• 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 #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.

unnamed (1).png

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.

unnamed (2).png

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.


unnamed (3).png

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.
 
Last edited:
  • 248Like
  • 76Love
  • 9
  • 8
  • 3
Reactions:
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

If actions only affect one province, few province countries would got more benefit from that system then from mana.

What I'm worried about is that you cannot use several actions on one province, this potentially could hit OPMs hard.
 
  • 4Like
Reactions:
  • 28Haha
  • 14Like
  • 2Love
Reactions:
What does "Development" mean in EU5? Population? Since development was sort of seen as population in EU4.

all the infrastructure that supports population.
 
  • 61Like
  • 10
Reactions:
Historicaly the French estates general had a say in the states diplomacy etc.Will they be able to extert control in the king and the cabinet in Caesar ?

you don't play the king, you play the country.
 
  • 63Like
  • 17
  • 3Love
  • 3
Reactions:
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?
That's a good point. I would put, say 30% increase for the entire cabinet and then distribute it to each member. 2 members, 15% each. 6 members, 5% each.

Alternatively age or another mechanic decreases the 10%. But I like the other option, because being a member of the cabinet should be less important when there are 10 members instead of 4.
 
Last edited:
  • 4
  • 1Like
Reactions:
How does migration speed work exactly, Is it what percentage of people migrate each month? If so, do nomadic people and countries have huge migration speed?

its not percentage of pop, but increases how many of those that can migrate will.
 
  • 15
  • 8Like
Reactions:
If you increase control in a province with a cabinet member to the maximum, and then you assign the member to something else, does the increased control stay or does it gradually go down to baseline?

Max control drops when you reassign them.. take a rather short period of time.
 
  • 20
  • 10Like
Reactions:
That's a good point. I would put, say 30% increase for the entire cabinet and then distribute it to each member. 2 members, 15% each. 6 members, 5% each.

Alternatively age of another mechanic decreases the 10%. But I like the other option, because being a member of the cabinet should be less important when there are 10 members instead of 4.
It does sound good to have "share of cabinet" as something that distributes power across estates instead of a flat power increase for each cabinet member.
 
  • 2
Reactions:
Is the balancing act of small cabinet sizes something that may move a player to create vassals to oversee the growth of certain areas faster, at the risk of potential rebellion? Kind of an analogue to the way sectors work in Stellaris - either you centralize everything under your control but lose overall efficiency in developing it, or you leave it to outlying vassal rulers to take care of but run the risk of them becoming
independent

If so, I like the way that it creates real pros and cons for the players and creates more dynamic possibilities for playing than just “take everything and one-tag it under your main country”
 
  • 3Like
Reactions:
  • 47Haha
  • 22Like
  • 8Love
  • 4
Reactions:
This one bothers me. I have no problem tying actions to culture/religion but tag specific mechanics always feel unnaturally gamey and restrictive

Its also the type of thing that is most universally appreciated by our players.
 
  • 113
  • 43Like
  • 25
  • 4
  • 2Haha
Reactions:
We see that there is an action to "increase development" does that mean that there is a seperate system apart from buildings and pops that affects the value of a province? Or is it a doffrent name for something like increasing pops
 
2. How is cabinet size tied to the size of the state? IMO it wouldn't make sense for a German OPM to have the same Cabinet size as the Ottoman Empire, even if they have the same laws and its in the same age.

Yes. they will be the same.
 
  • 30
  • 23Like
  • 16
  • 14
Reactions:
  • 25Like
  • 11
  • 1Love
Reactions:
I think somebody should say this, and I pray that one of the devs may see this and listen. There are many people here saying things along the lines of "So when's the announcement? I smell an announcement." Please completely ignore these people, please for the love of god take as much time as you need to properly develop the game and announce it only when it is truly ready. I of course am ignorant of the realities of your business, and understand that there are probably deadlines and that things like these aren't really in the hands of the people making the games. But your company has been infamous for many years for releasing underdeveloped games far before they were ready to be released, and I just really hope that you guys don't make the same mistake again. Best of luck, from a fan.
 
  • 9Like
  • 3
  • 1
Reactions: