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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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The Golden Horde was greatly underestimated. A gigantic country, receiving huge income from trans-Eurasian trade, with developed cities. Well, yes, the only empire in Eastern Europe was Byzantium, and the Golden Horde was nothing...
 
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only global ones.

we ran into lots of problems with it not being possible to determine "what is the local you look at"
Why can't this be solved by allowing countries to be regional powers in more than one region?
 
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Why does the game need a great power and hegemonies system?

Isnt it just unnessecary flavor? A strong country is alredy strong in its own and the neighbouring countries should be able to account for that even without a GP/hegemony system.
 
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Good change to have most of the power-related mechanics shifted to hegemonies/great powers

Personally, I also think that country title/rank could reasonably have an effect on two additional mechanics to diplomacy
1) country rank might have effect domestic "legitimacy" - requiring minimum court expenditures to match country rank or face legitimacy loss sort of thing
2) country rank might have an effect on "cultural tradition" - having an "empire" of one's culture may make people less apt to abandon their culture for others
 
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It should definitely be possible for one country to lose hegemony without another country gaining it. But it shouldn’t happen just for falling a bit below the threshold to gain hegemony in the first place.

Maybe something like, you become hegemon of a field if your score in that field is more than 20% greater than the second place country in that field, and more than 15% of the world score in that field. If you are less than 10% greater than the second place country then you tick 1 point per year towards losing hegemony per percent less than 10 you lead by, and if you are less than 10% of the world score then you tick 10 points per year per percent less than 10 you are at, and you lose hegemony when the ticks get up to 100, or instantly if someone else reaches the criteria to become hegemon.

This way, if someone becomes hegemon, they can’t lose it for nearly a century unless there are drastic changes to the world, but they might still just settle to become first among equals if others start to catch up and stay close for a century.
 
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While I don't personally have a great answer of how to do Great Powers better than current system, I feel this repeated comment meant to explain the point is kinda not a good way to showcase how difficult it'd be to design another system.
A polity can be a power in multiple regions. Spain was at a time the dominant power in Western Europe, maybe even North Africa, in both Americas, and in the Philippines if you count it as a single region, since Spain coexisted with unconquered Muslim nations in the southern island. Same can be said for the Ottomans.

Maybe we can have generic regions, like North Africa, HRE, Italy, Iberia, Mesopotamia, the Balkans, or those are regions that we think in hindsight are highly contested, like Korea, or France at the start of the HYW, then check who's the strongest whatchamacallit in each for various metrics. Obviously easier said than done, since Johan has already said they encountered technical problems with trying to implement these, if I read the previous replies correctly.
 
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Why can't countries be in all the regions' great power lists that they have land in? Every country is eligible to enter a regions country list if it has a land in that region, the list is then made separately for each region and the effects of great power apply in all regions that you are a great power in. The power projection bonus etc. can be stacking or not but if it is stacking it would probably be necessary to nerf it. You can make the regions large or small or maybe even make them get larger as the ages pass by. So for example if there is a Middle East region and there is a Central Europe region, then Venice would be in both great powers list if it controlled a land in Middle East, say, Cyprus. Similar with countries like Ottomans being in East Europe, Central Europe and Middle East great powers list at the same time but not in Western European great powers list etc.

You can also expand the regions with time. Maybe in the age of reformation the regions get larger and there is now only the European great powers list. Similar with colonial nations, Portugal might enter the Indian great powers list if it has land in India. And this also simulates how for example a native empire's great power status suddenly collapses with the arrival of a much more powerful Spain. I also don't see any problem if in a region with only small tribes the tribe with 2 locations is a great power. That tribe and those near it see it as such. There is no problem in that 2 location tribe enjoying some power projection and bullying benefits.

With this way you can simulate how the Ottomans can bully states in East Europe or Arabia but not Siberian tribes. You can even simulate a situation where Portugal is god among the central african kingdoms but is a medium power in Europe. The only downside to this that I can see is that maybe it raises the calculation times, but since most countries will be in only 1 or 2 regions in one time I don't think this will be a significant increase.
I was thinking along the same lines. This would also completely remove the need to have separate global and local great power lists. A global power would simply be one that is present in many regions across the globe, which is very sensible. Yuan should not be able to intervene in wars in Europe even if they are massively powerful at home, unless they actually achieve a physical presence there.
 
