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Tinto Talks #33 - 16th of October 2024

Hello everyone and welcome to another Tinto Talks. This is the Happy Wednesday where we discuss the details of our rather secret game Project Caesar!

Today we will go deep into how the diplomatic system works in Project Caesar. The core of the system is similar to our other grand strategy games, but has much in common with EU4, Imperator and Victoria 2 in particular. Some of you may be very familiar with something we are talking about today, but not everyone reading this has played 5,000 hours in every GSG we made. So there are parts of today's Tinto Talks that will be “wtf man, I know this already” for many of you.

Also when it comes to diplomacy, we have based our interface solutions for diplomatic actions from two paths. First when you have a country selected, you can get the classic way of seeing diplomatic actions related to that country, but we also have the sometimes more useful way of first selecting a diplomatic action and then seeing which countries would accept it.

Diplomats
While this game may not have the immortal envoys of EU4 that limited how much diplomacy you could do at one time, in Project Caesar you have a “diplomatic corps”, or Diplomats as we refer to them as. This represents how much diplomacy a country can do in a given time. Some advances, laws or societal values will increase this amount, and there are also some buildings that will have an impact.

Every diplomatic action you do requires at least one diplomat, and while they are a renewable resource, you may need to ration them.

diplomats.png

Maybe we should become an Empire instead?

Opinions
In almost all GSG games we have made, we’ve tracked relations between countries, often in the completely natural and intuitive range of -200 to +200. Early on the relation was a single value, but in EU4 over a decade ago we introduced the concept that Country A could view Country B one way, and Country B could view Country A another way. This game is no different in that regard.

These opinions are calculated depending on the various states between countries, like religion, culture, diplomacy and much more, and can have temporary impacts from actions.

Opinion is how much a country likes or dislikes another country. The difference between trust and opinion is that a high opinion will stop a country from being hostile, but we would need trust to be able to work together.

You have multiple ways to influence this with diplomacy, but the most direct ones you would use often is the “improve relations” & “send gift” diplomatic actions.

  • Improve Relations - This uses some of your monthly diplomatic actions to improve the target country's opinion of you over time.
  • Send Gifts - This gives you an instant opinion increase for a sum of money.

opinion.png

Soon our conflicts are all forgotten..

Trust
Trust represents how likely one country finds it that another country will act honorably towards them. Whether friend or foe, Trust is a crucial component in forging lasting agreements.

Trust is hard to get, and easy to lose.

You can always send a diplomat to profess trust, which will increase their trust in you, but your diplomatic reputation will be lowered for the next 5 years.


Favors
Favors represent how much one country has promised, or otherwise owes, to another country. Favors can be spent to ask the other country to do something. If favors get too unbalanced, refusing to do these things can cause a loss of trust or even diplomatic reputation.

You gain favors by helping your allies, and supporting them at need.

You can also use some of your diplomats on currying favors. This will reduce the monthly diplomats you gain each month, but at the same time grant your country favors on the target country, and they get favors on you.

favors.png

Yes, the numbers feel 100% perfectly balanced..

Spy Networks
This describes the extent to which a country has infiltrated another with a network of informants, double agents, and general turncoats, and thus how much inside knowledge they have of that country. It can be used to perform a variety of insidious diplomatic actions.

You need to use a diplomat to start building a spy network, and while it is then active, you will gain less diplomats each month.

The speed with which your spy network is built up depends on your spy network construction capacity, and the target country’s counter espionage reduces it.

The size of your spy network in a country impacts your siege ability and how much aggressive expansion you get from treating them badly..

spy_network.png

Why is our network construction so bad, and why is portugals counter espionage so bad?


Diplomatic Reputation
This represents how highly regarded a country is in international relations. There are advances that will increase it, but it is also increased by your country's prestige and decreased by your aggressive expansion.

AI countries look very much at diplomatic reputation when it comes to accepting diplomatic offers.

reputation.png

If we went really belligerent, we would have NO reputation…


Diplomatic Range
This is a concept we introduced in Imperator, where you can’t just do diplomacy with every country on the map. In earlier games we had this hidden from the player, and it was merely something that the AI kind of used. Now this is something that matters, and it is based primarily on advances and the rank of the country.

