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Tinto Talks #23 - 31st of July

Hello everyone to another Tinto Talks, the Happy Wednesday, the day of the week where we discuss details about our super secret game with the codename Project Caesar.

This week we will delve into the glorious world of logistics and sieges. You all know the saying “amateurs talk tactics, professionals talk logistics”.

Leader Assignment
First of all, one thing we have added is what we refer to as commission time. If a character has been assigned to lead an army or navy, you can not remove him from command before at least 12 months have passed. This removes the “teleport a leader around the world” exploit, and also makes it more of a choice of how to deploy your characters.


Reinforcing Regiments
While your levies do not reinforce, your regular regiments will attempt to reinforce if you still have manpower, and get access to the goods they require. A regiment that is part of an army that is retreating, is in combat, loaded on a ship or currently taking attrition losses will not be able to reinforce.

A regiment can only reinforce in your owned locations and in a location owned by someone you are fighting a war together with, when that location is currently not occupied.

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Not many soldiers, but 5 a month is enough here …


Army Movement
When people talk about logistics it is usually intrinsically linked to the movement of armies, and movement of armies in Project Caesar has some changes in it compared to what you may be used to.

One thing that has taken its inspiration from the Hearts of Iron series is the fact that when an army is moving they will slowly be losing morale. This creates the natural flow of armies marching and then resting, and not just marching across Europe and immediately joining a battle, like the march has had no impact at all.

We also have added the fact that an army that is beyond a certain size will be marching slower, where the size is based on its total frontage it is fielding. While you can attach units to other units, this makes the attached units move slower, as military organization in the late medieval era was rather limited. In later ages you get advances that reduce this penalty significantly, completely limiting it in the Age of Revolutions, and speaking particularly about that age, we have an advance there that makes multiple corps combat more interesting, making them to ‘March to the Sound of the Guns’. This advance allows an army to automatically react, if another army of ours in an adjacent location enters combat, and then quickly march to join that battle.


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Guess which is my favorite advance from this part of the Age of the Revolutions tree?


Food and Armies
Now you are wondering, that is fine, but an army can not march on an empty stomach? That is entirely true. Each army has food it needs to consume every month, else they will start deserting and dying. If you run out of food during a siege, you are basically forced to abandon the siege very quickly as your army evaporates.

A standard infantry regiment can usually carry a few months of rations with them, but when they are gone, they are gone. Here the new category of units comes into place. One major type of the Auxiliary Category is the Logistic units, which can carry far more food than any other type of unit.



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They might be bad at fighting, but they will provide some food…



So how do you get food for your armies then? Well, if they are stationed in your own locations they will take food from the local provincial supplies, so you sometimes have to be careful about where you station your armies, so as to not cause the local population to starve. If you want to get the food from your allies or countries you have military access with, you need to negotiate a treaty that allows you to take their food supplies. This is not always something every country will accept. Your subjects have no say in this though, as most types of subject give this access implicitly.



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Maybe we should have more than a single A’Urughs…


Food Supply
When you are at war, you can steal food from occupied provinces. If you control the capital of a province, you can steal the food of the local populace there to feed your armies.

If your army is at an hostile location, where you can not get local food, you can try to trace access up to 2 locations away, through controlled locations to get the food. If you can’t reach your own locations at that distance there are two ways to get food to your armies.

First of all, if there is a Supply Depot within that range, your army will draw food from it. A Supply Depot can be created by any army and you can deposit food until its maximum storage capabilities, and any army within range can withdraw from it. Any army can gather food from their homeland and deposit it into the depot if there's space. There are advances increasing the capacity of your depots as well.

You also have capacity for the navies to provide logistic support as well. There are two unit abilities that can be done for them, gathering food and distributing food. Gather food will take food from any adjacent province you own, and your fleet can store food depending on the food carrying capacity of the ships. Distributing food allows a navy to act like a floating supply depot that your armies can get food from.

