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Tinto Talks #39 - 27th of November 2024

Hello everyone and welcome to another Happy Wednesday, the day of the week where you get a new Tinto Talks, the special posts we make to gather feedback about the very very secret game with the codename Project Caesar.

While we may have some skills and some experience in designing games, we are not perfect, and that is why we are doing these Tinto Talks, so we can get feedback on what may be less than stellar, and for us to think about things that we may not have thought about. Sometimes it's small easy things we can do immediately and will tell you in the thread directly, and sometimes it's larger things, which we talk about later.


Our Tinto Talks from a month ago, about Great Powers and Hegemons was one of the very few we have made that had a negative reaction, but what was great with it was that there was plenty of great, constructive and usable feedback from it. Pretty much everything in this thread today has been built on community ideas that have then been revised and discussed internally.


Country Ranks
First of all, we reworked so that rank for a country is now more about the flavor and internal mechanics, moving away from the unlocking of powerful diplomatic actions, like intervene and threaten war, so that they are for Great Powers instead. There were also some modifiers that more fit being a great power than a Kingdom and Empire in name, like the power projection bonus that a rank gave.

kingdom.png

Also a new icon for the rank..


Great Powers
First of all, being a great power is not without its costs, and now being considered one increases the amount of gold your country needs to spend to keep up its legitimacy. Also, all Great Powers have a negative opinion of -25 of each other.

The bonuses you get now scale with the position you have among the great powers, where being the no.1 gives the highest one.

being_gp.png

Yuan gets a bit more than France..

Another change we did, was that the amount of great powers is now fluid, and depends on how many countries are close to the number 1 power in the world. There is always a minimum of great powers though, and a maximum, which depends on the total number of countries in the world.


Hegemonies
We have done a lot of changes to both the system for Hegemons and how they actually work as well.

First of all, we changed the hegemony system to not be unlocked by advances, but instead they become available directly when the Age of Discovery starts. Why you may now ask, well, this is important for the new mechanics, as you no longer actively decide to become a hegemon, but the hegemon is proclaimed on you by being the strongest in a particular area.

Every month the strongest in the area the hegemony concerns will be proclaimed as that hegemon. If there is a hegemon already, you need to be at least 10% more powerful in that area. So, for the Military Hegemon, if France has 200k soldiers, then Sweden needs at least 240k soldiers to become the new Military Hegemon.. Or reduce the French army to be smaller in a way. You will not lose your hegemony if you lose a war though.

Another major change though is that you can hold multiple hegemonies, and there are now some drawbacks to being a Hegemon. Of course, all other countries distrust a hegemon so for every hegemony you hold, you get a -20 opinion from every country, and a +20% extra impact on aggressive expansion. There is also an increase to expected court costs, and a monthly prestige gain.

We also removed the system of Hegemonies becoming more powerful the longer you hold them, and removed most stacking modifiers, and having them merely gives one bonus each, however, instead, each hegemony gives you two unlocks. One unique cabinet action each, and a unique diplomatic action, that each can be used while you hold that hegemony.

hegemon.png

The UI also shows you all the competing great powers… Not sure the word “competing” is relevant here though.



We also added two new hegemonies since last month, but what do the hegemonies give you then.

Economic Hegemon
This is the Great Power that has the highest income from Trade and Taxes.

As you can see in the screenshot above, their units consume less food, which can be useful over a campaign.

They can use the Diplomatic Action ‘Divert Trade’, which forces a non-greater-power country to give up part of their merchant capacity and power in all markets they are present in. This can not be done to anyone that has their own market though, but this forced divert of trade can not be broken for 10 years, unless a war breaks out between the hegemon and the target.

The Cabinet Action this hegemon gets is “Reduce Paperwork”, which increases the production efficiency in an entire area. So what is an area? An Area is a group of provinces, and a province is a group of locations. Production Efficiency is a powerful modifier which directly impacts the output of a building, without increasing its input requirements.

Naval Hegemon
This is the Great Power that has the most Heavy Ships of all Great Powers.

Their bonus is 10% less naval damage taken.

They can use the Diplomatic Action “Force Embargoes”, which makes the target non-greater-power embargo another country. An embargoed country can not trade in the market they are embargoed in, and their locations will not belong to that market, both which are rather non-ideal. This forced embargo can not be broken for 10 years, unless a war breaks out between the hegemon and the target.