Diplomatic Range limits the physical distance our diplomats can travel to conduct diplomacy. The distance to be traveled is from one capital to the other.

diplomatic_range.png

The dark gray is where Aragon can not send diplomats in 1337, as they are out of range..


Rivals
In Project Caesar we have the system of rivals, which is fairly similar to the one in EU4, with a few differences.

First of all, the selection of rivals is less opaque and follows a few simple rules. A valid rival is someone within a geographical area that is of a similar or higher rank, or shares a culture group. The geographical area for an empire is the same continent or adjacent sub-continent, while for a county is the same area or adjacent province definition. Of course you can always rival someone that has declared you as a rival.

Secondly, if you don’t pick enough rivals, your actions that increase aggressive expansion will give you more, and your spy networks become far weaker.

Thirdly, you can always create a casus belli on your rivals if you have a spy network built up there.

Finally, there is no cooldown on replacing a rival, but it will cost you 25 stability.

Remember that a rival is a country that is perceived as having conflicting interests, and will block you from having alliances. Any countries that share rivals will get higher opinions with each other.

possible_rivals.png

So these are the possible rivals for Aragon at the start of the game..

Diplomatic Capacity
As suggested by many of you back in Tinto Talks #12, we changed the diplomatic relation slots system to become a diplomatic capacity system instead, where the cost for an alliance depends on the power of the ally, and similarly, subjects cost different things depending on their type and size.

diplomatic_capacity.png

Aragon only has 1 vassal at the start, but it's not that small..


Diplomatic Action and Treaties
Today we will not talk more about unions or subjects, as they will be covered in a later Tinto Talks, we will however thoroughly discuss as many as possible of other types of diplomatic treaties and actions. A diplomatic action costs a diplomat to do, but not all of them create a treaty.

A Treaty is something that lasts over a period of time, and can be anything from an alliance to food access for your armies.

Friendly Actions
This category of actions also include some of the ones mentioned above, like improving opinions, professing trust and curry favors, some of the other friendly actions include the following.

Some of the friendly actions include the following..

  • Defensive Leagues - Some of you may recognise this from Imperator, but it's basically a defensive alliance.
  • Guarantees - In this game you can also ASK a more powerful country to guarantee you.
  • Propose Ruler - If you got adults of your dynasty that are not your current ruler, you can propose that they become the ruler of another monarchy, if they are in a regency without any valid heir.
  • Share Maps - This allows you to give the maps of an area to another country, if they have not discovered it.

anti_piracy.png

For just 50 favors, you can get any country to not send privateers near you …

Hostile Actions
These are the actions that tend to be rather offensive to the receiving part, and damages the opinion and trust. Some of these include..
  • Intervene in War - Any Empire can join in on the defenders side in a war if the opinion that the country has of you is high enough.
  • Isolate from Allies - This will make them break an alliance they have, but this will cost you a fair amount of favors.
  • Send Insult - Reduces their opinion of you, but they will get a casus belli on you.
  • Threaten War - If you got a casus belli for a province you can use this to threaten with a war, and they have a chance of accepting it. Only Kingdoms and Empires can do this.

Covert Actions
These are the actions that you need a spy network in the target country to be able to do. While you could view them as hostile, they are a bit more sneaky here. Some of these include the following.
  • Corrupt Officials - Reduces the effectiveness of their cabinet.
  • Infiltrate Administration - Removed the Fog of War over their country for a set period of time.
  • Steal Maps - For when you really really want that map of the Caribbean.
  • Support Rebels - This is something that unlocks in the Age of Renaissance, that can help you truly weaken your enemies.

