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Tinto Talks #29 - 18th of September 2024

Welcome everyone to another Tinto Talks, the Happy Wednesday where we inform you about how things will work in our super secret game with the codename Project Caesar.

In today's Tinto Talks we will delve into a few different and not entirely related topics, but they are important for what we need to talk about as they will be referenced a fair bit in future Tinto Talks.

Prosperity & Devastation
In Project Caesar this is a single value in a location ranging from -100% to +100%, where positive is prosperity and negative is devastation.

Prosperity represents how prosperous and resourceful a location is. A prosperous location increases development over time. Prosperity will slowly rise, unless different negative circumstances reduce it. If it goes negative it will cause devastation.

There is no direct way for the player to increase prosperity, but having a peaceful country will have it increase slowly over time.

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‘Market Fairs’ is a nice privilege to give.


Devastation represents how ravaged a location is. It includes burnt-down farms and abandoned villages, and the biggest sources of devastation are blockades and occupation.

It has a rather huge impact on a location over time, reducing how much food and raw materials it produces and the population over time.

If you have high devastation in any location in a province, the Age of Renaissance has an advance that enables a cabinet action, where you can focus on recovering devastation in a province, until it has recovered fully.

Ideally, you do not want any sort of war or conflict happening on your own lands.

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Not ideal, let's end this war asap…

Development
One concept that has been in many of our previous GSGs is development. It has been used for various things, but in Project Caesar development represents how cultivated the land is, and how much it is used by the pops living there. The higher the development, the more people can live there, and the more it can be exploited.

As mentioned in earlier Tinto Talks, this is a value that the player mostly only has indirect control over, but you can have your cabinet working on improving development in an entire province at once.

Development helps a fair bit in improving the quality of a location, but all of these values here are still constantly being balanced.

development.png

The Woods probably has some other advantage…


Roads
We have had roads in many of our former games, and this game will also have roads. In Project Caesar this includes one of the most in-depth systems of roads we have ever made. A road is basically a connection between two land locations that reduces the proximity calculations from 40 down to 20. Most settled nations start with the capacity to build gravel roads, but there are three advances in later ages that will introduce new types of roads that can be built. Those roads will reduce proximity further, and increase movement speed for armies.

Now this may sound like it could be a lot of micromanagement if we had used the ways railroads were built in Victoria 2, or how roads were built in Imperator, but we have a few easier ways to build or upgrade road networks.

build_road.png

Here we have Kalmar selected and we are looking at building a road to Idre, which technically is in Norway at the start of the game. You can always build a road INTO the location of any country that has a positive opinion of you, so road networks can and will be connected for trade.
  • The green locations are locations you can afford to build a road from Kalmar to at the moment.
  • Striped locations are locations with a road network.
  • The white-outlined locations are the proposed path for the road between Kalmar and Idre.

Road building is one of the most important and fun parts of the control-growing gameplay loop.


Piracy & Privateers
To clarify here, a privateer is a pirate sponsored by a specific country. The ability to sponsor privateers has several different ways to unlock. First of all, every nation has access to an advance in the Age of Absolutism called Letter of Marque that reduces the cost for privateers while also making them sturdier. There are also unique advances in the Age of Discovery for some countries that allow them to hire privateers, while if you pick the Diplomatic Focus in the Age of Renaissance you have the possibility to recruit privateers that early.

Sponsoring a Privateer can be done in an area, and cost about 250 sailors per privateer, and 10 sailors each month they are active. A pirate/privateer in an area, depending on its current strength, can reduce the maritime presence of all non-friendly countries in all sea zones in that area. This hurts relations and will give them a way to get a casus belli on you though.


So how do you fight privateers? Well, you have a fleet of ships in any location in that sea area, and they will actively reduce the capacity of those pirates. Galleys are a bit better than heavy ships at hunting pirates, but light ships are by far the best at dealing with pirates, where a single light ship is about ten times as effective as a heavy ship at the start of the game.


privateers.png

You need sailors for your privateers, or they disappear..

