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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.

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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.

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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.

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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 from my understanding for Great Powers is it correct to guess that say if Ashikaga magically disappeared, it wouldn't mean that everyone would move up a place and another country would pop up as a Great Power but rather it would keep things as is except with 4 great powers instead of 5? Given its based on distance in score from the number 1 power

if it was 6 then yes, but its a minimum of 5.
 
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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.
It makes me think of Sinicization and how Chinese became the court/government language for all East Asia in the centuries before the game starts, but as I said it's more something that happened before the time the game is set in, even if Chinese language and culture remained highly culturally significant in all East Asia.

In any case, I think that Han and Tang China definitely fit the description of what I think of when I think of "cultural hegemon".
 
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Did you also alter the primary culture pop requirements to increase rank, or is it still the same?

One million primary culture pops seem a bit much to form a kingdom, and 5 million primary pops to create an empire seem very difficult to achieve. It would be nice if the requirements to increase rank were based on a combination of economic, military, and population.
5 million primary culture pops also feels antithetical to the traditional definition of "empire". Shouldn't it be 5 million non-primary culture pops? Was the Mongol Empire not an empire?

Edit: also why is your name diddy??
 
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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.
Yeah I think for this one type of hegemon having some sort of of additional modifier rather than an active diplomatic action... If there is a need for a specific diplo action... IDK maybe some sort of hostile diplomatic action that makes a country's diplomatic reputation depending on how many countries use your language as court language? As in extra efficent slander on the international stage. Spread of a cultural hegemon's language itself should be organic IMO, not spread by Duolingo Gunboat Diplomacy.
 
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Hegemon debuffes should be scaled I mean being military hegemon ( assume second highest is 109k) as 200k army and 800k army shouldnt get same debuff otherwise you will just cheese and delete troops to avoid being hegemon in middle ıf campaign
 
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The idea of opinion and AE penalities for being powerful is interesting, though I wish Paradox would take it further and introduce a threat-based coalition system. If you become the Roman Empire, everyone should hate you.
 
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For Economic Hegemon, could it not be split depending on what a country is known for? So you could have the following:
  • A Trade Economic Hegemon - Based on the amount of Trade the country is doing
  • A Production Economic Hegemon - Based on the amount of Production that the country produces or could be based on total Trade Value of its Trade Goods
  • A Gold Trading/Banking Hegemon - This came to me as I was typing and I was thinking of the Banking Nations that there could be a Hegemon for them
 
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What if the #1 in an area gets a ticking toward hegemony, and that ticking increases faster the more powerfull #1 is compared to #2 ? And when #1 becomes #2 it loses hegemony, and ex-#2 starts ticking. The hegemon only gets the bonus once reaching 100% but it doesn't tick down. You don't lose hegemony if you lose a war if you keep the criteria.
So with a lot of competitors no hegemon would appear as they overtake each others constantly.

edit : maybe make the ticking exponential with relative power ?
I do like that idea! I guess it might run the risk of being too complex a solution (in gameplay and/or computational terms) relative to just requiring that a certain dominant percentage be reached, but I don't have much basis on which to make a call either way on that.
 
So unless there are other requirements not mentioned, this means that if at the start of the age of discovery every country has a score of 100 in one area, and one has 101, they become the hegemon automatically, which would be weird since that can't be considered hegemonic in any way. I would argue even being 20% stronger than the next one isn't hegemonic either. It would be especially strange having a country be 10% stronger than you and you keeping the title of hegemon.

I think there needs to be a requirement to be X% stronger in an area than the next one at all times, otherwise you lose the hegemony. In these cases there shouldn't be any hegemons at all unless somebody passes the threshold. This threshold should be pretty significant, 50% or more depending on the balance. I think it would be a much better feel for the game if the appearance of hegemons would be more rare, but more impactful, rather than constantly having "hegemons" of middling power being present.
I'm with you on the requirement to be clearly stronger than others to become hegemon in the first place.

But losing that title is a different thing. There were plenty of countries in history that were assumed to be strong and powerful by habit, and that perception either
would be shattered by some dramatic event (like losing a massive war), either would fade very gradually and slowly. People often stick to their preconceived notions about countries and nations even when for decades there's been little evidence to support them.

So I'd say requirement of being 20% better to take hegemony from someone is a good call.
 
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How many in each?

Which one is Austria in? Which one is Venice in?
For regional powers, tag A with capital in subcontinent B is stronger by x% than the next strongest or has x% of this subcontinent's strength in the relevant field (20% of total troops or economy or dev, etc in subcontinent). Repeat with each subcontinent. A subcontinent without a tag meeting these conditions or a potential threshold has no regional power.

Maybe make the number of potential regional powers scale with the number of tags, or the dev or smth else? So that western/eastern europe could sustain up to half a dozen regional powers, whereas west aftrica would get 1 or 2.
 
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5 million primary culture pops also feels antithetical to the traditional definition of "empire". Shouldn't it be 5 million non-primary culture pops? Was the Mongol Empire not an empire?

Edit: also why is your name diddy??

PDX forums doesn't allow me to change the username. Or if you know a way let me know. It was my nickname growing up, never gave it a second thought until it became the new Epstein this year haha
 
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So since the Age of Discovery there will be ALWAYS up to 5 hegemons in the game? Or there will be some kind of a threshold to become THE FIRST hegemon even if you are the first in the list?

It would not be OK if England, Spain, Yuan and Ottomans would have 63, 62, 60, 59 heavy ships, respectively, and England becomes a naval hegemon. I think to become the first hegemon the 1st in the list should have more heavy ships than 2nd + 3rd combined.
Like with 135, 62, 60, 59 heavy ships. Then England becomes the naval hegemon because 135 > 62 + 60.

The same with income and army size.
Diplomatic and cultural hegemonies thresholds can be slightly modified.

Thats not really easily balanced.
 
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PDX forums doesn't allow me to change the username. Or if you know a way let me know. It was my nickname growing up, never gave it a second thought until it became the new Epstein this year haha
if it is not possible to change your name, maybe you could get the rank "kong"
 
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Oh, just saw this.

What do you mean with "what is the local you look at"? Wouldn't it just need to check whether the nation is a Power in the region the scoped location/province/area is at? I know for every difficult question there's a simple answer that's also wrong, but I actually cannot visualize the issue here.

How are you a power in an area?

Is France a power in Genoa? Is Venice? Is Ottoomans? Is Genoa? Is Aragon? how why?
 
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