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Tinto Talks #14 - 29th of May 2024

Welcome everyone to where we talk about our completely secret, not yet announced game. In today's Tinto Talks we will delve into a completely new feature.

A small reminder, this is very much a WiP, and nothing is final.

The core of this system was one of the first things I designed back in the spring of 2020, a feature that could be described as both a narrative and mechanical guide for the game. This is something that has been inspired by the Incident System from EU4, and also by the International Crisis mechanic of Victoria 2, but it is not really like any of those.

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Today is when we introduce our new Situation System.

So what is a “Situation” then? Good question. You could describe it as content that involves multiple countries over a period of time. In Project Caesar, we are using this feature to create a historical narrative that creates different experiences, as our goal is to have an immersive and varied experience for the player.

A Situation can have unique actions, events that trigger, and other types of unique content, and each of them will have its own UI and mapmode.

If a situation may involve or affect you, it will show with an alert, in the new color of purple!

Let's take a look at some of the situations we have in the game right now.

Black Death
This was the first situation we created, and it has been going through many revisions during the last four years.

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Black death can be 1346, random or off, and origin can be historical or random.

Usually, it will happen from 1346, as the Bubonic Plague appears somewhere in Central Asia and starts spreading through the old world, killing 40-60% of the population of the affected areas.

It spreads through adjacencies, moving armies, or through trade. There are ways you can attempt to alleviate this, but the efficiency of it is low, and the cost is high. You can try to isolate your court, expel the sick, blame minorities, and other very efficient ways to deal with the problem.

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Slowly spreading centrally, but some traders have already taken it into Italy...


Italian Wars
In the Age of Discovery, this is probably the most important situation for anyone in Western Europe. It is about control over Italy and will happen as soon as a French or Iberian Major Power or the Emperor declares war on an Italian Power.


There will be up to six different leagues that will fight over control of Italy. There is a French league, an Iberian league, the Emperor's league, and up to 3 Italian leagues. The first two will dynamically select their leaders based on strength calculations.

If one league gets hegemony over Italy, i.e. owning over 60% of the region either through conquest or diplomacy, then they will win. The Italians can also win by making sure the foreign leagues are destroyed through a special peace deal.

Leagues can be abandoned and anyone owning locations in Italy can join one of them.

The situation allows enemies and rivals of foreign league leaders to intervene and assist the defending Italians and it also grants access to unique interactions in order to send aid of any kind, attract cheaper condottieri and even create a new Italian league.

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This is how the situation would look if it fired in 1337 if Austria was to be the Holy Roman Emperor and Aragon was the dominant power in Iberia with vested interests in Italy.

Red Turban Rebellions
This is rather likely to happen as soon as the Yuan Empire ends up at low stability.

It will create an international organization called The Red Turbans, which will get a lot of rebel countries.

The situation can happen to Yuán after 1350 if their stability drops below 25 while also either of their estates is not satisfied. The requirements are harsh, but once you reach the Age of Discovery you have avoided the situation.

With that being said, the situation will most likely fire in a playthrough. During this period, the Red Turban Rebels will spawn as an international organization which is in direct opposition to the Huángdì, the Chinese emperor. While the situation is going on, events will pop up that force Yuán to release historical Chinese tags in their historical order (so the first Sòng is released, then Wú, then Tiānwán, etc.), which join the IO and immediately declare their own, independent war on Yuan.

Each rebel nation is playable when it spawns, and they can wage war with each other too.

The countries spawned during this situation have a custom loyalty value which describes how, well, loyal they are to Yuán which goes from -100 to 100 and grows or shrinks depending on their opinion of Yuán. Most rebel nations will start at -100 as they actively fought against Yuan. However, some nations spawned through the situation represent the Mongolian generals who gained a lot of autonomy, but were still fighting for Yuán’s cause. They would spawn with +50 Loyalty. If any rebel country reaches more than 0 loyalty, they will automatically leave the Red Turban Rebels IO.

In order to end the situation as Yuán, you have to regain internal stability, but also ensure that the Red Turban Rebels have no members left anymore after 20 years of the start of the situation. All states spawned through the situation with over 50 loyalty will then automatically be annexed by Yuán.

On the other hand, the situation also ends once any rebel tag owns the majority of China (around 70%) of all the locations there. If that happens the rebel tag which fulfills this requirement will assume the Imperial Throne and take over the tag of China.