Economy Actions
These tend to be actions that are more of a gray zone between totally friendly and totally hostile, and are more or less related to the economy part of the game. Some of these actions include..
  • Block Building in Country - This will block them from building buildings in your locations, which can be useful when you don’t want some English Trade Offices in all your cities.
  • Embargo Nation - This will reduce the market attraction of their markets on your locations, making them more likely to trade in other markets. Their trades will no longer be allowed to enter your territory as well.
  • Request a Loan - This is something you usually send to a banking country, so you can get money from them..
Access Actions
There are 3 types of access here, Military Access, where you can march your armies through another country's territory. Food Access, where you can have ýour armies supplied in another countries territory, and Fleet Basing Rights, where you are allowed to base your ships in their ports.

All of them have the option to offer it to another country and request it from them, while military access can now also be requested to be bought.

Of course there are many country specific diplomatic actions, but they will be talked about after christmas when we start with the flavor talk, and the subject actions will be talked about in the Tinto Talks about Subjects.

Stay tuned, next week will be something completely different…
 
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To make diplomatic relations more flexible, I would like to propose Treaties against a specific country (I haven't found a suitable name this Treaty yet).
It could be of two types: defensive (where the parties of the Defense Treaty agree to go to war in defense of each other if the country designated as an Enemy attacks any of them) and offensive (where the parties to the Offensive Treaty agree that if one of them attacks the country designated as the Enemy, the others will join it ). Of course, the latter includes the former.
The essential difference would be that a country could join such a Treaty even if it does not have the best opinion of another member of the Treaty - provided that it has an even worse opinion of the Enemy.
Historically, such Treaties were much more common than all-encompassing Alliances. It could be applied f.e. to the Franco-Scottish alliance against England, where the Scots would obviously not fight on the side of the French if they were at war with the Spanish, and the French would not support the Scots against the Norwegians either. This would prevent the AI from sending Scottish troops somewhere in the Pyrenees.

In addition to the designated country, the concept of the Enemy would also include any kind of its subjects.
A country would consider another as a possible Enemy if it collects a sufficient amount of the following: rival, negative opinion, high AE, possession of its core territories, declared territorial claims, etc.
 
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I really hope there's more to diplomacy than this. In particular, the Rivals system seems like it isn't fleshed out nearly enough. It seems very game-y, a lot like EU4. It's strange that wars, espienoge, and hostile diplomacy seem to happen as a result of a rivalry, rather than being the cause of a rivalry. Based on replies I'm clearly not the only one who thinks this.

It would be cool if pairs of countries could have Rivalry levels (kinda like trust) that get increased as they fight wars, do hostile actions, claim each others territories, support each other's enemies, infringe on spheres of influence, etc. and decreased by having good relations, fighting on the same side in wars, or having a large divergence in military strength. That would make for more dynamic rivalries based on circumstance rather than "well we gotta have rivals to keep the number going up"

E.g. despite the historical reputation of France and England as eternal arch-rivals (at least pre-modern) the relationship has had constant ups and downs. Obviously there was a lot of tension/hostility over the English monarchs' holdings in France, culminating in the Hundred Years' War, but once the two seperated properly post-1453 relations actually improved a lot, although there were still tensions. In the 17th century, England was regularly aligned with France against Spain and later the Netherlands. They took the same side in the Thirty Years' War, although England didn't do much. But also during that time tensions started to develop over colonial claims in India and North America, and over contrasting political systems, which led to a renewal of the rivalry in the 18th century.
 
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This creates the problem of sprawling but far empires being considered closer than small compact countries. I would rather consider first the shortest route from 2 locations of the 2 countries, then add the relative distance of the 2 locations to the respective capitals. So first you calculate barcelona alexandria distance, then add to that barcelona/zaragoza and alexandria/cairo
I don't see it as a problem, I actually want to talk with sprawling empires with a far away capital, if their closest location is within my range. They don't seem closer than compact countries, they are closer. Like, physically.

For example, let's say I'm a small Turkish beylik with a very modest diplomatic range. The Timurids eat everything and show up in eastern Anatolia, just a few locations away from my borders. I can't send a gift to Timur and say "hello!, please don't kill me!" because his capital is light years away in Samarcand! But Timur's country is here, he's basically my neighbour!
It sounds an arbitrary restriction, doesn't it?

