• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tinto Talks #55 - 19th of March 2025

Welcome to another Tinto Talks, the Happy Wednesday where we give you information about our rather secret game with the Codename Project Caesar, so that we can get feedback to improve the game before launch.

As we mentioned last week, we are spending four weeks going through how your feedback together with internal testing have shaped the game in this last year. Today it is time to talk about the changes that are related to the political part of the game.

Estate Power
The power of the estates is one of the most important aspects of the core game loops of Project Caesar, so much so that we had to rearrange what we show in the top bar in the UI. We added so you can easily see each estate's current power and satisfaction, without having to go into a special screen.

As part of the gameplay loop is about breaking the power of the estates and strengthening the central state as you shape a modern country, basing the core power of the estates to how many pops they had made a gameplay where urbanizing and developing your country would weaken the central government.

The main change is that the amount of pops of a certain estate impact their power, but also impact the crown power with the same base value, before any privileges or laws give more power to the estate. This makes the relative power distribution between the estates feel logical, but the weakening of the crown is due to the privileges granted. This further ties in with advances increasing crown power and the increase of absolutism in later ages.

nobles.png

It's just a cost of a few hundred of stability to remove all those privileges. And maybe not give that noble with insane stats command over the army.. And go more plutocratic? Then we can reduce their power below 30%.. But the +0.17 military tactics is good… tough choices..


As characters all have an estate they belong to, it’s now also added in that giving characters command of armies or navies, or a place in the cabinet increases the power of the estate they belong to. A total of 25% for armies, 25% from navies and 25% from cabinet positions can be added.

Connected to this, the direct family of the ruler is now always considered to be part of the crown estate, so if you want to strengthen the crown you may want to risk them commanding armies.


55_crown_estate.png

Having a crown prince in the cabinet helps a bit..


Parliament
When it comes to the parliament we keep adding new agendas and issues from feedback and internal testing, but some important changes that come from you guys include the following.

First of all, we added the Dutch-style parliament with only nobles and burghers, which you currently have access to if you have the Low Franconian culture.

We also made it so that if you keep giving out the unique privileges for the nobles in Poland, you will end up in a situation where you need 100% of the support to pass anything in the parliament.

We also added a building that was requested by the community, which is available through an advance in the Age of Discovery.

parliament.png

Could be useful…


Societal Values & Government Reforms
While we were happy with how societal values were indirectly influenced by laws & privileges, they had the problem that eventually anything with a drift towards one direction would eventually get to the extreme. Now one could change this by lowering the amount it would drift, but that would make for rather dull gameplay, and eventually you’d get to extremes anyway.

So what we did instead was to make a sort of soft-cap for how far a value could drift, at 100 times the current drift. So if you manage to stack up to +0.75 monthly towards Naval then you could get the values all the way to 75 Naval before it stopped there. If you’d drop to less than +0.75 naval, you’d still be at 75 naval though, as you’d not progress to the other side until you get all the way to at least +0.01 to land! This has the added benefit of you being able to shape your country how you want over a longer period of time, and even if you want to be a humanist country, you may not get further than a 65 on that slider, as you may not be willing to give up other aspects.

towards_capital.png

If we increase our trade income, we can push it even further..



While working on adding content this year, we added government reforms to every age, and while doing so, we decided to tie some of them to societal values. So now about half of the government reforms that are available to every country require that a specific societal value at least 50 to be selectable, and if you drop below that, you’d lose the reform. Some examples include that Religious Tolerance requires a country to be Humanist, while Bank Ledgers requires a country to have a Capital Economy.


Proximity and Control
The proximity and control gameplay loop is one of the most beloved by our playtesting, and it has been tweaked a fair bit during the last year, so as to make it feel more natural.

Proximity now traces along rivers, where it's even easier to propagate proximity and market access downstream.

proximity.png
And where in the world are we now?


The buildings that act as proximity sources besides the capital, like the Bailiff, have been made a bit more powerful, but also far more costly.

We also changed how roads are built, slowing them down by 50% as default, and rugged terrain like Mountains makes road-building far slower. I guess the rest of the team did not like my Nidaros-Oslo highway..

We also tweaked how Maritime Presence works, with adding a decay to the current value, so that unless you invest in naval infrastructure and/or a navy, your control propagation over coastal seazones is limited.

We improved the impact from some buildings, and navies now also increase maritime presence in every seazone in the “seazone” province they are currently in. There is also an objective you can assign to navies to patrol any area/province you want and it will move around increasing your maritime presence.


presence.png

A single galley does not provide much presence i guess…


Stay tuned, as next week we will talk about changes to Diplomacy and Military…
 
  • 156Love
  • 126Like
  • 6
  • 4
  • 3
  • 1Haha
Reactions:
Only major rivers? or small rivers as well?
I think the problem here would be if you took into account even smaller rivers, that you suddenly have many locations with better access to markets. For example, the Drava, Sava, Tisa, etc. were also used for navigation in addition to the main river Danube, but what if you often only have one location in between these rivers, especially between the Drava and Sava (Slavonia and Srem), you suddenly have some locations that would have a doubled access factor or the factor would be additionally added. Unless you increase the density of locations.
 