While we do understand that not every player may enjoy caring much about logistics, for those you can assign logistic objectives to supporting armies and navies, and then they will solve it for your main armies.

You also steal food from your enemy in a battle when they are defeated, as a defeated army can not protect their entire baggage train as they try to escape.

Sieges and Occupations

Now let's turn to the second part of this talk, where we will talk about how sieges will work. First of all, there are two different types to talk about here, as not all locations are equal. Locations without any fortifications will not have any long siege, but an army with a single full strength regiment is enough to take it in a few weeks. A location with some sort of fortifications requires a full siege though.

siege_progress.png

Having an offensive societal value is not ideal to defend your sieges..

Food has a significant impact on how you plan your military campaigns, as it affects how long you can sustain a siege. The key thing here, and this is something I am a big fan of, is that sieges are gambles. You don’t know when a fort will fall, and now with the fact that if you run out of food you will run the risk of actually losing and failing a siege. About every 30 days there is a chance for something to happen in the siege, with chances of it getting worse for defenders or another month of holding out.

siege_outcome.png

It won’t surrender immediately, but maybe we can avoid disease amongst our troops..

With these changes, the assault is now a more potentially viable option, as either you win, and save time and food, or you fail the assault, and have taken casualties and thus preserving your food supply longer.

While besieging a coastal location, it is not only important to blockade it making the siege faster, it can also at the same time supply your army with food.

Automatic Control
As the map is more granular than in previous games we have made, warfare would turn into a massive slog to manually siege or occupy every single location. Now while we have automation systems, it still would not be very fun. Project Caesar has two different ways to automatically gain control over several locations at once. First of all, if you take a fort, all locations in its zone of control will start changing control to you. This is also valid for forts owned by an enemy if we have taken it. Secondly, if you take the capital you will start getting control over all locations in that province. Of course, this is blocked by hostile armies and forts.

As mentioned in previous posts on the forum, we have the zone of control system in Project Caesar as well, but the one with far less complicated rules that was used in Imperator Rome. As you might have noticed earlier, there is an advance in the Age of Revolutions that allows you to ignore Zone of Control. While that may be useful to chase down enemy armies, you often want to take forts and cities anyway to get your logistics sorted out.

Recruitment Options
One thing that has not been mentioned yet about the military is that we have different recruitment methods for regiments, where you can either rush the training so a regiment can be ready much quicker, but at far less strength, or spend more time in training and start with higher experience.


recruit_methods.png

So training does pay off!


Next week we will talk about ships, and some aspects of the naval part of the game.
 

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well, fair enough, but that was also due to scorched earth of russian farmers and russian army. Living of the land was important in 30 years war, it allowed Wallenstein to keep fighting (and well not just him, but armies on both sides) for years.

just take control of a province capital and loot the food.
 
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while I still want to say that the siege RNG system from EU iv is the best system from the paradox games.

It is the closest to reality. On the other hand I miss that the defenders also have a food level.

I see that there are sometimes voices that claim that the system from CK was better. So he wants to give a dissenting voic
 
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Maybe it goes bit on trading aspect but with the food and trading overall during war (as a war tactic). Could there be something like Napolenic blockade, where everyone can cut off some nation or for example having ships around England (easiest example), blockading and not allowing any tradeships go past (whether it's neutral or not). Thus cutting off England from the rest of the world?

yes, that is an embargo
 
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An important question i have about sieges is how viable the strategy of "hit the enemy sieging a fort to weaken them" is here? Because i know that in EU4 that is not very useful because even if you deal much more damage, the second you retreat it counts as a defeat and the sieging army gets a 7% increase in surrender chance. Can we do hit and run tactics here without worrying that it will just make the fort fall faster?

there is no such impact in PC
 
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Awesome TT as always, I am so hyped for this game! Question:

Can you resupply sieges? For example, can I load supplies (food and whatnot) onto ships and resupply a coastal fort? Or load it onto camp followers and resupply the fort after I beat the enemy away with my army?
if you beat the army you are breaking the siege so yes.
 
