• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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...

1712136748556.png




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.

EaMX4E1GNzy0P9fHqbFWuoyX3mTUo0i8He3V3QHENQ5s7GCgU534Pg30YtA5_9AeZZn1wTdCFUc1n5Pl88qbfm1YOW3BsFDQQkRjvlDWr2ydETNKCk9_3zNeRVQ8YQuznfJXxTdsIgZLE8GBuecztX0

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.


1712141069161.png


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.

LkfBoN7Vx3MIHx2sSqcN7jYlJFbRYR6EzczGu3xlsixWZ-jSIxbGI_cC2i64-13G3SrtT0wVZ8XeXZDI8pXnpPlUBw2ZGPmYVqwoVfXEsu1kkQf3TAia9shMDkEf6oE83ihwG2VtA_CCydlJeXuaULM


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.
 
  • 385Love
  • 212Like
  • 21
  • 9
  • 3
  • 1Haha
Reactions:
You've squeezed those sailors in again......... you know, people didn't buy DLC because of this, and here it is again:
quote
"..Did I ever tell you what the definition of insanity is?
Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change...
That. Is. Crazy.
The first time somebody told me that, I dunno, I thought they were bullshitting me, so, boom, I shot him. The thing is... he was right.
And then I started seeing, everywhere I looked, everywhere I looked all these fucking pricks, everywhere I looked, doing the exact same fucking thing... over and over and over and over again thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." ..."

/quote
Just a tip: profanity is against the Community Code of Conduct.
 
  • 4Like
Reactions:
I really hope that if a location reaches 0% control, it passively breaks away and forms an independent state as if separatists had enforced demands.
and if you decide to move the capital or when forming the country, it will be forcibly moved. Are you ready to lose your country?! What kind of nonsense are you suggesting
 
  • 1
Reactions:
It doesn't do quote-within-quote. Johan's replies were very short, all the context was in the post he was quoting.
It would however provide at least some context for anyone not bothering to click the links, unlike linking the post like you did. Linking the post just shows the start of the dev diary/OP itself in your post which seems kind of pointless in this case. Unless people actually click the link they will likely think your question is just a general comment to the dev diary, and not a follow up to a previous comment by Johan 15 or so pages ago. Using the quote button would also provides a hyperlink to the post you are quoting, and it generates a notification to the poster (which they may or may not read) unless they have turned them off, so it still has better functionality than just posting the direct link to the relevant post.
 
With statements both "exclaves have no proximity without special buildings" and "Voltaire's Nightmare is a good example to follow", those seem contradictory to me. Plenty of hre states had exclaves that did not have specific infrastructure to govern them.

Which of the two will give? Or is the hre somehow an exception to the exclave-proximity-rule?
I think HRE nations should project their proximity in all the empire starting from their capital, like if it was all their territory. The same goes for subjects, that should project proximity for their overlord and for other subjects
 
  • 4Like
Reactions:
And what about crossing the straits? In EU4 fleets were able to blockade enemy forces only if the shore land was occupied by the enemy of these armies.

Will the armies continue to magically jump over enemy fleets or will they stay blocked (maybe with an option to bribe the admirals, which would be historically accurate but probbably way too unbalanced)?
 
  • 1Like
Reactions:
Would it be possible for the two Rigas to change names dynamically? If both are present on the map they become the Archbishopric of Riga & City of Riga (as is shown in the game start date) so to keep them distinct from eachother. However if one Riga was to disappear from the map, there'd be no need for the overspecification of City/Archbishopric, and the remaining Riga would just be Riga (unless somehow the other Riga returned)

Same could be done for similiar such situations, such as the Free City of Cologne (owner of the actual city, separate from the Archbishop from 1475 and onwards) and the Archbishop of Cologne (ruled from Bonn, did not actually rule over Cologne the city). There are of course many more such examples within the HRE, but it might be too exhaustive to list them all here.
 
Question. What will be the name of provinces and places that will have very little population, such as the provinces in Wild Field? Will they have a blank name? Or how will the name be assigned if there are no settlements?
 
I have a question, will cultures, religions and estates' percentages be shared equally to one another? For example, if out of 100 people I have 50 muslims and 50 christians AND 50 greek and 50 turkish (for example), will I necessarily have 25 greek muslim, 25 greek christians, 25 turks muslim and 25 turks christian? If not, how will this affect the game? If yes, does it mean that culture and religion in a way don't interact with each other?

Finally, is it possible to have an unbalanced presence of cultures and religions across estates? The question regarding muslim ulemas seems to suggest that.
 
Last edited:
  • 2Like
Reactions:
For him I am, but the more fitting question is whether Algeria is ready for our love.
South Africa seems as of now to be the only nation with both polygamy AND same-sex marriage allowed according to the wikipedia lists...
But polygamy only for "customary" and "sharia", so I sincerely doubt that those are compatible even there...
 
  • 1Like
Reactions:
PLEASE dislike this post if you consider wikipedia/reddit images for the same region 60-100 years away from the start date as a good source...
(I'm actually really curious)
 
Last edited:
  • 1Like
  • 1Haha
Reactions:
South Africa seems as of now to be the only nation with both polygamy AND same-sex marriage allowed according to the wikipedia lists...
But polygamy only for "customary" and "sharia", so I sincerely doubt that those are compatible even there...
It's a start. Once he agrees to it, I'll start looking into how to influence South Africans to expand polygamy to all kinds of marriage. All love must be equal after all!