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Tinto Talks #16 - 12th of June 2024

Welcome to another Tinto Talks, you know, the happy Wednesday, where we talk about the top secret and very much unannounced game we refer to as Project Caesar. Today we’ll talk about another rather new, and more or less, unique system.

The Cabinet is one of the core functionalities in the game, covering areas which in previous games have been handled by envoys or mana, or may not have scaled nicely. The Cabinet in Project Caesar is a core part of many aspects of the game.


Last week we talked about characters, and we inferred roles like generals, admirals, rulers and regents. We also mentioned two roles we were not ready to talk about as well. Being in a cabinet, while being a good use of a character is NOT one of those roles, so you still have two other things to look forward to regarding characters.

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Can you trust Sir Robert???

The size of your cabinet varies depending on several factors, the most important though, is how advanced your country is. At the start of the game, most countries will have a cabinet size of two, while every age will add at least one. Some government reforms or laws may also grant a bigger cabinet size, for some other drawbacks.

Who you pick for your cabinet matters as well, as each cabinet member from an estate gives +10% power to that estate. And it may not always be ideal to have a cabinet member of the wrong religion or bad culture, no matter how great they are. One example, includes the fact that the Pope might be upset if you employ an heretic as a Catholic ruler.

There are currently 45 different actions that can be assigned to a cabinet position, and more are added as the game develops. Some of these are always available, some require more advances, and some are unique that only a few have access to. Each action belongs to one of three categories, administrative, diplomatic or military, which determines which attribute is used for it.

Some actions impact the entire country, and some impact a province.

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Increasing control in a single province may be good, but it's but a single province…



How efficient is a cabinet action then? The relevant attribute from the ruler and the cabinet member has a big impact, but your societal values, laws, reforms and even some estate privileges can affect it. Not to mention your crown power.


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If you want people to leave Stockholm, winter is not enough.

Speaking of migration, next week we will talk more in detail about how the pops function when it comes to migration, growth, how they change, and what they need.
 
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how are cabinet minister stats rolled? rng on a bell curve? or is it more tangible and able to be influenced?
 
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Can cabinet members make demands like going to war?
 
I mean I like the general idea. You have a very skillful guy whose job is to gaslight everyone that us constantly breaking up with our allies is their fault, but YOU are special and we'll have everything different together.

Peak diplomacy
And as a player you don't care because it's meaningless. So why should the AI?
 
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This is mostly a modding question. Can a cabinet be limited to certain people (for example only nobility or only royal family), and can there be specific positions within the cabinet with specific actions they can perform?
 
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What I am wondering is whether there will be offices or positions of distinction within the cabinet, with a leader as the prime minister? And will there be some relationship between the Parliament and the Cabinet?

Yes. There is a Head of Cabinet title, that can be given to a character, who will then get +25% efficiency to his actions. This cost money, and while making the estate he belongs to more happy, it also empowers them.
 
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Where do the characters for the cabinet come from? If it's one per estate it won't be enough to draw from estates and your dynasty alone, will it?
 
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Expel people not having any sort of consequence beyond just reducing the population of that place concerns me a lot.
Like, you are quite literally kicked them out of their homes, they are bound to be more than just upset
 
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Can Cabinet ministers become problems? Can they, say, become hated by the nobles, leading to instability, or try to enrich themselves?

There are some risks, but its mostly through events.
 
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A bit off topic, but I posted this on EU5 reddit and many people recommended me to ask this here. What do you think about being able to station armies inside forts and cities? This would allow more interesting defensive strategies and more strategic placing of forts. Historically they were so powerful because they could station an army that prevented the enemy from getting supplies by supply trains if the enemy goes past the fort and by foraging, because then the enemy army had to disperse, making it vulnerable. In EU4 and Imperator this is abstracted as ZoC, and I'm fine with that. But their other major advantage was that they could protect an army from being defeated in field, allowing to wait for reinforcements, and I feel like this is pretty underrepresented. My solution would be to add a food stockpile for forts like armies have in CK3 and Imperator. They would get food from adjacent friendly locations and possibly by sea. This will make blockades an important part of sieging coastal cities and would also prevent armies from sitting inside for too long. And to add a button for an army standing on the location with a fort to come inside it. If the fort is sieged and the enemy wins, then the entire defending army is destroyed. This would be another drawback for stationing your armies in forts. Sorry if this message is a bit of a mess, English is not my first language
 
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Is there a default action that cabinet members do if you do not assign them to something specific?

Ísafjörður
Couldn't you have chosen a location that I might have some semblance of a chance at pronouncing? I can just imagine you having a giggle at me failing miserably you absolute sadist.
 
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1 - they can only have one role at a time
2 - no, its not an rpg
3 - no pop relation (except higher developed locations can sustain more pops)
Do cabinet members get better at their jobs automatically over time? Like if the guy you've had doing admin tasks for 20 years started as 40, he could be a 50-60 over time. And then you get sad when he dies.
 
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Is there a reason the current character attributes (adm, mil, and dip) were chosen other than the fact that they were previously in EU4? For example a scholarship/learning attribute from Crusader Kings seems like it would represent certain advisors/cabinet members better than the current three, but there’s plenty that we simply haven’t seen yet. (Theologians, philosophers, etc..)
 
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