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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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Also, do locations the road passes through also get the bonuses or do JUST the two endpoints benefit?


Roads are "all" the connections.. so from Stockholm to Kalmar its about 9 "road" connections between locations.
 
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Road building has me concerned about river crossings. It has been said previously that rivers won't be navigable, something that is very ahistorical but whatever. My concern is that you can just build a bridge in the amazon river, simple task really since the river is not a physical and navigable game entity, but just some graphics with modifiers. The Tapajós river, tributary of the Amazon river, can fit the entire country of Malta, or barely squeeze Öland island, but just to a simple roading and tah dah, bridge.
Actually speaking of rivers and roads, even though I agree with you on this, it would be really cool if large rivers can't be crossed unless you either have boats there or a road bridge.
 
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Road building has me concerned about river crossings. It has been said previously that rivers won't be navigable, something that is very ahistorical but whatever. My concern is that you can just build a bridge in the amazon river, simple task really since the river is not a physical and navigable game entity, but just some graphics with modifiers. The Tapajós river, tributary of the Amazon river, can fit the entire country of Malta, or barely squeeze Öland island, but just to a simple roading and tah dah, bridge.
If the game differentiates between rivers which are very difficult to cross (due to being either huge, or particularly violent/deep/etc) I'd actually love for "bridges" over these being represented not with bridge graphics, but ferry posts. I agree that it'd feel immersion-breaking to see a bridge over the Amazon river - or honestly, even parts of the Danube and Nile - in the 1600s.
 
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Roads gives me an idea. How about the ability to sabotage a road behind an enemy army. So, imagine playing as Norway and luring an enemy army via a beautiful road network to the fort province of Trøndelag. Then what if you can detonate the road leading up to Trødelag so any retreat is slow and perhaps impossible. Better yet. What if a limited number of special force units can hind in the wasteland, undetected, and ambush the incoming army?
 
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Question, did you guys just take the estimated population of China, then balance it with some (potential) soil values and elevation to create a development/population map? And maybe plot like a few dozen cities here and there for good measure?
 
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Do some rivers have the function of roads? Referring to ancient East Asian sources, it seems that some rivers were no less important than roads in terms of the movement of people, trade and governmental orders. At the same time, the dredging of rivers, like the maintenance of roads, requires investment.
 
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HI Johan, good afternoon, I wanted to ask you a couple of questions about game mechanics, and maybe my questions will give you interesting thoughts.

First of all, I wanted to ask about the Cabinet of Ministers. Do you plan to add character traits to ministers, or only points of their "professional suitability"? In Tinto Talks No. 16, the screenshot shows that the ruler has 3 character traits, but the ministers do not have them. It seems to me that adding the character traits of a minister will make interaction with the cabinet more interesting, and the choice of its members will depend not only on their attributes and the type of minister, but also on his character traits. For example, if the prime minister has a "culture lover" trait, then he will passively increase expenses and increase culture points, and will also sometimes cause events, for example, "buying art objects", where there will be a chance to buy both real art and fake, and lose money, or for example if the connetable of France has a trait "bad in logistics", then the French army will have a reduced maximum supply of provisions, and there will be negative events, like hunger, and so on, there will be huge opportunities if the ministers have also 3 traits as the ruler.

The second sentence concerns fortresses. In Tinto Tays No. 6, you have already talked about the effectiveness of control, which varies from many factors. I am 100% sure that fortresses will also give control, but what if we expand interaction with fortresses. What if the garrisons of the fortresses are not abstract numbers or real pops, but a controlled and planned tool. For example, fortresses of different levels will have different maximum capacity of people and provisions, the more people you or AI decided to place there in the fortress, the more provisions will they will be need on. At the same time, if there are not enough people, then control will reduce, and the fortress will be more vulnerable to siege and assaults by the enemy army. This will significantly deepen the mechanics of capturing enemy lands. Now the army, conquering enemy fortresses, will have to replenish the garrison of fortresses from the current army, and if there would be not enough warriors, then the inhabitants of the recently conquered or occupied province will be able to expel the invaders and regain control of the settlement, or open the gate and steal supplies during the siege. This mechanic way show us real stories, for example, when Henry 5 was able to gather only 7,000 people for the Battle of Agincourt, because most of the forces were in the garrisons of the fortresses. This will make the capture of new provinces more thoughtful and more costly for the Middle Ages, and the later in time, the easier it will be, so that there would not be such a thing when, as in EU4, you could completely occupy some large states with several thousand people.
 
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HI Johan, good afternoon, I wanted to ask you a couple of questions about game mechanics, and maybe my questions will give you interesting thoughts.

First of all, I wanted to ask about the Cabinet of Ministers. Do you plan to add character traits to ministers, or only points of their "professional suitability"? In Tinto Talks No. 16, the screenshot shows that the ruler has 3 character traits, but the ministers do not have them. It seems to me that adding the character traits of a minister will make interaction with the cabinet more interesting, and the choice of its members will depend not only on their attributes and the type of minister, but also on his character traits. For example, if the prime minister has a "culture lover" trait, then he will passively increase expenses and increase culture points, and will also sometimes cause events, for example, "buying art objects", where there will be a chance to buy both real art and fake, and lose money, or for example if the connetable of France has a trait "bad in logistics", then the French army will have a reduced maximum supply of provisions, and there will be negative events, like hunger, and so on, there will be huge opportunities if the ministers have also 3 traits as the ruler.

The second sentence concerns fortresses. In Tinto Tays No. 6, you have already talked about the effectiveness of control, which varies from many factors. I am 100% sure that fortresses will also give control, but what if we expand interaction with fortresses. What if the garrisons of the fortresses are not abstract numbers or real pops, but a controlled and planned tool. For example, fortresses of different levels will have different maximum capacity of people and provisions, the more people you or AI decided to place there in the fortress, the more provisions will they will be need on. At the same time, if there are not enough people, then control will reduce, and the fortress will be more vulnerable to siege and assaults by the enemy army. This will significantly deepen the mechanics of capturing enemy lands. Now the army, conquering enemy fortresses, will have to replenish the garrison of fortresses from the current army, and if there would be not enough warriors, then the inhabitants of the recently conquered or occupied province will be able to expel the invaders and regain control of the settlement, or open the gate and steal supplies during the siege. This mechanic way show us real stories, for example, when Henry 5 was able to gather only 7,000 people for the Battle of Agincourt, because most of the forces were in the garrisons of the fortresses. This will make the capture of new provinces more thoughtful and more costly for the Middle Ages, and the later in time, the easier it will be, so that there would not be such a thing when, as in EU4, you could completely occupy some large states with several thousand people.

You're better off creating a separate thread.
 
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View attachment 1189312View attachment 1189314

Question, did you guys just take the estimated population of China, then balance it with some (potential) soil values and elevation to create a development/population map? And maybe plot like a few dozen cities here and there for good measure?
It looks mostly like it's based on terrain types I think. You can see how Sichuan has higher development than the Nanling mountains even though they're similar in elevation. But I'm not sure.
 
Yes you can see roads on both the flat paper map and the 3d environment
Oh, I would love to have the possibility to completely switch off the location/province borders in the settings. So that you see whe wholeness of your country – cities, towns, rural locations, connected by the roads, bridges etc. :)
 
I'm interested to see some development and road maps now.

you don't use your warfleet to privateer in PC
How are the Elizabethan navies that fought the Armada simulated? For example Drake, Frobisher and John Hawkins were all both privateers and the commanders of significant parts of the English fleet during the defense against the Armada.
 
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Does each building built in a location contribute to the development value? I feel like it should... building activity is one of the first things you think of when thinking about development.