The situation unlocks special diplomatic actions for Yuán and the rebels alike. Yuán can grant titles to any released state that is not at war with it, giving a significant loyalty and opinion boost in exchange for a hefty fee. They can also negotiate with local rebellions which decreases the process for a rebellion to break out and they can call loyalist countries (those with +50 loyalty) to their wars against the Red Turban Rebels. Meanwhile, the rebel states have a special cb against Yuan and other rebel states with a vastly reduced warscore cost for Chinese locations. They also get access to an action that allows them to rein in a conquered area, greatly reducing the local integration speed.

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Green are your loyal servants, orange are the rebels, red is the strongest of the rebels.

Other situations include things like the Western Schism, the Hundred Years War & Sengoku Jidai. We will talk more about those in future Tinto Talks.

If you have a suggestion of what you think would be an important historical event that should be a situation, then please post them here!

Next week though, we will talk about something that many people have asked for repeatedly.
 
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@Johan Is there a reason why the Kingdom of Sardinia is just considered direcly owned by Aragon but the Kingdom of Sicily isn't? They had basically the same status. And could it be changed in the future?
The kingdom of Sicily wasn't ruled by the kings of Aragon until the 15th century, but by a cadet branch
 
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Agree 100%.

Players want to see an Ottoman Empire, and strong Russia, and want to experience the Reformation and Wars of Religion.

Playerswant THEIR choices to change history.


I've been doing these games for 25+ years now, and many times I've been suckered in by "we can simulate everything, we don't need narrative guidelines" only for game launches to be rocky, and having to readjust and making sure historical narratives are happening often enough.
No no no, i want to crush ottoman empire :)
 
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My understanding was that in early Renaissance, (northern) Italy left the HRE and was ripe for the picking by various powers.
They did not. The Kingdom of Italy remained part of the Holy Roman Empire until 1801. Throughout the 18th century the Empire still collected taxes in Italy and Italians fought within or for the Reichsarmee. There was also a push by Savoy and Brandenburg for Savoy to become an electorate. There were also many claims done to vacant Imperial fiefs by the emperor. In most legal texts I have read from the 18th century most Italian states were still considered part of the Empire with some considered to be sovereign like Lucca.

I do agree with the other points you make. The Hungarians should be able to form a league and I feel like this current system is pretty cool with leagues but that basically anyone with interests in Italy (in other words outside powers invading Italy) should be able to form a league if they are above a certain power level.
 
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Byzantine Civil War of 1341-1347? Technically it's a succession war, but it's a succession war that dragged in a lot of adjacent counties (Serbia, Bulgaria, Aydin, the Ottomans).

that would be a normal civil war
 
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Maybe not the best week to ask this question, but will it be possible to simulate nation's modern day border in the game ?

I remember having in EU4 having fun recreate modern China with even better borders that what you can do in HOI4, I hope it will be possible in this secret game too.
 
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A bit like how certain events work in EU4, like the Iberian Wedding. It happens in 95% of the cases, but when it doesn't it can create interesting opportunities.

We have game rules for how AI handles "historical options" in DHE's.
 
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Idea sounds great.

Please confirm Black Death (or some analog) in New World after Americas discovery. It's quite historical and it would make a challenge for conquistadors: you have to fight American empires in some first 50 years, otherwise they recover.

Also what about characters? You wrote that there would be kings and advisors and maybe someone else (generals?). Would they have the same chance to die during black death as pops?
 
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@Johan Is there a reason why the Kingdom of Sardinia is just considered direcly owned by Aragon but the Kingdom of Sicily isn't? They had basically the same status. And could it be changed in the future?

Because my Aragonese content designers viewed that as the most correct setup atm.
 
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Will the game end in 1836? If so, it gives more time for the Wars of Independence in Latin America and the chance that a Belgium comes into existence.
 
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Agree 100%.

Players want to see an Ottoman Empire, and strong Russia, and want to experience the Reformation and Wars of Religion.

Playerswant THEIR choices to change history.


I've been doing these games for 25+ years now, and many times I've been suckered in by "we can simulate everything, we don't need narrative guidelines" only for game launches to be rocky, and having to readjust and making sure historical narratives are happening often enough.
Johan I want you to know this is the best thing I've read all month. You are delivering the fantasy I've had for an early modern grand strategy game that I never thought was going to happen. Every single gripe I've had with Eu4 is being addressed in Project Caesar, please keep cooking.
 
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So both Situation and DHEs are going to be a thing... I'm guessing the former is more for large-scale wars that 'change the rules', and DHEs are more like internal issues or more simplistic historical wars between two tags?

yeah
 
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