I'm ok if in the same scenario I can't contact another smaller country with a capital closer than Samarcand, (let's say Yemen or Hormuz) because they're not in my geopolitical sphere of interest, while the Timurids are my single biggest concern. And I can't compete in warfare with them so it's crucial, gameplay wise, that I can at least take the lead in diplomacy and improve relations with them.
 
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Will Rivals also be a bit more short-lived (even if territory doesn't change much)? Countries like England and the Netherlands were constantly going back and forth being rivals to allies.
I think that's the problem with the rival-system at large. Rulers were/are looking for the best interest of their land and were opportunistic in who they allied with. Picking a rather static rival for the sake of it feels off.
It might be necessary for gameplay-reasons, but I really dislike the EU4 rival-system and think I won't like the EU5/Caesar one either.
 
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  1. Is there are any ways to block hostile diplomatic actions that scales with the size of your country? For example currently in eu4 if you became very strong every country in the world will start spying on you and murdering you merchants and doing other nasty things. It would be terrible if 200 HRE minors start hate you and decided to make your life miserable.
  2. Also will there are be some restrictions on incoming requests? Receiving multiple request for favors or military access from every minor is terrible even in eu4 and this game has a lot less tags.
 
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Could there be an "exchange territory" action, too?

How about generic diplomatic trades, with every possible diplomatic action on the table. Compare with Civ. Too difficult for AI?
 
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Diplomatic Capacity
As suggested by many of you back in Tinto Talks #12, we changed the diplomatic relation slots system to become a diplomatic capacity system instead, where the cost for an alliance depends on the power of the ally, and similarly, subjects cost different things depending on their type and size.

Does this mean pacts can get broken if your partners outgrows you ability to increase your diplomatic capacity?

Say you get called in to help with a ~defensive war~ in which your ally have added the war goal of taking his enemy's capital state in retribution for the unjust aggression against him.

You help him out and you end up being successful! Now your ally's might increased, and so does the capacity usage for the maintenance of the diplo pact.

It would be weird to have your alliance broken because the alliance was too successful.

I think some pacts could have a double effect: costing diplo cap, but also adding a lesser value of diplo cap.

Say it costs 4 to maintain an alliance, but it also adds 2 cap. In the case of the successful counter-aggro war, the new costs could become 4.5, but the added value cold become 2.4, making it less probable to lose the pact due to being too successful or too loyal to your partner nation.
 
no... no... I don't want again to curry favours before every damned thing that I do... no.. That was of the most micro intensive and slow pacing things in EU4, sighhh

also please allow land exchange treaties

also speaking about treatises, those are indeed a very welcomed addition
 
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Just for realism I would like to see that the further a country is from you the diplomat would take longer to get there but it would be a little bit annoying to wait the time it gets there and then returns
 
Very good DD.
For treaties, can you peacefully exchange territories?
 
I am a little puzzled about the food access option. Does it mean that military access gives access for your troops but if you want to feed them you also need the food access, or does military access always give you the food access and the food access essentially allows you to form supply lines through the country in question but not move troops through it?

Military Access = I need to march my army through your land, I will not take food from you, as I carry my own.
Food Access = i need to get food from you, and I may have to have my army in your country for a bit to prepare for <something>

You could have auxiliaries marching food back and forth doing supply lines, if you dont get food access..
 
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Again, hate to ask this because it isn't relevant to the thread and is kind of rude, but roughly when will the GB & Ireland Tinto Map review come out?

Sometime after Dave is back from Parental Leave?
 
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Spynetwork affecting Aggressive Expansion. Does that mean only the country you have a spynetwork in will have reduced AE from you, or is your AE reduced with all countries if you took land from the country you have a spynetwork in?



It affects all countries.
 
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How many would that be? Is it a variable or fixed amount? If variable, what would be the factors?

Depends primarily on your rank, and an Empire wants 4, but a country only needs 1
 
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I feel like diplomatic range REALLY needs to have naval range be taken into account. It is a little ridiculous that Aragon has an easier time talking to ROSTOV than it does to the Mamluks. Like that just objectively was not the case.

Well, it does use that.. Its just that the naval distance to Suez is a bit long around Africa.
 
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