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Tinto Talks #46 - 15th of January 2025

Welcome to another Tinto Talks. The Happy Wednesday where we talk about our rather secret game with the code name of Project Caesar.

This week we will talk about military objectives and how they work in Project Caesar.

As our games grow more complex as the decades go by, we have tried to alleviate some of the concerns about micromanagement of military aspects. Back in the days of Hearts of Iron III, we could set province objectives for parts of an army hierarchy and enable the AI for them, and the AI would try to fulfill them. In post release EU4 we added missions where navies could be assigned to patrol areas or blockade or an army could be set to siege an area. Hearts of Iron IV introduced the system of painting on the map how you wanted the armies to fight, and when we made Imperator we ended up with the system that I personally feel is best for our games, an objectives-based system, where you can give units objectives that they try to do.

So for Project Caesar this is the path we are taking. And as we have been developing a new core architecture for the game, our AI has also been written from scratch for this game, of course, based on decades of experience making AI for GSG’s. This means that the military AI is using the same building blocks as the player can use with the UI.

In the military view for your country there is a tab for your recruiting and overview of your units, and one for handling your objectives. You can also assign objectives directly to a unit you have selected of course, but that will also be shown in the objectives view.

Objectives can be assigned by selecting the target area, province, location or sea-zone in the UI, or by clicking directly on the map.

Any objective can easily be edited while active, and units can be added or removed from them at any time.

carpet_siege.png


These are the objectives we currently have during wartime.

Blockade Ports
Any navy can be assigned to it, and you select which seazones they should be present in. It will then split ships up to attempt to blockade as many enemy ports as possible.

Carpet Siege
Here you can select which provinces should be sieged down, and the AI will split the armies you have assigned into smaller units and move them around to siege or occupy as much as possible as quickly as possible. It will attempt to flee with the armies if any hostile armies appear.

Defend Home Territory
This will attempt to protect the areas near the capital with the armies you assign, to make sure no hostile armies siege them down.

Hunt Armies
This objective will use the armies you have assigned to attempt to find enemy armies and engage them if it feels it can win.

hunt_armies.png


We can see two smaller hostile armies in Przasnysz & Sierpc..

Patrol the Seas
This is an objective that can be useful at peace time as well, as it will use the assigned navies to attempt to build up the maritime presence as quickly as possible in the assigned seazones.

Army Logistics
This is something you may want to assign to a support army with Auxiliaries on big campaigns. They will gather food where it's possible nearby and move it forward to deposit in any Supply Depots you have set in the target area.

Navy Logistics
This will assign a navy to gather food at a nearby source and then go to the target seazone(s) and act as logistic support for the armies that may require it.

Supporting objectives
There are a lot of sub-objective and supporting objectives that are primarily used by the AI, like join units, maintain troop levels, etc..

However, there are a few important support objectives that the player can use directly.

Chase target
This can be done when you see an enemy unit and wish to follow it and engage it. The unit will attempt to follow, but if it runs out of morale from movement, or the enemy manages to escape into the Fog of War, it may be lost.

Automatic Fleet Transport
This objective is automatically used, and is very similar to mechanics in EU4 and Imperator when you have an army and give it order to go somewhere they need naval transport. If there are navies assigned to support fleet transports, and you give an army the order, it will automatically create the objective and perform it for you.

Repatriate Units
This is a quick action when you just want your armies or navies that are exiled after a war to get home as soon as possible.



Next week we will talk about our new and in-depth Union mechanics, and how Regencies work..
 
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Carpet siege feels slightly weird and too artificial to read in the actual game - maybe it would be worth renaming this to something like ‘siege enemy territory’ or ‘siege all locations’?

its a term common in the community though
 
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Hi,
This is a request that has nothing to do with today's tintotakls, but with the one from January 6th, is it possible to have a world map with the "suzerain who are only one block" like this please?? View attachment 1243766
Currently this rule only applies to HRE on game startup. Many of the other IOs that would make sense to show like this already contain mostly real vassals
 
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This is good to hear (improve AI).
 
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Will there be character loyalty like in IR and the armies will not obey you if loyalty is low?