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Johan, have you considered implementing tabor wagons as an auxiliary supply unit with high combat stats? Those were a pretty big feature in the Hussite rebellion and in later Polish armies, proving to be quite impactful for Polish campaigns in the east against Moscow and the Ottomans, where the infrastructure wasn't sufficient to rely on supply lines.

Also would engineers be capable of building field fortifications?
 
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an cause some '(un)lucky ticks' where you can skip attrition in mountainous terrain if you happen to move on the correct date (arriving on a location atthe beginning of the month).

I can imagine that units will lose less morale,etc. while marching through temperate flatlands, while having increased consumption in mountainous campaigns.
This could be very interesting in 'logical' vs 'improbable' pathfinding for armies for both players and AI's. Doing a 'Hannibal'and crossing the Alps with elephants should be possible and a gamble, but rather improbable in the average war.

Its about the amount of time you march.
 
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Will reinforcement of regular troops work in enemy locations that i have occupied? Or in my own locations that are occupied by the enemy?
What does own mean here?

own = you own it, its not enemy locations you have occupied.
 
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So the "required for maintanence" part of the camp followers unit. Do these individual goods need to be logistic-ed out to the unit in the field or is food the only object your army actually needs to track.

Love this, great tying of land and naval fields. Also alot of depth in fort and supply hub placement.
 
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I hope it will be possible to easily delete this mechanic in calvinists with a mod. This may seem like a fun solution, but in multiplayer it will be tragic.

It will end up with the calvinist withdrawing armies from the battle on a bad throw.
And if the Calvinist has a good throw, the opponent will immediately cut out. It will be a drama.
 
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Could there be a special button to that, in case you quickly have to pursue an enemy and you can't pause cause your in multi

two buttons technically

detach auxiliaries
detatch artillery
 
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Leader Assignment
First of all, one thing we have added is what we refer to as commission time. If a character has been assigned to lead an army or navy, you can not remove him from command before at least 12 months have passed. This removes the “teleport a leader around the world” exploit, and also makes it more of a choice of how to deploy your characters.
Initially, I assumed that this is mainly simulating the settling in of the new general and officers, before they can effectively lead the army.

Have you considered not having a cooldown period for removing the general from an army, but rather a warmup phase where for example on the first month, the general doesn't apply any of it's bonuses to the army, and then over months 2-12 the bonuses tick up from 50% to a 100%, while the general settles in with the army? This way, the 12 month cooldown could be removed and replaced with a travel time like for merchants etc. This would effectively remove the teleporting generals issue, while being more realistic as well.

This could also apply to merging the army with another army - where depending on the amount of added units, the effectiveness of the general could be reduced for a time.
 
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Another question for you Johan -

I'm a little concerned about this solution to assignments of generals. It's not like, historically, if a general died during an offensive or overseas, the army would be left leaderless. There's a chain of command, someone would take over or be sent to replace that general.

Let's say I'm playing as the Spanish, and I land troops to conquer the Aztecs. I don't own any locations in the New World. If my general dies, how would I replace that general? Would I have to send another detachment from Europe with a leader?

Also, about assignments, what happens if you merge two armies with two leaders that still have that 12 month guaranteed assignment? Are you unable to merge those armies, or is this a loophole way of dismissing a general before that year is up?

Honestly, I would have preferred each character to have a "location" and for them to simply have a "travel time" for reassignments. I guess we disagree there! But keep up the good work, the love and care you guys and gals are putting into this project is so awesome.
 
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locations first.

how does the population starve then if they get their needs first? would it not make the army starve first?

also does the "market" of an area react to soldiers being stationed there, for instance by producing/buying more food and create a new equilibrium? if yes, how long will it take before they "react"?
 
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If we have characters, can I assign someone to be a saboteur in the siege? Some action that would impact the dice roll for the next stage? In history, many sieges were won by such actions as "opening gates at night", bribing guards, spreading fear and misinformation among the populace so they revolt etc., etc..
 
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