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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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I do hope the need for micromanagement of locations is within reasonable limits. Having things to do while at peace as a small tag is great, but doing those same things as a large (i.e. historical Ottomans) tag can become painful if there is too much which needs to be done. I had kind of hoped some of the things mentioned here would be done at the province level, not at a location level.
Historically maintaining a big empire as Ottomans was hard, so it should also be hard in eu5
 
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So would, for example, a viceroyalty as the Spanish ones in America increase control in their respective region even though they are to the other side of the world in proximity from the capital?
 
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Logically, the distinction between Ulamas and dhimmi is based on the "national" or "heathen" religion.
So in this case all muslim (or sunni / shii) would be ulama, and dhimmi would be all christian catholics / orthodox / coptic
All non-Muslim religions, I assume. Hindus and Buddhists had dhimmi status, as did Zoroastrians.
 
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Just a question that I had since last Tinto Talk. Will Middle Eastern tags, like TUrkey, Egypt, Arabia and etc. have dynamic names to them, like in Crusader Kings, that would basically pull the dynasty name of the ruler? One example i had in mind is if Ottoman line ends and the next ruler will be, let's say, from Mustafid dynasty (or other dynasty name in Turkish name pool), will the "Ottomans" tag change it's name to "Mustafids"?

Because in EU4 it was weird when there was no Ottoman ruler, yet the realm was still called Ottomans. And I hope similar system would be implemented for Japanese clans as well. And I know nothing on how Chinese and Korean names were named, so I doubt they work like Japanese clans or Middle Eastern dyansties.
 
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Can't wait to build Inca Road network

Control via Proximity seems a really better way to model autonomy, it was one of the thing i found most interesting in meiou

Interesting that how you model transition from levies to professional army it seems, I guess that make sense

Great we can have more estate, the dhimmi makes sense I guess

Maritime presence coupled with proximity makes it really important to protect your coast for cross sea territory

That probably makes delegating far away territories to a subject like for American colonies much more vital to make them profitable
 
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Road networks! Something I've missed ever since totally not related patch 1.12 :D
 
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How can proximity be made faster? Can roads and canals be built? Techs?
roads can be built.

there are techs that improves most of it as well.
 
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This looks amazing. I loved the fact that proximity goes along rivers and coastlines and I love that we have roads. Long term consequences for naval blockade is also great, I wonder if the control would then divert by land in case of a naval blockade (i.e. Sweden reaching Finland through land) so that the control would still have a minimum value if you are connected by land. I would assume also that a mountain or desert (both not impassable but populated) would make proximity "go through" slower?

I liked the simplicity of having a fixed estates number. I can see reason to add an "infidels" estate but I hope this does not open the way for adding many more and especially not tag specific ones, the number is high enough as it is.
 
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Can cities be reduced to towns or be completely wiped out? Can cities be depopulated as in population moving to a more suitable or attractive location?

they can be depopulated yes
 
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What happens if a territory is an exclave? Will it have any control at all without a bailiff or just a big penalty?

with no bailiff or similar, you won't have control.
 
Is the distance calculated directly from the map or is the fact that this is a flat projection of a globe taken into account?

Also with all these control features, does this mean migratory nations such as NA Natives or Imperator's decentralizer tribes will not be able to be implemented in the game? :(
In late EUIV devs added Haversine calculation to take into account the distance distortion of the map.
Will it be kept for EUV Project ceasar ?
 
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A lot of amazing things here.
So we have food and city promotion from Imperator, control which is an upgrade from Autonomy/control as used in EU4/CK3, coupled with proximity which is reminiscent of the supply lines/maritime presence of Victoria 3, with its system of political influence in creating buildings with additional nobles.
It looks like there is a lot of interesting perks taken from multiples games, which is really great to see (even some highly criticized systems have positive sides).

It's great to see the community feedback on Dhimmi, but i take it as you did not initially plan to represent the inner influence of discriminated pops ? In Victoria, even population without political power nor vote right have a weight on the country through movements or turmoil. I hope we'll have some interesting choices there as well (independentists movements being more than just a 4k rebel stack immediatly destroyed for free turmoil cleaning would be great !)
 
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So will low control benefit our country in some way like estate wealth etc or are they more like consumer goods in hoi4 which it only acts to balance and nerf the country, like decentralized builds or is high control always good and low control always bad?

High control is always good
 
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