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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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Maybe bigger countries could have the option to, for example, improve more than one province at a time, that action costing more money?
 
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I'm hoping that interaction with the cabinet will be more than assigning an action every 30 years or so, so that we can have the feeling of actively administering the realm. Looks great though!

You tend to want to juggle them depending on your needs a bit more often.
 
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Each cabinet member gives 10% power to his estate? What happens when you have 10 cabinet members later in the game? Do estates become more powerful? That wouldn't really fit a shift from Feudalism to Absolutism. Does the power granted to estates scale down with total number of cabinet members?
 
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Small detail but I think it's important - please pay attention to French noble names while using "de" particle: please make sure to code "de" to become "d' " if the following word starts by a vowel (a, e, i, o, u or y in the case of French). I know it might not seem important but as a french native speaker seeing "de Artois" for example feels super video-gamey and breaks the immersion which otherwise is great (and I appreciate very much the details of putting Robert's name and title in French).

" Sieur Robert d'Artois " would look much better :)

1718203799818.png
 
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1) Are there any limits to how many people doing the same things at once? Can I have my entire cabinet focusing on developing just one location?
2) Would all flags be ALWAYS a rectangle or will other shapes (Switzerland's square or Qing's triangle) be possible?
3) We know 1337 is the only start date but will other be possible via modding (just need a yes/no confirmation)
4) Is it possible to add other units than just the base four (for example some kind of mage regiment for a fantasy mod)?
1 - yes, can't target the same province with the same type of action
2 - yes only same shape atm
3 - in theory yes, not tested yet.
4 - yes, no limits there.
 
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That is unfortunate.

(I also think it interesting that you managed to remove the reaction button from just this one message.)

I suppose they don't want to convert this TT into 3d rage like previous one. I agree with that.
 
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Each cabinet member gives 10% power to his estate? What happens when you have 10 cabinet members later in the game? Do estates become more powerful? That wouldn't really fit a shift from Feudalism to Absolutism. Does the power granted to estates scale down with total number of cabinet members?
I am assuming/ hope that as time progresses and we go to absolutism more Cabinet Members would be from the Crownlands Estate.
 
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Are there events linked to the actual role in the cabinet? Like in imperator?

there are events targetting the cabinet yes.
 
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1)Will it cost monthly Gold to maintain them?

2)And will their cost depend on age or skill ?

3)Can all cabinet members perform all actions or do they need a certain amount of corresponding points?

1 - no (its implied in the cost of court)
2 - no
3 - yes atm, but in theory it can be limited.
 
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Do republics have a different form of cabinet? Or I guess, are the members of the cabinets always appointed / are the roles they do always allowed given your government form? Would be weird if you were a Dutch republic and were able to expel the Dutch.
 
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What is the difference between Control and Pop Satisfaction?

The Secret Police may make sure you obey the laws and pay the taxes, but they can't make you happy about it.
 
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Will estates be mad if we dont assign cabinet members roughly with the same percentsges their power/land share are?
For example, if nobility owns %50 of the land, and you dont assign half of your cabinets from nobility cabinet chracters then nobility satisfaction will drop corresponding to it
 
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A bit worried about balance. How will you prevent snowballing if you keep adding cabinet members as the game progresses and you are already becoming more powerful? Those modifiers seem very very powerful

you don't get more for being a bigger country.
 
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Speaking of characters. Will you as a monarchy be able to turn your heir into an admiral? Like king Karl XIII of Sweden.

yes, your heir can command armies or navies, or even serve in cabinet
 
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That looks like a lot of space of a 'throne room' image that provides very little information. This isn't a 2d v 3d issue, though it does feel that once the invested the time in the 3d images the space used for images has inceased.

AD_4nXd1fjTo6Ih6H-nbzK0zYglwPkW4CZ_WVHr6vQee4pPdGT0I4eaByoSuaigIuSZye4Gfkk9V2e4ZsdeBxWin1Rv-GjDeUJqjgh9XOcDqQmH-QEKiIOlK6OyAF3uTgjdsCl9ns4aBApabudsDTJgVCGZ29mSG

This is where temporary country modifiers will live..
 
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Will we have character development? For example, events or something more dynamic if a character had been working for 20 years increasing control of a province? Or a bonus for that specific action.

not naturally no
 
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