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Tinto Talks #22 - 24th of July

Welcome to another Tinto Talks, the Happy Wednesday where we give you fun information about the top secret Project Caesar.

Today we will talk a little bit more about how armies work and take a look at how combat works. I’d say the entire unit and combat system is based on the mechanics of the EU series, but we’ve taken influences on combat and organization of armies from March of the Eagles, ideas of the connection between Regiments and Pops from Victoria, and logistics and automation from Imperator, to create what we believe is the best of all systems.

I am now assuming that you all read Tinto Talks #11, where we talked about different types of regiments like levies, mercenaries and regulars, and discussed how manpower worked. If you have not read it already, go to https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-11-8th-of-may-2024.1675078/ before you continue reading this.

Regiments can be recruited in any location you have built the infrastructure to allow recruitment in, Levies can be raised in any province capital, and mercenaries in any capital, city or town. While regular regiments go as low as 100 men at the start of the game, Levies, which fight much much less efficiently, can be organized in up to 1,000 per regiment from the start, with the Chinese even having levy regiments of 1,500 at the start. Why does it work like this? Well, calling up a levy as Poland and get 11,000 men, but 110 regiments is a bit too much, but you can live with it. Delhi, Mamluks and others with 700 regiments are rather too much; and as usual, Yuan breaks everything, where even with low control and wrong culture, calling up a levy, and being forced to handle 1800+ regiments is a bit too much to most of us human beings.

Before we go into how combat itself will work, when two armies that are hostile to each other are present in the same location, there are some things that will need to be explained. As in many other games, you have as much control over your armies as you want to, and you can move them around and reorganize them to your heart's content.

With the granularity of the map though, we could no longer use days as the smallest tick, but have to resort to hours as the time tick. The day ticks from 8:00 to 19.00 every day, and the remaining hours are skipped over (representing the fact that armies need to rest and are not always on the move). Now some may be worried that the game will be slower and perform worse, well.. When you fight a war and you care about it, you probably play at a slower speed, but at max speed the game should be as fast as EU4 or Imperator.

However, we have something here that we will only tease about today, and will talk about in a future Tinto Talks, ie, a powerful objective system that uses the same AI components as the AI itself uses.

ui_teaser.png

Is it objectively better to give an objective?


An army is a group of regiments that are organized as a single entity. These can be led by a character who may or may not have traits for being a general. If they don’t have a trait they may get one after a large battle.

The abilities of the character have a lot of impact on the military aspects, and each attribute has at least three different benefits.

general_tooltip.png

It is always better to have a commander than not..

The regiments themselves can be deployed to one of four parts of an army. They could be in the center, they could be on the left flank, they could be on the right flank, or they could be in the reserves. While you can micromanage your army in detail, there are also ways to autobalance your armies. We often refer to one of these four parts as a section as a common word.

polish_army.png

Very WiP UI, but these are the feudal levies of Poland..

So how does combat work? There are a lot of similarities here with EU4, but we only have 1 type of main phase, but the dice roll is rerolled as frequently as that game.

The battle starts with a bombard phase, where any unit that can bombard, which is basically only artillery units, will be able to fire on the opposing army. The Artillery will be able to damage units in the opposing “section”, so your left flank fires on the enemies right flank etc. If there are no units in the opposing section, it can fire at any sector that is not the reserves.

In the main phase combat works like this.

Each section tries to get as many units to engage as their maximum frontage allows. Most of the time, every regiment has the same frontage value. They will attack their opposing section until there are no possible units left there, and then they will hit enemies in the closest section.

Only engaged regiments will fight in the current round of combat. And a regiment will try to fight another engaged regiment in the opposing section first. If there is none in an opposite Section, they can attack any other Sections, where a unit with a good flanking ability can do extra damage. If there is no opposing unit engaged, they will damage the morale of all regiments in that section.

So how does a regiment engage then? Well, at each tick, they roll a dice and check against their initiative, and if they succeed, then they become engaged. This chance increases for every hour of combat. This will make you want to have every section of your army to have units that can engage quickly, to allow your heavy hitters to get enough time to engage. Now this may not always be an option, especially in the earlier game when your selection of units is rather low.

Every regiment, even those in the reserves, have a ticking penalty to morale every hour of the battle.

A regiment that gets too low morale, will break and leave their section until the end of the combat, and will be in the broken units section.

If there are not enough regiments in a section to cover the frontage, there will be a chance for units in the reserve to reinforce that section. However, only enough units for the possible frontage of the battle attempts to reinforce each hour. So having huge doomstacks has no advantage.

The broken units section are the regiments that have been routed in the current battle. They will no longer participate in this battle at all, even if their regiments are still a part of an army that is engaged.

A battle is over when one side has no regiments in their three front sections or the army retreats due to no morale or a manual order to retreat.


attacker_tooltip.png

Pretty decent army, but not sure it will win against 11,000 polish levies.

There are some important new attributes to think about for units.
  • Combat Speed: This is how quickly units can move up from the reserves section to fill holes in another section.
  • Frontage: There is a limited amount of regiments that fight from each section. Topology and Vegetation can reduce this, and some units may require more or less frontage. At the start of the game, a regular 100 men sized regiment uses the same frontage as a full 3,600 men in the Napoleonic era. This is done to scale the numbers to feel properly historical while still getting good gameplay.
  • Initiative: How quickly a unit can engage as soon as combat starts. Lighter units have higher initiative.