This hegemon can use the Cabinet Action “Naval Focus”, which increases the maritime growth and harbour suitability of all ports in an area.

Military Hegemon
This is the Great Power with the biggest army of all Great Powers.

Their bonus is 10% cheaper warscore costs.

They have the “Violate Sovereignty" Diplomatic Action. This is probably the most requested feature ever by any warmongering player, and allows you to enforce a military and food access on any non-greater-power country for 6 months. This means that you can pretty much ignore neutrality, and make sure your army is well fed as you march it to another theatre. There is a slight drawback that the country who you march through will dislike you and get a casus belli on you.

The Cabinet Action this hegemon gets is “Soldiers as Workforce”, which gives you faster construction speed in an area. This impacts roads, buildings and rgos, so can be useful to get more barracks, forts and iron mines quickly for the war machine.

Cultural Hegemon
This is the first of the new ones, and this is granted to the Great Power with the highest Cultural Influence.

Their bonus is a 25% growth to cultural tradition growth.

They can use the Diplomatic Action “Force Change Court Language”. This forces a non-greater-power country to change their court language to yours, which further strengthens your stronghold on culture. This can not be changed for 10 years, unless a war breaks out between the hegemon and the target.

This hegemon can use the Cabinet Action “Assimilate Area”, which allows you to assimilate pops in an entire area at once, which is a few times more powerful than the Promote Culture cabinet action which can only target a province at a time.

Diplomatic Hegemon
This is the second of our new hegemonies, and it is granted to the Great Power with the highest Diplomatic Reputation.

Their bonus is 30% higher impact from Improving Relations.

They can use the Diplomatic Action “Influence Country”, which increases trust and opinion in a target non-greater-power country.

Their Cabinet Action is “Diplomatic Corps”, which allows this Hegemon to dramatically increase their diplomatic capacity while also gaining more diplomats each month.

gp_list.png

The current 5 Great Powers at the start of the game

Stay tuned, as next week we’ll go through Government Reforms, how they work, and take a look at what types we have there.
 
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So you seem to have addressed only the low hanging fruits. The reworked systems still feel gamey.

> powerful diplomatic actions, like intervene and threaten war, so that they are for Great Powers instead

But why are they still available only for an arbitrary group? If a very small and weak country tried to threaten war, it could just... fail? Also why prohibit them from joining ongoing wars?

Maluses for becoming a Hegemon seem weak and artificial. The entire system is immersion-breaking.

I don't like it that for unlocking a Premium action you need to compare the stats of your country against a country on the opposite side of the world that you haven't even ever met.
 
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"They have the “Violate Sovereignty" Diplomatic Action. This is probably the most requested feature ever by any warmongering player, and allows you to enforce a military and food access on any non-greater-power country for 6 months."

I'm not a fan of this being time limited to six months.

Couldn't it be possible to have an unlimited time for violations of sovereignty like this, but the longer you maintain the violation of sovereignty the more aggressive expansion/ relations penalties with the target country and/or neighbours you accrue (relative to the size of the country), until you're facing a massive coalition?

This could even be scaled to control. For example, violating the sovereignty of another nation and moving through areas they control with low control could cause less AE build up? Just a suggestion on it. I love the idea of running across other people's borders lol
 
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Sorry I don't understand fully. You said a hegemon is the strongest country in a particular area, but after that you are saying its the strongest Great Power. Isn't great powers are world-wise? Or do you mean to become a hegemon you need to be the strongest Great Power in an particular area?

So, how many countries can be hegemon at the same time? If its world-wise, it should be maximum 5 right (according to 5 different hegemony categories)? If its area based, then it can be more.

Also by area, do you mean these?:

View attachment 1222545

Or do you have another concept of areas for hegemons?
Strongest in area means strongest in field (diplo, eco, military...)
Different things that what is an area in game (a collection of provinces)
It was a bit confusing
 
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How about it being based on visibility? That way there could be more relevant local great powers in each corner of the world, and as the world gets smaller and more and more explored, some of those would inevitably lose out when they find out they arent as hot stuff as they previously thought. Would something like that work?
Whose visibility? Europe may not see China, but the Middle East usually sees both ways and with ranks objective, that doesn't really work.
 
