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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 these upgrades are not 'instant', or at least not the effects of it.

Upgrading a town to a city should make it so that Burghers *START* to flow there slowly over the course of say 2-5 years. Your food production *STARTS* to slowly go down from that place as slowly people there are realizing that farming isn't as lucrative there. And that it can also be cancelled while in progress, making it slowly go towards it earlier equilibrium again.

That's one of the big 3 lessons from EU4 imo. While the decision you take to do something is instant, its effects aren't (hopefully).

It takes several years to upgrade a town to city, and that only so it can ALLOW all other tbhings..
 
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Thanks to Maritime presence mechanic, We will be able to destroy Spanish Colonial Empire with one war :D, destroy its navy and their entire colonial provinces will be worthless :D
Unless they establish viceroyalties and/or trade companies, in which case they might not directly benefit from the trade, but their colonies might still produce stuff and manpower of their own
 
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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 is 100% connected to pops.
 
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Pair of questions:

1) Will there be any pirate-republic adjacent content at game launch? Corsairs, the Victual Brothers, and the Early Woukou, for example.

2) How are blockades effected? My piratical self is concerned by the idea that a great power can establish a total transatlantic blockade by controlling a handful of sea tiles, but that is the system that seems to have been established with Caesar’s naval map and its oceanic wastelands.
 
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So I am assuming agriculture power house like China and Polish is going to be very important and/or maybe have more influence over other nations. Since they would import food from them. Or if we want, we would keep them for ourselves and dev our own country up.
 
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I am geussing this is instead of autonomy? Or is this just another modifier to make it more accurate? (Assuming project caeser would have an autonomy modifier)

project caesar has no autunomy system
 
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So if control goes to 0% for a time, will the area become or try to become independent? Or will it merely be contributing nothing?
 
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Considering 99% of Germany will be either city or town then how will they handle food? There has to be FOOD TRADE!
 
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Some UI that has been shown, looks nice but some looking kind of bland(?).
Especially compared to EU4 UI, which is very unique to EU4 and defines that game, while here it is somewhat similar to Victoria 3 UI.

UI is placeholder, except the illustrations
 
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Unless they establish viceroyalties and/or trade companies, in which case they might not directly benefit from the trade, but their colonies might still produce stuff and manpower of their own
Yes, but colonial vassal loyalty will definitely be linked to maritime presence, so it will still collapse with the addition of rebellions of colonies :D
 
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Will culture and religion affect control, or do they only affect unrest and do high control means less chance of unrest or just about getting more resource?

unrest and control are not directly related.

control can make it easier to reduce unrest.
 
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2 (Maybe up to 4 depending on what those are on the bottom right) Rigas!? Is this a teaser to what civil wars might look like? Does anyone know the history of this region at this time?

its a bug.
 
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Will estates spend their money ? Will they be like autonomous entities? Or they are only for bonust stacking like in eu4?
Will burgers have more control in cities even if its a capital? Or nobles have more control in castles?
 
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unrest and control are not directly related.

control can make it easier to reduce unrest.
So theoretically you can have a region which produces absolutely nothing for your empire, but also has no unrest so its not like they are just itching to rebel. So it's just sort of chilling there. Sounds pretty cool actually, I imagine lots of inland locales were probably like this historically.
 
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Finally after all of these years, basic geometric shape representation. Soon, it will return, our Lord and Savior, cube Memel.

Square Memel.png
 
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