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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 imagine this is the case, when you explore a coastal sea area you discover the land that touches that sea? Like in eu4?

Also are the NA Great Lakes and Caspian Sea split into provinces for purely market reasons or can our army embark or navy utilize it?
 
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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.

Is it other countries on the same sub-continent as the explorer or on the same sub-continent as countries that know about the discovery?

For example: Portugal discovers the Caribbean. It spreads to Western Europe in both cases. But does it spread to Eastern Europe only once an Eastern European nation has discovered it themselves, or when an Eastern European nation has knowledge of the Caribbean through whatever other means are possible?
 
I suppose for modding concerns, is there ability to grant specific area "maps" via effect? Or know whether or not a given area was explored as a condition?
 
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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.

That is one of the goals yes.
 
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What does this mean exactly?like it would take 150 years for Portugal's map of the new world to spread to all of the world assuming that no one else did exploration?

It will spread to Western Europe after 150 years.
 
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I hope the events do not get tedious. I think a high initial cost makes more sense than maintenance, because you wouldn't be able to send them constant money and food realistically, and exploration should only happen once they return to your land. Also definitely okay with long voyages in which you draw a route by stringing the areas upon one another, to represent circumnavigations and such. Other than that, I think this is a good, clean system.
Personally I dont mind it. As historically speaking once some level of contact is established with natives in the New World or colonies are established, or in regards to exploration of east asia. Routinely exploration missions would replenish resources on route and basically bill back the crown or patron.

Now you could argue that can also be considered an upfront cost. But to say all exploration missions especially once colonisation and trade started would need to be stocked up completely is not accurate.

Maybe a system of exploration in the age of tradition is very high upfront cost. Whilst exploration in the age of discovery is a large upfront cost with a maintenance fee representing the restocks on the way. Gameplay wise lowering the initial investment cost and putting a more balanced maintenance cost could be a good way to make exploration more accessible as time goes on.
 
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That's how I understand, although you need sailors which might be an important restriction on non naval countries

Its a big chunk of sailors yes
 
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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?

There is only one "pool"
 
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I hope these events during exploration don't become too repetitive, like in Victoria 3 where every expedition you send out spams the same few events.

yeah, that is a big challenge..
 
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Yeah, but the open sea lane areas are big..


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So the exploration will work like: "Explore Atlantic Gulf Stream" then after some time if the exploration is successful all tiles of the area are revealed, then i have to send another exploration to the Bahamas Sea? idk i few like a system with a little bit more of randomness would be cooler like, i send the explorer to explore the sea lane and by chance he ends up exploring also one small part of an adjacent area like: I send a dude to the Atlantic Gulf Stream so in the end he either ended up also exploring a little bit of the bahamas or a little bit of the american east coast discovering land there nothing much like only one land location, and maybe if land is found i could get a bonus for the next exploration
 
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@Johan Does the manpower needed for inland explorations just teleport if I'm say, England who has one location owned in Indonesia and am exploring the inland areas or is logistics taken into account in any way here?

it moves there during the years it takes to explore yes
 
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Yeah, but the open sea lane areas are big..


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Will the discovery of "Trade wind lanes" be gated behind technology or any other way? I feel like for exploring the open seas there should be higher risk, but with the reward of discovering how to traverse the oceans faster. And the vice-versa for the coastal zones. Sorry if you've answered the question in the post or comment and I've missed it.