• 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 #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.

exploration_ui.png

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.

attributes.png

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.

route_to_the_indies.png
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.
 
  • 245Like
  • 110Love
  • 14
  • 9
  • 4
Reactions:
I imagine this is the case, when you explore a coastal sea area you discover the land that touches that sea? Like in eu4?

no, those are separate areas.
 
  • 27Like
  • 16
  • 16
  • 4
  • 1Love
Reactions:
We've already seen conventional "uncolonised" land in Finland, from the Russia tinto maps. Was that just a placeholder, or will non-European natives work differently from European ones?

What makes you think they are uncolonized?
 
  • 31
  • 19Like
  • 5Haha
  • 2Love
  • 2
  • 1
Reactions:
Will spreading of discoveries happen in every nation at once after 150 years, or will it be a gradual process, with nations closer to our borders getting the discovery earlier?
 
  • 1
Reactions:
I'd say that if you make exploration a win or lose system, please don't do the same with colonization. But I'll wait until you show how you want to portray colonization before judging.
Another question. Will you make a tinto map of at least the Atlantic, Indian and Pacific oceans, where people can give feedback related to the sea lane areas?
 
  • 1Like
Reactions:
Did you take this screenshot zoomed out, rotated it, and then cropped it to a rectangle? Or is turning the camera like this possible in-game?

you can rotate the map how you like.. and just turn off the reset in the options to keep the rotation you prefer.

1721229941137.png
 
  • 103Love
  • 38Like
  • 7
Reactions:
Could special historical voyages that can't be represented by the current exploration system be represented by an event chain that would eventually reveal all the tiles the historical voyage went through for the sake of railroading? Better yet, could "Special Historical Voyages" be a game rule?
 
  • 1Like
  • 1
  • 1
  • 1
Reactions:
(Devs, Please don't actually call it upstate. People from that area hate that)

Huh. I'm from Rochester, New York (originally). We always referred to the area as "Upstate New York". Always. Because if you didn't say "upstate", then the automatic assumption is that you were from New York City when you said "I'm from New York". Maybe different in the eastern part of state, but the west of the state uses upstate.

(i'm assuming Buffalo, Syracuse, etc. are the same as Rochester - it is possible there are regional differences of which I am not aware).
 
  • 3
Reactions:
Ships are abstracted away.

A modder could make their own actions, that discovers a full route after X time etc.. all of that is 100% doable with the script and scripted gui.
Oh, so this whole thing is implemented in script + scripted GUI?

That's perfect. Means that if someone just wants to implement an entirely different system, they're free to do so.
 
How many undiscovered areas are there at the game start for a typical future colonizer such as England or Portugal? Will we have to manually send exploration missions to all of them individually in order to discover the entire map?
 
Can I suggest that goods such as timber and fish should also be required as things you should put as resources for your expedition to use? Also, are the hunt for the cities of gold going to be a thing?
 
  • 1Like
Reactions:
You jest, but the Iroquois getting their own area while the rest of the United States and Canada has almost purely colonial names and colonial area boundaries is indeed something that sticks out like sore thumb. I hope that this is a placeholder, and/or there's mechanics for them to start with native names and get renamed when the Euros come.
I completely agree with this. Every region, area, province and location in the New World should start with Native names and change later on depending when the Europeans arrive. Some names could stay the same even after colonization, such as, say, Illinois, which was already a Native name, or Cuba, which was also a Native name, etc.

However, I do think that areas, even though they can differ from "colonial borders", they should have some similarity to those borders, in order to be able to create recognizable formable colonial nations/colonies. For instance, you need all provinces in the Muskogee region to form the Colony of Georgia. When that "colonial nation" is formed, then the Muskogee area changes its name into Georgia.

A good middle ground would be to go by natural borders, such as the Ohio River, or the Mississippi, etc., that are somewhat similar to "colonial borders" and to "Native borders", avoiding harsh straight lines. Also keep in mind that "Native borders" were not completely set in stone. Centralized nations such as the Aztec or the Inca had more defined borders, but more migratory Native groups had more fluid borders and even overlapped with each other in places such as the Amazon or the US Plains.
 
  • 10Like
  • 2
  • 1
Reactions: