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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'm thinking about a revolution to civil wars/rebellions using this mechanic. Simply put, allow some cities or towns to be provincial capitals, which give you some drawbacks but increase control of its surroundings. However, if the pops in that provincial capital are unhappy, they can rebel along with the lands over which they have control. The rebellion could even be represented as a seccession from your country, with a special cb that unifies the country as soon as the rebellion is crushed or you are defeated.
 
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Will there be some mechanic like supply range for armies? Its kinda infuriating seeing how in EU4 during 30 year war Ottomans can just send 50k army stacks all the way to Sweden and just shrug off attrition like it doesn't exist. Providing food for big armies was after all one of the biggest challenges during medieval warfare. Todays control mechanics look really nice and make me strongly hope for it.
 
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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
Spanish viceroyalties were quite autonomous from the crown. Blockading trade for even 4 years is not going to collapse local administrations in any empire. It's not as if empires were sending troops every year to assure colonial loyalty.
 
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Roads, upgradable settlements, province control... This all sounds like I:R and I'm here for it. Navigatable rivers sounds amazing too.
Johan already replied in this thread that rivers are not navigable by ships. 'Major' rivers just spread proximity further
 
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Does a lower control level cause a higher chance of rebellion? I guess through the lower crown power gained.

there is a correlation there, but low control in it self is not the reason for rebellion.
 
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Is this when I say that I really enjoy Voltaire's Nightmare? :p
I really like this answer! Will it be even more "Voltaire's Nightmarish" than in the mod?

Does it throw the game to the desktop? :p:rolleyes:
 
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So there will be more estates than the 'original' 5 after all? That would be great, especially since Tinto is ready and willing to make these changes based on community input! :) Now just waiting for Cossacks to be confirmed...

yeah.

I'd say its 99.99% likelihood of Cossacks coming in. We do have a sprint for adding content to that region this spring.
 
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For Muslims, only muslim clergy belong to ulama
Ah so which estate a pop ‘belongs’ to can depend on religion? Amazing!

Can something similar be done on a culture level? For example so that mods can separate out Mongol nobles from Chinese nobles in a Yuan campaign.
 
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It's two Rigas. The City of Riga and the Archbishopric of Riga. But they're too small or too low rank govt (I think), so their names both get shortened to Riga on the map. You can also see Sweden's full name being the Kingdom of Sweden but shortened to Sweden on the map for the same reasons (I think). As opposed to the Byzantine Empire whose full name is shown because it's a max govt rank country (I think).
View attachment 1110243

yes, this is a problem.. two countries with the same name is not ideal. (I call it a bug in an earlier reply)
 
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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.
Does it have to be ships of the line though? There were plenty of large-scale naval battles on rivers involving other types of ships like galleys and chaikas. For example the Siege of Belgrade involved hundreds of vessels on both sides.
 
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Why do we need navies when it seems like maritime presence always ticks upwards? Im patient, i rather have money and take a couple of more years to fill up.

I'd rather if it trended towards an equilibrium and you had to actively use navies to keep it at a 100%.

Ps: Its a genuine question, stop disagreeing with a question and answer it instead lol

Navies helps with
a) making it tick up faster
b) make sure pirates are dealt with.
c) making sure you actually have a maritime presence during / after a war.
 
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