  • 1Like
Reactions:
I think the problem here would be if you took into account even smaller rivers, that you suddenly have many locations with better access to markets. For example, the Drava, Sava, Tisa, etc. were also used for navigation in addition to the main river Danube, but what if you often only have one location in between these rivers, especially between the Drava and Sava (Slavonia and Srem), you suddenly have some locations that would have a doubled access factor or the factor would be additionally added. Unless you increase the density of locations.
I'm pretty sure "river access" is not stackable, just because there are two waterways to one location doesn't mean that it is twice as easy getting there; sane with roads, probably
 
  • 1
  • 1Like
Reactions:
I'm pretty sure "river access" is not stackable, just because there are two waterways to one location doesn't mean that it is twice as easy getting there; sane with roads, probably
It depends on how the system is set up. If the simple way is that only larger rivers are selected, such as the Danube, Rhine, Volga, etc., to generate better accessibility, then there is no problem with overlapping values. However, if every river is taken into account, then you have a much more demanding evaluation. The question is more whether the values are static, that is, each location gets a calculated value assigned to the location properties, then it is not a problem if you can also correct it manually, but if the system calculates on the fly, depending on how the market center moves, then the system must be able to recognize which river is "better" for the location. Which means a lot more computing in the background.
 
It depends on how the system is set up. If the simple way is that only larger rivers are selected, such as the Danube, Rhine, Volga, etc., to generate better accessibility, then there is no problem with overlapping values. However, if every river is taken into account, then you have a much more demanding evaluation. The question is more whether the values are static, that is, each location gets a calculated value assigned to the location properties, then it is not a problem if you can also correct it manually, but if the system calculates on the fly, depending on how the market center moves, then the system must be able to recognize which river is "better" for the location. Which means a lot more computing in the background.
I would say that most of the things would be static (distance between neighboring locations, presence of a river, terrain, etc.) which could be precalculated. There are also dynamic parts such as presence of roads, development, some buildings (for transition between land and sea, see wharf) that would have to be calculated during play.

Most of these values would be shared between movement, market, and control.
 
Hello everybody.

Though it's not related to this post, I've had a doubt/idea about building up some colonies and I don't know if this has already been thought.
I'll give an example. When I play with Castille and after I make Portugal my PU, it always happens to me that I'm colonising Cuba and when I have a couple of provinces colonised, suddenly Portugal starts colonising at the same zone and, even if I block their colonial growth, they keep colonising and in the end, there are at least 2 different colonial nations at the same region.
What I've thought is if the player could be able to "force" its subjects to colonise certain areas through zones of interest or a similar mechanic.

Thanks very much!
 
  • 2Like
Reactions:
The main issue I see with the current way societal values are structured is that we are inventivized too much to maximize then to one side or the other, and it's too easy to stay on one side (just don't get the monthly change to be negative). Thing is that the AI won't know this, only the player would. The player would stack modifiers early to maximize societal values to be whatever they want but the AI would remain with much less. (Not to mention it's not realistic)

The solutions presented in this thread (stronger negatives for the values, exponential instead of linear change in the values, drift towards the current equilibrium even if it's towards 0) would make it better.
 
  • 2Like
  • 1
  • 1
Reactions:
Will building roads in my locations cost a building level and bring me closer to the soft cap?
The cap is based building based. Theres no cap on how much you can build in a single location. The soft cap is for the specific building that scales with how developed the province is.

Some building have only have one level you can build, while some scale with dev. With enough dev, I assume you can just build as much as you want.
 
  • 1Like
Reactions:
i hope you add a mechanic in that the goverment reform doesnt dissapear instantly
like give us a grace periode like in eu4 with the losing great power status
like i dont want to be the one that be like ok i finance your war you can just merc spam i have the money
1 year in up my peasents became to rural and i lost the reform ups no money for you anymore
my economy is dead and the game is over
like oh you went under the limit you have X months to fix it or the reform is gone
 
If no one else has suggested it yet: I think the estates should demand a minimum of cabinet, general and admiral positions, based on their influence, much like in Imperator Rome. And failing to do so, would greatly upset them.
 
  • 1
  • 1Like
Reactions:
I will make a feed back, that's my first. As I'm pretty confident in you developers and the community. But it's over a year and I'm a little mitigate for the UI. I'm can't tell about the UX but for the UI, the more we have the less it has identity. Everything becomes brown. The first power screen had top with background and colors. Now everything is flat and brown. Literally.

Another point, I remember the slider from eu3. It was meh. Great idea but meh. I hope this time it works well. Soft caps is a warning for me. It means the sliders play against the fun.
 
I think you guys know this but the autogenerated Arabic names are wrong because it just sticks an i on the end of the placename without dropping tā' marbūta. I would personally argue for dropping this weird h with diaresis (pretty meaningless outside the context of the Arabic script) and replacing with it with h on the end of a phrase, but t if it's in the middle of a phrase, as it's always pronounced in the first part of the genitive construction (idāfa).

The proper demonym or nisba for Cairo is al-Qāhirī/al-Qāhiriyy, and al-al-Qahirahi is wrong. Also we don't need al twice of course.

I release this must be very low priority right now.
 
  • 2Like
  • 1
Reactions:
can we please remove the sliders , I want buffs for navy and army especially if playing as country such as Great Britain or Spain that needs the strong navy and army . I’ve love every paradox game that doesn’t have sliders
 
  • 8
Reactions: