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Tinto Talks #21 - 17th of July 2024

Hello Everyone and Welcome to another Tinto Talks! This is one of those Happy Wednesdays when we talk about the top secret game with the codename of Project Caesar, so that we can listen to your feedback.

This week we are going to take a look at how exploration will work in Project Caesar. In previous GSG games we’ve done, exploration has primarily been done by units, giving them manual orders to move, or sometimes automated orders, to explore places on the map to reveal. We have a new system that works separately to go away from this and separate the military from exploration.

Exploration in this game works entirely on Areas, and for those of you who don’t remember one of our earliest Tinto Talks, an Area contains a group of Provinces, and a Province contains a group of locations, so it should be about 25-75 locations in an area.

Explorations exist in the “geopolitics tab” together with colonization, maritime and privateering.

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You need a proper helmet to be a good explorer!

To get an area explored you need to start an exploration for it. You can only explore areas that are adjacent to an area you have already explored, and if it is an inland area, you can only explore if it is adjacent to an area you own.

Starting an exploration mission for an area costs a significant amount of gold, but there is also an additional cost to start a mission depending on whether it's a land area or a sea area. For a land area, you need manpower, and for sea areas you need sailors.

You also have a constant upkeep cost of gold for your exploration mission, and during your explorations, you may get events related to the exploration.

Missions always have a risk of failure, resetting all progress, and the characters involved can die.

The administrative ability of the leader of the expedition reduces its upkeep cost, while diplomatic ability impacts the success chance, and military ability impacts how quickly the exploration can be done.

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Incompetent at a lot in life, Matias redeeming quality was that he failed fast...

While most characters in the game can be assigned to explore an area, there are some characters that are far superior. These are ‘explorers’, which besides just being innately better at exploring, they also have different unique traits making them better or worse at certain aspects of exploring. While there are some explorers that join certain countries through historical events, there is also the possibility to recruit a new explorer. This requires the “Commision Explorers” advance in the Age of Discovery, that is early in the advances tree for the “New World” Institution.


Speaking of advances, there are a few advances throughout the game that speed up explorations, or make them less prone to failures. At the start of the game, at near range, an Exploration led by someone who is not an Explorer may take a few years to complete, but as you get more advanced, this will become shorter in time.

The trade winds on the sea lanes also have a significant impact on how quickly an area can be explored. We have designed the oceanic locations of Project Caesar to take into account the historical ‘sea lanes’ that were used by ships and fleets during the Age of Sail, taking advantage of their knowledge of winds and sea currents. These sea lanes shaped the way explorations were done, as their mastery was critical to the success (or failure) of an expedition.

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A purple advance is a unique one, and this is one that is unique to anyone in the Western Europe sub-continent in the Age of Renaissance.

If you have built a spy network in another country, you can use it to steal some of their maps.

As an exploration mission is finished, the knowledge of its discoveries will start spreading to other countries that have the capital on the same sub-continent as the explorer. Currently, the map spread takes about 150 years.

Stay tuned, as next week we will go deep into how the combat for armies will work.
 
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I hope it takes longer to explore the whole world than it does in EU4.

Stay tuned, as next week we will go deep into how the combat for armies will work.
However it works, please for the love of god, don't let it be like EU4's whack-a-mole but with 10x the provinces. I want to fight battles, not chase 3k stacks into Siberia to make an OPM peace out.
 
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Also, not sure if other people would agree with this opinion, so feel free to downvote this, but I for one love Stellaris' approach to exploration, where there is potential for 'anomalies' to spawn on the map that you can investigate.

Perhaps these could be points of interest to more purposefully send your explorers to find gold, contact tribes, discover valuable trade goods, specific event chains,...
Maybe max 2 per area, but it would really incentivise colonial exploration some more, and could provide some randomness to the exploration as well so that not every exploration run feels the same.
 
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Missed this in my first readthrough. This is a big change. The inland areas are going to be a lot more untouched for longer.

Johan, quick question: does "area you own" here mean you need to own every location/province in the area, a majority of locations/provinces, or just one?
Isn't that the case already in EU4 eith how conquistadors work?
 
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I never really enjoyed exploration in EU4, other than when playing an Irish minor trying to get a hold of anything to beat England, as Granada for the hell of it and so on.

But this actually seems interesting and engaging. Here's to hoping colonization happens A LOT slower than in EU4 :D
 
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This looks fun, clean and not a whole lot of micromanagement. Good choice I guess, still really curious how colonization will work though. I kinda hope for something a bit more inspiring then it was.

Colonization will be talked about sometime in mid august
 
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I think that it be more realistic for exploration to have, instead of costing "maintenance" over time, a high initial investment wich represents all the preparations and ressources being gathered for the expedition, and then once it is sent, it is on its own.

I believe that the EU4 fantasy mod called "Anbennar" has such a system for dwarves exploring dungeons and tunnels in the mountains. You invest more or less into the expedition, wich, combined with the potential dangers already there, determines if it will be a success or not and if it will bring enough loot and knowledge back home to be profitable. I know it is not the same as in "Project Cesar", but I think that at least the investment and preparation part could work well here, instead of a maintenance. Like, they are in the Americas, what and how do you pay them!?
 
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So, nothing akin to voyages of exploration? You just spend money/mana to unlock areas of the map?

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Will it be able to model both da Gama and Covilhã's rather unique voyages?

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If I know about the Americas as France/England, do I first need to discover the West Coast of Africa, or how will this work? How about if I know about the Americas as Japan/China? How will me owning the maps of America as Japan/China influence it? Can I just get on a boat and sail across the Pacific till I reach land? Or will I first need to island hop, and maybe even discover Oceania or the Bering Sea, before I can go to the Americas?
 
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Also, not sure if other people would agree with this opinion, so feel free to downvote this, but I for one love Stellaris' approach to exploration, where there is potential for 'anomalies' to spawn on the map that you can investigate.

Perhaps these could be points of interest to more purposefully send your explorers to find gold, contact tribes, discover valuable trade goods, specific event chains,...
Maybe max 2 per area, but it would really incentivise colonial exploration some more, and could provide some randomness to the exploration as well so that not every exploration run feels the same.
I thing the events that can happen during exploration can do that
 
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That's nice, I hope the new exploration system will slow a bit the colonizing efforts, making them more similar to the historical progression, rather than having most of the globe already conquered by the colonial powers by mid-game like EU IV.
 
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While most characters in the game can be assigned to explore an area, there are some characters that are far superior. These are ‘explorers’, which besides just being innately better at exploring, they also have different unique traits making them better or worse at certain aspects of exploring. While there are some explorers that join certain countries through historical events, there is also the possibility to recruit a new explorer.
What characters does the game feature then? We've seen the Cabinet. I assume Generals and Admirals will also be characters, so that's 3 "pools". Are Explorers in one of those pools? Admiral pool like in EU4? Are there any other "pools" for characters to be in? Or are all characters in one "pool" named something like The Court? Can I make an Explorer a Cabinet member? Can I make generals into Cabinet members? Are there characters representing each of the estates? We know each character belongs to one. Are there specific nobles? Noble families?
 
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