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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.

prosperity.png

‘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.

devastation.png

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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wait wait wait

life expectancy???

does this mean pop will have their own average life expectancy?? If true that is absolutely crazy
Life Expectancy value affects characters in the location, not pops. The idea is that a minister living it up in Versailles is likely to live a bit longer than one stationed in an undeveloped wartorn frontier, as he has better access to things like diet and healthcare.
 
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If roads are between locations (smallest division on map) and to connect one location to multiple (adjacent) locations takes multiple roads then I do not think that this map mode provides the information required to make proper decisions. It appears to indicate locations that have a connection to any (adjacent) but not does not indicate to which locations it is connected. Also I hope it is a zoom issue but it does not show location boarders which would be necessary to make informed decisions.

build_road.png
 
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Life Expectancy value affects characters in the location, not pops. The idea is that a minister living it up in Versailles is likely to live a bit longer than one stationed in an undeveloped wartorn frontier, as he has better access to things like diet and healthcare.
So if we send older characters to less developed locations for a cabinet action, we run the risk of them dying sooner because their life expectancy dropped? It's gonna be hilarious when my 69-69-69 general dies at 50 because he just devastated the location he just sieged down :D
 
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View attachment 1189237 View attachment 1189238

Extremes within the borders of one country seem entirely non-existent, that was my point. While, on this map, once you leave China proper you just fall down a development crevice. Seeing Liaoning be almost devoid of any development, just because they fall beyond the China nation, whereas literally deserts and deep mountainous areas have more development than France, is an oversight.
This is probably cause they haven't yet reviewed for the other areas
 
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i wonder what does the banner represent... tsarting development? really nice in Po valley, relatively nice in Europe andshittier the furthest you go into horde lands...
 
Small request regarding road building ui:
Can we mark the origin location (Kalmar) as more distinct (colored in orange for example)
When hovering on a destination, do we see the proposed path and cost? Please make it byuldable from map interaction not just having to go through the list
 
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You mentioned in a previous tinto talks that it is possible to have navy based tags, but you didn't know what you could do with it. Will it be possible for us to have playble pirate nations, or even ai tags, using this system?

yes it would
 
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Could a single location have two different roads going through it?

a road is a link between two adjacent locations
 
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In theory it could be added, but removing roads is rather time consuming in real life.
Can't it be "Abandon road" that act as instant destruction/ the road kodifier decays to 0 over a small period of time?

I'd see this much more frequent that destroying it actively, which would only be useful for strategic reason

However, building road in foreign country make the foreign pays for its maintenance?
If he just decides to abadon it it might be frustrating if I don't have an option to pay for the maintenance
 
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Hey Johan, thanks for this interesting TT, i have a couple of questions about developement. From what i gather of the photos its a CK3 ish developement, that simulates the growth of pop and economy globally (at different rates though) so how is it capped? like in ck3 with a defined cap (lets say smth like 30 at the start of the game) that increases with cultural innovations, or in the case of PC with advances. Because such hard caps feels very gamey and arbitrary and would go against the immersive believable world gameplay you are looking for imho. Also it seems that there is no way for developement to reduce naturally (without events, i assume plagues and catastrophies do reduce developement in some capacity) as the only negative modifiers do not reduce developement per say but just slow it down. I think an interesting system could be using a developement decay like there is for prestige to make the growth feel more organic. This could work with something like :

Developement growth = (prosperity + cabinet actions) * (terrain modifiers * burgher litteracy) - (developement decay for example 0.1% of current developement)

If we apply this to the province of Kalmar shown in the TT it would mean that the region has, in its current state, pretty much reached the maximum developement it could, and you would have to invest in it (by educating burghers or building prosperity buildings) to improve the max developement achievable.

That way the developement of a province would eventually reach an equilibrium and depending on the evolutions of buildings, literacy, prosperity, devastation or advancements (you could have advancements that reduces the developement decay value , so you could achieve a higher equilibrium. You could even decide to combine developement decay with the terrain so that mountainous region have a smaller developement cap (as the equilibrium is reduced further by the decay), you could even make culturally specific advances like "developement decay in mountainous regions reduced by X%)

Developement growth = (prosperity + cabinet actions) * (burgher litteracy) - (terrain modifiers * developement decay for example 0.1% of current developement)


. It just bothers me overall that a region developement cannot be disminished and that its not about maintaining a good developement equilbrium in you regions but rather rushing for the highest developement possible.

If i made any mistake or wasnt clear in any of my points id be glad to elaborate and discuss!
Thanks for reading and have a nice evening
 
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Are the roads visible on the map?

Will the roads be visible like the railways in Hoi4 ?

Will roads be visible on the map? Or are they only visible on the build map mode?

Will we see Roads grahically on the map?
I love the Imperator way roads get displayed. It looks kinda charming :)

i hope roads would be easily visible from the main political/terrain map mode (like imperator)

ROADS ARE IN THE GAME! HELL YES!!!

(Also, will we be able to see them on the map and see people or caravan walk on them? :eek:)

The most important question hasnt ben answered: will the roads be visible on the map?
Yes you can see roads on both the flat paper map and the 3d environment
 
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But say you build a road from the north of france to marseille in the south of france, other locations along that road will be able to use it right? and if you were to later build a road from the north of france to italy, it would be able to use part of the already build road reducing in decreased building costs?

that is about 20 "roads"
 
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