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I was thinking along the same lines. This would also completely remove the need to have separate global and local great power lists. A global power would simply be one that is present in many regions across the globe, which is very sensible. Yuan should not be able to intervene in wars in Europe even if they are massively powerful at home, unless they actually achieve a physical presence there.
We should be able to simulate Britain testing the waters near the end of the game though. Otherwise, we'd never see it start gobbling up chunks of India in the early 1800s. Maybe late-game tech should unlock great power or hegemonic actions for the entire map.
 
We should be able to simulate Britain testing the waters near the end of the game though. Otherwise, we'd never see it start gobbling up chunks of India in the early 1800s. Maybe late-game tech should unlock great power or hegemonic actions for the entire map.
Britain was already physically present in India through various trading posts and fortified settlements for a long time before they actually started taking large chunks of land. This is in line with what I described without any additional mechanics since they would be present on the local power lists.
 
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Why can't countries be in all the regions' great power lists that they have land in? Every country is eligible to enter a regions country list if it has a land in that region, the list is then made separately for each region and the effects of great power apply in all regions that you are a great power in. The power projection bonus etc. can be stacking or not but if it is stacking it would probably be necessary to nerf it. You can make the regions large or small or maybe even make them get larger as the ages pass by. So for example if there is a Middle East region and there is a Central Europe region, then Venice would be in both great powers list if it controlled a land in Middle East, say, Cyprus. Similar with countries like Ottomans being in East Europe, Central Europe and Middle East great powers list at the same time but not in Western European great powers list etc.

You can also expand the regions with time. Maybe in the age of reformation the regions get larger and there is now only the European great powers list. Similar with colonial nations, Portugal might enter the Indian great powers list if it has land in India. And this also simulates how for example a native empire's great power status suddenly collapses with the arrival of a much more powerful Spain. I also don't see any problem if in a region with only small tribes the tribe with 2 locations is a great power. That tribe and those near it see it as such. There is no problem in that 2 location tribe enjoying some power projection and bullying benefits.

With this way you can simulate how the Ottomans can bully states in East Europe or Arabia but not Siberian tribes. You can even simulate a situation where Portugal is god among the central african kingdoms but is a medium power in Europe. The only downside to this that I can see is that maybe it raises the calculation times, but since most countries will be in only 1 or 2 regions in one time I don't think this will be a significant increase.
Here's one way I think it would be neat for it to work:

Ages of Traditions, Renaissance, Discovery: Regional Powers are based on Regions (e.g. Italy). For example the Italian wars and the Hundred Years War seem to work like this.
Age of Reformation: Regional Powers are based on Subcontinents (e.g. Western Europe). For example the Thirty Years War (which didn't really involve participants in Eastern Europe, Russia was still isolated at this time).
Age of Absolutism: Regional Powers are based on Continents (e.g. Europe). For example the Seven Years War
Age of Revolutions: Great Power system (the whole world is considered one region for the purpose of determining powers)

Another way to do it is to do it with IOs. So you would start with lots of regional IOs that represent diplomatic systems, like Italy, Western Europe, etc. The largest starting one would be the Chinese IO (which already exists). Countries can join an IO in order to have better capability to interact with other members of that IO (so Austria and France joining the Italian IO to be better able to do stuff in Italy). If two IOs have a certain threshold of members in common, they merge together. So eventually all of the diplomacy IOs in Europe would probably merge together. So for example this would be able to simulate the world gradually getting more interconnected over time, like Russia dynamically joining the European political scene).
 
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Bravo! it's not common for developers to listen to the community to this level and implement so much feedback. I have a doubt, you stated that it was possible to rename locations, but is it possible to manually change the names of the provinces too in-game?
Will countries have the same level of customization as of CK3, where you can change color, and country name and adjetive in-game?
Could we see in the future, after release, an in-game flag/coat of arms editor?
 
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only global ones.

we ran into lots of problems with it not being possible to determine "what is the local you look at"
I don't know if this can be helpful but wouldn't be possible to implement a system for "continental great powers" based on the capital's location of the countries? The x strongest/most developed countries of continent y are selected to be great powers of their respective group. In the last age this system would be then deactivated and replaced by the current global one, maybe you could also add new diplomatic actions when this happens to highlight the change and add a bit of spin to the lategame. This way you wouldn't have 1337 France competing with Yuan for no real reason, but it would compete with england, castile, etc, allowing to represent local great powers.
 
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If you in SP manage to become a GP with many hegemonies you now have a -100 to -150 opinion penalty with everyone. That is a significant way to get everyone else to attempt to stop you.

A note of caution. In EU4, by the time the player is this powerful the diplomatic opinions of other countries don't matter. You can literally just chain non-stop coalition wars all the way to a world conquest. Hopefully PC is different.
 
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