There is a situation in the later half of the 16th century where piracy will start to grow in certain areas of the map. Pirates also have a chance to spawn from locations with pirate covens. These are buildings that peasants will build in coastal locations where control is very low.

privilege.png

This privilege when granted to the Burghers will help your privateers be more cost effective…




Stay tuned, as next week we will focus on Conquest, Integration and Casus Belli’s.
 

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The Devastation/Prosperity UI tripped me up at first because the Devastation panel kept the positive/negative signs and colours the same between both panels. As in, Devastation is 10%, it is changing by -1.81% had me questioning why it was red and a bad thing because it implies Devastation is reducing (even though its actually representing Prosperity is still decreasing).

If the Panel UI header is going to change text from Prosperity to Devastation when prosperity is < 0, can you also change the positive/negative sign on the values so it makes intuitive sense with what the header percentage is saying (i.e. reducing devastation should be (-) and a positive thing and devastation increasing (+) is negative thing)

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''There is a situation in the later half of the 16th century where piracy will start to grow in certain areas of the map. Pirates also have a chance to spawn from locations with pirate covens. These are buildings that peasants will build in coastal locations where control is very low.''

What about when a nation's piracy is regulated and even high officials are practicing piracy directly as corsairs and allowing native population to follow piracy as a career ? Im asking because of the control mechanic ( were covens are build if there is low control ). In this case this could be explained as rampant piracy in a place with rather high control. One example is Malta under the Knights of Malta rule who were knights , monks and also corsairs , they practiced piracy and also taxed the native Maltese corsairs who did it too against Ottoman ships mostly and others in some cases.
 
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On this topic, can we have the option of 'removing' built roads if we wish to? I always hated in Imperator conquering a new land and discover that the AI built random road paths all over the place, all ugly and disorganised.

"Empire-gardening" is part of the fun of these games, too, ya know? :oops:
Would be nice if roads could get damaged / destroyed through devastation, for example.
 
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I'm guessing this is either the development or prosperity map? Having development follow country borders almost 1:1 seems like a weird balancing choice. Looking at China, and seeing places which have been impoverished for centuries and (SEVERELY) underdeveloped for most of their history having a higher value than the majority of places in Europe seems like a major oversight. The Yunnan-Guizhou plateau, and not to even mention the Gobi Desert, shouldn't have higher development values than the plains of France.

Are there plans to make development, within the confines of a nation, be more partial to local conditions as opposed to national conditions? It'd make sense for larger empires to have a dichotomy between what's considered the (urbanized) core and the (rural) periphery. A location's potential shouldn't be primarily tied to a nation's government or ideas. Going merely by this map, I'm foreseeing some issues, let's give some examples:


- Spain owning the Low Countries shouldn't hamper its urbanization and developments in trade.
- Afghanistan conquering down to the Indus Valley shouldn't suddenly make the people living there lose their agricultural productivity
- Ming owning all of Manchuria shouldn't suddenly have it turn into a bread basket by the graces of the Mandate of Heaven
 
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Is the last of the four road types railroad? A REALLY late game tech that would allow an ambitious technocrat to sink a disproprotionate amount of ducats into an uneconomic vanity project?
 
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I assume pirates do more than just reduce maritime presence? Assuming that the Barbary pirates are represented with this system.

I also assume, then, that the coastal raids done by the maritime Turkish beyliks at around the start date will be represented with a different system?
 
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Do certain buildings impact development (or prosperity, for that matter) growth? For example, irrigation, road systems, administrative buildings, sewers, etc
Also, adding an "infrastructure upkeep" in the expenses would be nice since making robust, intricate road systems and infrastructure relies more on governmental capacity than solely a technical/advancements endeavor.
 
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Hmm, weren't privateers mainly recruited during wartime already? In theory, they were generally required to give up their letters of marque against specific countries after peace was signed and refusal to do so made them regular buccaneers.
 
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