What about an objective to cut off the enemy or to flank them? The first is to cut off supplies from advanced enemy armies and the second is assuming there is a bonus to attacking an enemy with another army coming from another direction.

Maybe the army UI is missing each army's morale/strength and a "go to" button so you don't have to wait for the tooltip of each one to pop up.
 
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If multiple armies are assigned to “Hunt Armies”, will they coordinate common attacks on the same army to maximise chances of victory and minimise losses ?

they wil look at each other yes
 
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Maybe have a defend territory action, where you select Provinces to Defend. This could be used by countries when defending away from their capital. e.g. England defending Gascony
 
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I'm seconding that it would be nice to have different options when choosing a target like "add province" "add area" "add region" "add continent" or also "add enemy"
 
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So we'll be able to focus on moving one or two armies specifically while giving the others long distance orders to work on in the background... you know, like being a commander in the field!

Excellent from both an immersion point of view and for making gameplay less tedious, especially in the late game. Great news!
 
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Only tangentially related, but is a system of provincial capitals (à la Imperator) will be implemented? That was non only a veri nice QoL addition, but it was creating interesting choices in terms of "do I fortify capital, or that conveniently placed mountain pass, or do I do both and go over fort cap"?

In general, my opinion is that the more things you take from Imperator, the better. Make it so that Imperator died so that Project Caesar is the best GSG ever.

Also, is logistic and gathering food manageable via vassals? One of the problems in Imperator is that your armies don't gather food in your vassals territories, descouraging you to vassallize instead of just annex.
 
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'chase target' is WILD, not having to reclick 27 times to hunt down a unit sounds crazy
 
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An exploit of sorts that I use in imperator because it's there is to just disband exiled levies because there is no punishment for doing so. Even though I think it makes far more sense to safely bring them back to your territories before disbanding them. Will it be the same in Project Caesar?
 
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So, if I understand correctly, you looked at HoI IV—the PDX game with the highest number of active players—and decided to copy a system from a game you yourself canceled?

Honestly, this aggravates me to no end. Historically, moving doomstacks around, eyeballing numbers, and forcing favorable calculations by "choosing" battles is a decent abstraction of the period. But as a gameplay mechanic, it’s incredibly boring. Pre-calculating chances, amassing a massive stack to chase down enemies, and cranking the speed to 5 until the enemy capitulates over one province—after sieging six others and devastating entire populations—feels utterly hollow.

I can’t even voice constructive disappointment or suggest alternatives, because this seems to be the goal: to simulate the military-industrial complex gameplay of nations amassing and funding giant armies. So this feels more like an informational post than an invitation for feedback.

I never warmed up to EU IV. I gave it several tries, watched countless tutorials, but its core gameplay is incoherent and boring to me. On the other hand, I’ve logged hundreds—if not thousands—of hours in HoI IV because its systems are fundamentally solid. The mix of automation and manual control in combat, combined with the depiction of scale, is so well-balanced that the devs can add goofy gimmicks without breaking the core experience. That’s why i think it’s been the most-played PDX game for years.

I don’t engage in these discussions often, especially since I’m more of an EU IV “hater,” but it’s frustrating to see mistakes from Vicky, Imperator: Rome, and EU IV being repeated while the successful systems of games like HoI IV are ignored. Maybe I’m missing context or information, but what exactly makes HoI IV such a successful game in PDX’s eyes?
 
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For the blockade and carpet siege options, would it be possible to have an option to prevent AI to split the units? I for one do not like the AI messing up my nice armies and fleets and therefore would never use the current carpet siege mechanic in EUIV. If you had such a toggle and it was preventing the AI from splitting armies, it should then just siege down the provinces in the area chosen one by one automatically rather than all at once. I would also suggest that armies on siege duty only runs if a stronger army approach rather than any army.
I think it would be OK if the army remembered its parts and would just reassemble after the task is done. I would guess that's how it works?
 
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Please can there be an ALL button?
For carpet siege in particular.

It would be nice if you could simply select each opposing country rather than each state/province/location and just hit ALL.
 
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