Stay tuned, because next week we’ll talk about Logistics and Sieges, the most important part of winning wars!
 
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I love this system, the flanks, frontage system, flanking bonuses, different battle phases? All amazing thank you tino.

Such a breath of fresh air, a nicely done war system.
 
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How exactly does this mean doomstacks have no advantage? Is having a larger reserve not always better than not? Assuming a fight isn't fast enough to rout the army before reinforcements arrive, doesn't having more reinforcements mean that there are more troops potentially reinforcing? I mean, I get it, only as many units attempt to reinforce as the frontage of the battle, but if the regiments don't die or retreat faster than reinforcement arrive, it's always better to have more reinforcements, right?
All those reinforcements sitting there are taking morale damage for the duration of the fight. Doomstacks won't matter if 80% of their soldiers retreat without ever actually engaging in battle.
 
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Sorry,posted wrong link in prev comment,so
Will you ad guerilla warfare..?
Suggestion of guerilla/logistics-Link
Also in real life-higher morale-better people fight,lower morale-weaker army fight, will you add combat effectivness to morale..?
 
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Yes, if your regiments are smaller then you are at a disadvantage..

A levy of 1000 men is comparable to a regular at 100 though.

This shows the effectiveness of the regular units through the ages..


View attachment 1167334
Wait so regiments will have less than 2000 men in them until the endgame... why? Tercio regiments had 3000 men in the early 16th century and landsknecht regiments had 4000. Wouldn't it make more sense to rename regiments to battalions/Fähnlein/banners as units of this name had more consistent scaling in size as time progressed going from around 100-200 men in the 14th century to 300-400 men at the beginning of the 16th century and to about 1000 men during the napoleonic age. Also regiments did not always serve together as one unit especially during the 18th century it was not unusual for battalions from the same regiment to serve in different formations in different parts of the world with the "4th battalion" recruiting replacements in the homeland.
 
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Speaking of war, ... will there be a traumatic 'getting war declared' Soundtrack like in EU4?

Eu4Shocker.png


You could also use different shocking sound levels based on the power-balance, (or how f*ed you are) ... perhaps even reuse the EU4 soundtrack for very dire moments, just to feed on old player trauma. :D
 
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Would it be possible not to show the hourly ticks on a higher speed? If Im not in a war/fighting rebels it will be pretty useless to see 12 ticks that don’t impact me.

They could still happen in the background for the sake of simulating the other countries and their stuff, and I assume the big tick would be somewhat slower, but it would be a better indicator of stuff that I do care about progressing.
 
Except for the time a section has problem. But yes, its not as powerful as it should be. I have some ideas though.
How about giving cavalry the ability to run down the troop they were just engaged with until an opposing regiment engages that cav unit again? Another idea is after it routes it engaged unit it can help flank another unit on its flank that is engaged with something else? I'd like cavalry to be useful to nations that aren't "cav nations" it was always boring switching to a full infantry army by the 1600's in eu4 unless you played a "cav nation".
 
Ping-pong battles were a huge annoyance when EU4 was released. Will the battles be more decisive in terms of morale damage? Or something like deserters from the levies.
 
What I like most about this is that all the characters' abilities will play some role in warfare. For a state with a ropey economy, a high admin character might make the best general just so you can keep fighting for longer (perhaps until your allies rescue you).

I am puzzled though that Unit Food Consumption is based on Diplomatic Ability. Surely that should be Administrative Ability? No matter how charming you are, you can't change your troops' nutritional needs. But if you can eliminate waste and spoilage through better organization, you can reduce the number of calories that the army needs to obtain.
 
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Will the best practice for reinforcement still be to have your armies watch a battle from 1 location away, and wait till the army "needs" the reinforcement to march them in, or will it be simply to march all your troops directly into the battle so they get more chances to reinforce? Always found this part of battles tedious with little strategic depth.
 
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I would suggest adding a skirmish phase to represent skirmishing units like horse archers, light infantry, rifleman, ete before the main battle phase.

both lines of skirmishers would engage each other and if one side wins, have that side's skirmishers engage the main army without the main army being able to retailate apart from artillary until the main battle phase

Have a dice roll chance to enter the main battle phase like in ck2 from the skirmish phase

after the skirmish phase ends, the skirmisher line would retreat behind the reserves and the main battle between the 2 armies would bring



here was my (very huge) suggestion on a system like the one implemented In the game for reference:

 
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I have one important question.
You mentioned if the 2nd army arrives on the battle it goes into reserve section.
But what will happen once 1st army (that is already engaged) receives mannual orders to retreat to another location? Does the 2nd army that was up till point in reserve section continue the battle? Will it continue the battle by starting the initial engaging or will it be fully engaged? Will the 2nd remaining army have massive morale debuffs? (They just saw 1st part of their forces retreat in fear against the enemy)
 
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Very cool system, I'm praying for the logistics aspect, as in EU4 it is extremely immersion-breaking to see, like, 30k Ethiopians sieging a random province in northern Lapland. Also, the vastness of Russia has been it's bigger strenght militarily speaking, but this gets annulled in EU4, where a proper logistics system in absent.
 
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