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Tinto Talks #18 - 26th of June 2024

Welcome everyone to another Tinto Talks. This is the time of the week where we will be focusing on gathering your helpful feedback on how to shape this secret game with the code name of Project Ceasar together.

Today we will get back into politics, and discuss how Laws function in this game. Sadly, when this is going live, I’m technically on vacation, so might not be able to reply. The good news for you though, is that @SaintDaveUK and @Pavía are more than happy to reply.

We have had various forms of laws in previous grand strategy games, everything from deciding how the Upper House in Victoria 2 is composed to simpler things like decisions “The Education Act” in EU3 that gave you a permanent bonus. In Project Caesar what we define as a Law is something that has 2 or more policies to choose from, and where you can change the policy for a cost.

Many Laws have lots of unique policies that are available for certain tags, religions, cultures or other unique restrictions.

Currently most countries start with about 12-15 laws that they have policies on from the start, and there are about 40 more laws that appear over the ages.

law_categories.png

Four different administrative laws here, all for the ideal way to run our country.

Enacting a policy for a new law is merely a cost in gold, but changing a policy is far more costly. At a base cost of 100 stability, it's rather costly, and while a high crown power reduces it, having low crown power, which would be very common in the early part of the game, would increase that cost further.

So how do you pass a law then without plunging your country into chaos? Call in the Parliament and convince them to approve law changes! How that works in detail we will talk about when we talk about parliaments.

Also to take into account is that while you immediately will lose the benefits of the previous policy, enacting a new policy takes time. Depending on your administrative efficiency it can take several years until you reap the full benefits of a +1% Tax Efficiency, just like in real life..

Not only countries have laws, many international organizations have laws as well, where in some of them it's something the leader like The Emperor of the Holy Roman Empire could enact on their own, in some there are specific countries that can vote on the policy being approved or not, and many more options possible. We will go into details about those when we talk about specific International Organizations.

So what type of policies do we have in the laws? Well, they are not just modifier-stacks like many things in previous games, but they enable and disable mechanics, they make estates happy or unhappy, and have impact on your societal values.

Here are a few examples of laws.

The Levy Law here is an interesting choice. 2% more of the peasants is a fair bit more than 20% of the nobles, but over time it has an impact over what your military focuses on.

levy_law.png

Or is it a way to kill nobles more efficiently?

Naval Doctrines was a concept in EU4, and here it is a law with lots of different options depending on who you play as.
naval_doctrine.png

Wooden Wall, the best for England right?

Your Legal Code has many different options depending on who you play, but as England you definitely have the important choice.

common_law.png

More efficient government or more happy estates? or just the traditions?

In the later part of the game, the Press Laws is something you have to decide upon..

press_laws.png

This is a tough choice, isn't it?

If you go with free press, the burghers might start building these in different towns and cities.
local_newspaper.png

There should be no drawbacks to this... right? right???

Here is an example of a religious law, about what religion your heirs can belong to.
heir_laws.png

Clearly the clergy are not as tolerant as they need to be.



Speaking of Heirs, the “Succession Law” mechanic is not technically a law, but uses another mechanic, primarily because we want to always ensure that it's valid, and enforcing a country to always have one. This Special Law is very much dependent on government type.

We have lots of unique ones, like the Papal Conclave, where when the pope dies, the cardinals gather to debate who will be the new pope. This can be quick, but sometimes it may take several years. We have different election methods for republics, and of course the old classic Salic and Semi-Salic Laws as some of the options for Monarchies.
salic_law.png

A difference on view of this will never cause any wars I'm sure..

For all of you that like to modify games, all of these are 100% controlled from textfiles.

Stay tuned, because next week we will finally talk about ages and institutions, which is something we have hinted at for many weeks.
 
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OK. I think that is splitting hairs because neglect is an active choice taken by countries and not just 'how it is' but I don't care to be pulled into such a semantic argument.
I think the player needs to have the option to ignore literacy (ie not forced to actively reject or hamper) or actively go out of their way to improve it. Since we're playing as a state, it should be in the background for most of the game's period
 
Damn I wish I could work with you guys here at Tinto, your work environment seems awesome and you people too. I've solicited Higher Education (Grado Superior) in programming to legitimate myself with a Degree, but my chances of accessing are grim. Sad. History + game development, here in my homeland, literally my dream work. I'll probably end up working as a civil servant or in the army tho. This f*cking sucks. Sorry I wanted to vent.
 
To the same place the money building ships or roads or buildings go to.
The money to build ships or buildings will be used to buy goods and pay labor (I supposed). So that means enacting policies will also cost goods or labor, for lobbying or socializing? If that’s the case, will these cost be realized in one go or gradually over time?
 
Apologies if it’s been mentioned but with the current background, my colourblindness makes the current “red” negative modifiers essentially invisible unless I put my eye about a cm from the screen. A tweak or colourblind settings would be appreciated!

Please change colour of background or font of debuffs/minuses. Current red on green (? - (I am colorblind to some degree) in unreadable.

@SaintDaveUK
The red text on a green background is illegible for me as a colorblind person. I thought at first there was no modifier there!

Person with slight colourblindness here, the red modifiers on brown background are nearly invisible to me, had to zoom in a lot to see there was anything even there

Thanks for your feedback on the colour blindness. We don't have any colour blind people designing UI so it isn't always at the forefront of our minds, so we are sorry about that. Colour blind support is really important to us though, and it's something we are scheduled to work on in future.
 
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This system seems to be a significant improvement over the many different systems used in EU4 to achieve this kind of differentiation and the time dimension in introduction is also an interesting consideration.
 
OK. I think that is splitting hairs because neglect is an active choice taken by countries and not just 'how it is' but I don't care to be pulled into such a semantic argument.
It's not about semantics really, doesn't matter which words we use, states/rulers just didn't care about literacy during most of the game span. Actively surpressing people becoming more literate requiers effort from the ruler and/or government, and not caring about it, isn't activity.
 
Shouldn’t you keep a record, if only so you don’t waste time on repeated requests?

yeah, lol.

here new employee is the 25,000 pages of "rejected design ideas", please memorize it all before suggesting a new idea.
 
We do that already :) Any more suggestions for parliament names?
For what the parliament represents (estates coming together to make important decisions), the best name in medieval and early modern Serbia is Sabor (famous ones include the Deževa Sabor in 1282 which deposed King Dragutin in favor of his younger brother while keeping some land, or the much later the Orašac and Takovo Sabors in 1804 and 1814 which started the First and Second Serbian Revolution). In Bosnia, it's name was Stanak.




Do the estates also get special names in various countries or cultures? In that case, Vlastela is the obvious one for Nobility in Serbian culture states.
 
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There were a few institutional advances in some parts of the Catholic world that led to 'State Inquisitors'; one of the triggers of it is not being the Pope (obviously), and the other is culture-tied (as a way of simplifying those institutional advances), making it available, among others, to Iberian countries. But then other institutional advances made the Inquisition a key institution in early modern Spain,
Why not use the literally called "institutions" mechanic you're going to be talking about next week for those "institutional advances"? Plus in the previous Tinto Talks on POPs and migration Johan said he really disliked the idea of making any Culture inherently better at things, so why are you OK with depicting E.G. Spanish people as inherently more capable at organizing state-run inquisitions? Visions seem a bit in conflict here.
 
Why not use the literally called "institutions" mechanic you're going to be talking about next week for those "institutional advances"? Plus in the previous Tinto Talks on POPs and migration Johan said he really disliked the idea of making any Culture inherently better at things, so why are you OK with depicting E.G. Spanish people as inherently more capable at organizing state-run inquisitions? Visions seem a bit in conflict here.
I get the vibe that Institutions are much like in EU4, a few important advances that spread across the world. It's not really a concept that works if there were a 100 of them

This seems like an acceptable simplification tbh
 
Why not use the literally called "institutions" mechanic you're going to be talking about next week for those "institutional advances"? Plus in the previous Tinto Talks on POPs and migration Johan said he really disliked the idea of making any Culture inherently better at things, so why are you OK with depicting E.G. Spanish people as inherently more capable at organizing state-run inquisitions? Visions seem a bit in conflict here.
I get the vibe that Institutions are much like in EU4, a few important advances that spread across the world. It's not really a concept that works if there were a 100 of them

This seems like an acceptable simplification tbh
 
yeah, lol.

here new employee is the 25,000 pages of "rejected design ideas", please memorize it all before suggesting a new idea.

I would hope they can do a quick ctrl-f of the document?

I mean, when people file bug reports on here, there is an expectation that we search to make sure if it has already been reported.
 
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In Portugal succession law was different than many other european kingdoms in that women could be heirs and take the throne, will there be a succession law that would correctly portray this or will Portugal have a "salic law" as depicted in the picture?

(To add to the topic, this difference is the reason why english language sources and historians not uncommonly call the last rulling dinasty of Portugal "House of Braganza-Saxe-Coburg and Gotha" while portuguese sources and historians call it simply "House of Braganza/Casa de Bragança", since according to traditional portuguese laws the original Bragança dinasty kept living through D. Maria II and her heirs, instead of a separate branch having been created.)
 
It's true that you are a colleague :) I knew about the Liber Augustalis, but still I would distinguish between the early "civil law" (maybe it could be labelled in game as jus commune) and the post Napoleonic civil law. In the medieval conception (correct me if I am wrong) the king is mainly seen as a rex iudex more than as a legislator, the final appeal. Their powers are exercised mostly through adjudication than codification. For the same reason we all remember specifically those few kings that codified law: it was an exceptional action. My point is that the concept of 'codex' and 'codification' is quite different across from the ages. Finally, the essential traits of modern civil law are 1) written law prevails over customs; 2) a new written law automatically overrules an incompatible old law. I would say that most European polities in 1337, due to how far the king was and the lack of jurists, used to apply local customs before statues. Also, it was still up to debate if a law of the king incompatible with "higher" norms (i.e. against religious norms, canon law or a long establishment provision of Justinian; but it will take time before defining a hierarchy of legal sources ) was to be respected. I think that Gregorius VII even authorised subjects to rebel against tyrants who violated canon law (that is, who didn't obey him). Btw, I study economic law and it has been sometimes since I delved more on systemic and historical aspects, perhaps I will see where your vision will lead you and then come back with more grounded suggestions). Also, my professor of legal history was a true papist, his course was all on Dante's De monarchia, so I may underestimate the power of the king before Bodin Thanks for engaging in some scholarly debate. :)
The Early and High Medieval rulers were seen more as judges than as legislators, that's correct, although not always (e.g. Anglo-Saxon kings started developing their own set of legal acts already in the 10th century, before the Danish and Norman conquests). However, the Reception marks the milestone after when medieval rulers started acting and being regarded more actively as legislators. Let's put an example from the Siete Partidas, one of those 13th-century legal codes, ordered by Alfonso X of Castile c. 1256. In the First Partida (book), the first title, law 12, 'Who has the power to make laws', clearly estates: 'Emperor, or king can make laws over the peoples of his lordship, and no other has the power to make civil laws: except, if it would by their permission. And those made in a different way, don't have the name or the force of laws, and shouldn't have value at any time.' And, regarding the legal order of precedence, in 1348 King Alfonso XI established in the 'Ordenamiento de Alcalá' how it should be in the Crown of Castile: First, royal acts, as those granted in that Ordenamiento (Statute); then, the different written fueros (custumes) already in place, or granted by future kings; in third place, the Siete Partidas, where neither a disposition of an ordenamiento or fuero would be in place; and, finally, the king had final interpretation over any matter in case of doubt or silence among the precedent legal sources. That means that the ruler would have the first and last word in the act of legislation. And something important, regarding fueros: either if they were regional, local, or estate ones, they had to be granted by the king on a written disposition, or otherwise, they wouldn't be considered valid. This was only applied to Civil Law, of course, as Canon Law was different (and even with that, the Primera Partida is basically a civil-canon compendium, establishing the relationship between both types of laws).

As a final note, 'Civil Law' may still be better than 'Ius Commune' as a game concept, as it may not be confused with 'Common Law', which is a different concept.
 
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The Early and High Medieval rulers were seen more as judges than as legislators, that's correct, although not always (e.g. Anglo-Saxon kings started developing their own set of legal acts already in the 10th century, before the Danish and Norman conquests). However, the Reception marks the milestone after when medieval rulers started acting and being regarded more actively as legislators. Let's put an example from the Siete Partidas, one of those 13th-century legal codes, ordered by Alfonso X of Castile c. 1256. In the First Partida (book), the first title, law 12, 'Who has the power to make laws', clearly estates: 'Emperor, or king can make laws over the peoples of his lordship, and no other has the power to make civil laws: except, if it would by their permission. And those made in a different way, don't have the name or the force of laws, and shouldn't have value at any time.' And, regarding the legal order of precedence, in 1348 King Alfonso XI established in the 'Ordenamiento de Alcalá' how it should be in the Crown of Castile: First, royal acts, as those granted in that Ordenamiento (Statute); then, the different written fueros (custumes) already in place, or granted by future kings; in third place, the Siete Partidas, where neither a disposition of an ordenamiento or fuero would be in place; and, finally, the king had final interpretation over any matter in case of doubt or silence among the precedent legal sources. That means that the ruler would have the first and last word in the act of legislation. And something important, regarding fueros: either if they were regional, local, or estate ones, they had to be granted by the king on a written disposition, or otherwise, they wouldn't be considered valid. This was only applied to Civil Law, of course, as Canon Law was different (and even with that, the Primera Partida is basically a civil-canon compendium, establishing the relationship between both types of laws).

As a final note, 'Civil Law' may still be better than 'Ius Commune' as a game concept, as it may not be confused with 'Common Law', which is a different concept.
Strong endorsement for not using the term 'Ius Commune' in a setting where 'Common Law' also exists.
 
Is there any chance we will get a fleshed out and impactful global trade wind system? something a little more expansive and in-depth than in eu4? I think that would be a really fun mechanic to have to navigate. After all, the trade winds had a huge impact on global trade and exploration (hence the name, obviously).