to the thing of vicky3 about "taking states around the market capital of enemy AI to sink them forever"
I suppose bailifs and stuff? Even the screenshot has a country with three exclaves, they couldn't be dumb enough to ignore that
 
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A quick question, i don't think i missed anybody else having it answered, but are there 3d wrapped gui models present in this game?

My worst fear from the current early presentation, please try not to take this the wrong way. Is that this title could be a smartphone game (an extremely advanced one) because the UI is very flat for that kind of format that would fit finger-pinching click actions and large UI buttons.
 
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ottomans and moscow are 2 great examples for my question; will small nations (which became empires later on) will high likely become empires as they did in real life or will we see a similar unrealistic randomess in ck3?
 
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Amazing Tinto Talk, Johan.

If I am reading this right, the closer it is to your capital the more proximity and control you have while the further it is from the Capital, the less proximity and control you got.
 
How will places like the austrian netherlands be handled. and the various statelets of the HRE which are disconnected by land?

Would this lead to the thing of vicky3 about "taking states around the market capital of enemy AI to sink them forever"

I hope thats where diplomacy comes in and if there is some sort of market shame agreement you can keep some sort of control. I still think though you should be heavily penalized on your control. Like you should never have full control if youre not connected
 
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No they are not.

Its a bit hard to have a naval battle involving a few dozen ship of the lines on them.
that is not a very good argument in my opinion
1. you would not be a very good admiral if you attempted this it's like trying to put a nail in with a sledgehammer wrong tool for the job.
2. that is the strategic advantage of rivers and shallow seas, ships with a deep draft cannot enter them.
3. it's why having access to a deep water port is important you need one to build ships with a deep draft.
4. it's why you need ships with a shallower draft that are more manoeuvrable for blockades and entering shallow areas.

also does this mean that the zuiderzee and the waddenzee will be impassable for ships because they are to shallow for ships of the line?
 
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Will pops that are of not primary culture reduce effective control of Cities and Towns? Also Cities and Towns who are made up of unaccepted cultures will they work the same as those that are accepted?
 
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Loving everything here, just hope that there are non tedious ways to protect our coasts in peace times or otherwise, wouldn't mind some abstraction there.
 
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