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Beeeeg France. I love it.


Ps: Time to make Hungary the strongest economically, looooots of gold mines
Actually surprised Bohemia ranked higher in income... I'm guessing it's because of all the trade power Prague gets from half of Germany (and also because of its higher development). Although realistically Charles I's income should most likely be above Bohemia's still
 
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Is there a meaning or a mechanic behind flag shapes? Do they move or flap in the game? Delhi and Ashikaga have the same shape, while Yuán's the same in both screenshot you posted
They move, but the current iteration is broken due to me making a maths error in the shader, which is why they look a bit weird in this TT
 
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Sorry I don't understand fully. You said a hegemon is the strongest country in a particular area, but after that you are saying its the strongest Great Power. Isn't great powers are world-wise? Or do you mean to become a hegemon you need to be the strongest Great Power in an particular area?

So, how many countries can be hegemon at the same time? If its world-wise, it should be maximum 5 right (according to 5 different hegemony categories)? If its area based, then it can be more.

Also by area, do you mean these?:

View attachment 1222545

Or do you have another concept of areas for hegemons?

By area they mean cultural or economic or military etc, not the physical areas.
 
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1732718567335.png


I am in great distress. Please fix!
 
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In a previous post above, I suggested a local power check based on a predetermined distance with each age. What problems did you run into when looking into regional powers? Perhaps something similar to what I mentioned above is still possible, with regional powers unlocking the diplomatic actions but no additional bonuses, and can only use them on the other countries which it was checked against?

distance checks between each country in the world is not really a fun algoritm.
 
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Actually surprised Bohemia ranked higher in income... I'm guessing it's because of all the trade power Prague gets from half of Germany (and also because of its higher development). Although realistically Charles I's income should most likely be above Bohemia's still
Yea, and not just the gold, but the silver, gems, salt and the many agricultural goods. This is pretty much our country's golden age. Minting fully golden coins was quite rare, but we had them, and a lot of it as well. We were not Mansa Musa rich, but we still supplied europe with most of its precious minerals, especially gold.

A pic of the Golden Forint minted by Louis the Great:
 

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On the topic of the cultural and diplomatic hegemon, thinking of what malus they could get instead of lower opinion and increased agressive expansion, perhaps they could get even more court cost increase (than the other hegemonies)? feels more temathic, while still balancing the penalties.
 
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Whose visibility? Europe may not see China, but the Middle East usually sees both ways and with ranks objective, that doesn't really work.
I agree that it probably disadvantages Middle Eastern countries precisely because of this, but how it currently works also isn't the fairest. Why couldn't a large PLC or Hungary or Siam or an Indian polity after the fall of Delhi be a GP, just because countries like China, Japan, France, Spain and England are hogging the slots from the other side of the world, but have no actual influence in the aforementioned countries' back yard?
 
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The dress system makes people puzzled. Why do Mongols and Japanese dress the same, and why does the Sultanate of Delhi dress like Hindus? Isn't it like Mamluk?

WiP
 
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They can use the Diplomatic Action “Force Change Court Language”. This forces a non-greater-power country to change their court language to yours, which further strengthens your stronghold on culture.
Uuuh this one feels weird to me. So a Cultural Hegemon literally just threathens a lesser monarch and their court to learn a new language? How does this even work? Is this diplomatic action based on some specific historic example? Because with how it got explained here it sounds unrealistic to me.
 
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You already have a system where you use relative power to allow certain actions (i.e. colonization). Why not just expand that system, so that all GP related actions are strictly relational? It would make more sense than a global leaderboard. I don't need to enter the club of Yuan and France to force some action on Muisca as the Inca Empire.
 
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Uuuh this one feels weird to me. So a Cultural Hegemon literally just threathens a lesser monarch and their court to learn a new language? How does this even work? Is this diplomatic action based on some specific historic example? Because with how it got explained here it sounds unrealistic to me.
I think it may be supposed to model how French spread as a court language in Europe in 1700s, but it should maybe be represented more as an incentive to countries to adapt that court language instead of something that is initiated by the hegemon? Not entirely sure how though.
 
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