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Tinto Talks #56 - 26th of March 2025

Hello and Welcome to another Tinto Talks, the Happy Wednesday where we give out information about our super top secret game with the codename Project Caesar, so that you can give us feedback!

Today we will talk about some of the changes to the diplomacy and warfare mechanics we have done since we started doing these Tinto Talks.


Diplomatic Expenses
As you may have seen, in some previous Tinto Talks we added another expense to the economy to give more control to the player. The cost for this Diplomatic Expense is based on the tax base of your country, and the more you spend, the greater benefits your diplomatic corps gets.

56_diplospending.png

If you play France you may have this maximized, but may not if you play a smaller country without subjects unless you you want to be able to maintain an alliance with a bigger and stronger country.


Antagonism
In older GSGs we made, we had a concept called ‘Badboy’ which impacted how badly you had behaved and other countries would treat you more harshly according to it. This evolved into the Aggressive Expansion systems we used in Eu4 and Imperator which had a direct impact on opinions that also allowed Coalitions to be formed.

While these were useful systems, they all were a bit limited;as a global variable in your country it was too broad, and as merely opinion impacts, it was rather hidden and hard to get overviews.

In Project Caesar we developed a new system called “biases” which has static impacts and temporary values that change over time, like opinions work in most of our games. We had this for Opinions and Trust, and when we were not happy with AE and neither were you, we decided to scrap AE and instead make a new bias, which we call Antagonism.

Antagonism indicates how other countries are likely to view us. If they feel a lot of antagonism towards us, countries that consider us as relevant to their interests will be less inclined to engage in diplomacy and may act against our interests. Antagonism is caused by basic differences between countries' societal values, government types, religion, culture and language, and actions can cause an antagonism 'bomb' in a location that affects the countries near it to varying degrees depending on how much they care about that location and about the antagonistic country. Antagonism 'bomb' effects will generally dissipate with time. Antagonism also affects a country's opinion of you.

Of course, a country needs to have caused a certain amount of Antagonism against you before you can join a coalition. The overall effect of this is that you can get away with fewer antagonism ‘bomb’ effects against countries that have a baseline of antagonism for you before they start thinking about forming coalitions against you, and countries that are more similar to you will probably allow a bit more to slide.

56_antagonism.png

Ottomans will always have a base antagonism to Byzantium..

Independence Movements
Trying to become independent as a subject is usually a tough life. In some previous GSGs you could ask another country to support your independence and they could help you in a war. To make this better, we took inspiration from Crusader Kings where subjects usually band together to fight for independence. As we have the International Organization code, we made a new type of it, called Independence Movements. Any subject with a loyalty below 50% can start such a movement, and any subject can join it. Other countries can be invited as well, and the goal of the war is to get independence for all subjects!

56_indep.png

Probably need some more members for this..



Civil War Surrenders
Sometimes you are in a civil war and you know you are about to lose, and it's just a matter of time, so we added in an action to surrender in a Civil War when the other side is more than twice the size than the other.

And as some of you pointed out, losing a civil war as soon as possible to avoid it, may or may not be an exploit, so currently there are some penalties to jumping to the new country.

56_civil_war.png

At least Scotland will be free!


Naval Combat
During testing, we discovered that with all types of ships having the same frontage made it so that you wanted to stack almost purely the biggest ships and the rest were not useful. So instead they now have different frontages, so the categories have different roles.

Heavy Ships have a frontage of 2 and a combat speed of 0.5 & Galleys get 0.5 frontage, but their combat speed is 1. Light ships get higher initiative and combat speed, and have a frontage of 1.

New Objectives
When we talked about the military objectives, there was a request to add automated rebel suppression, and this was something we definitely added in. We have now also added a Hunt Navies that works like the Hunt Armies, and tries to engage and destroy enemy navies when spotted in the designated areas.

We are also looking into adding a few more objectives, like defending the coasts or focused sieges, and will tell you when more are implemented.

Logistics Improvements
While we were very happy with having a logistics system in the game, and where food mattered, it was a little bit limited in that you could only trace supply two locations away at most. So we introduced a concept called Logistics Distance, and now every single army traces a path to the closest valid supply source. The length that can be traced can be extended through advances in several of the later ages.

A valid supply source is a Supply Depot, a port or seazone with a navy carrying food that will distribute it to you, or a province-capital that is under control of a country giving you food access and actually has food.

Supply paths can only be traced through friendly controlled territory, but not through any location that belongs to the Zone of Control of a hostile fort.

We also made it so that armies can only carry a single month's supply of food with them, except for the auxiliary units, which can carry many months for several regiments each. This means that even if you can march deep into unprotected territory or have the ability to ignore the Zone of Control for forts, you need to get a supply path to the source you can get food from.

Of course, you can always see the path your armies trace supply from when you have selected an army, as a thin green arrow goes from the supply source to the army.

56_papermap_logistics.png

Here I walked past the Lithuanian armies (I used the remove fog of war cheat code, as they would have been hidden for me otherwise), and tracing supplies from Goriadz, and they will easily be able to cut my supplies by movingmy moving into Lipsk. This is the paper-map-mode where everything is icons on the map.



Monthly Attrition Losses
One thing that was requested by you guys was the ability to see how much attrition a unit has taken recently, so we added some history to it, so you can see how many died in the last year.

56_attrition.png

My army lacks food to continue the siege… a few more months at most..


Recruit Admiral/General
Another worry that was pointed out by the community was the potential lack of generals or admirals for your units. So we added two new actions where you can recruit either a general or an admiral for your country for gold. The price is based on the economy of your country, but the price is reduced by the military ability of the ruler.

The abilities of the new commander depends on the current army or navy tradition, which is also reduced a bit by recruiting a new commander.


56_general.png




Next week we’ll go through the mixed collection of all other major changes we have done..
 
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Could both the pops and subjects of a rebellious culture join together in a rebellion against their overlord? (As in the pops already incorporated into the ruling country)
 
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How does the supply path trace through enemy controlled Lipsk in the image when the dev diary says that it can only trace through friendly controlled locations?
 
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2 things:

1. As 'antagonism' looks definitely better than these older systems, how dynamic will it be in the end? I mean, alliances in the region often changed between several of the same countries after each war, and sometimes even during them, if one side made too much progress. Will it be similar in this game? Will we again have to deal with static and often decades-long alliances?

It is worth remembering that at that time they were clearly divided into two categories:
- permanent, long-term alliances were usually based on marriages or the same dynasties
- most of the others were made ad hoc in case of a threat/desire to attack

Will it be similar in this game?

2. Will a grain warehouse building or anything similarily named be added in the second half of the 17th century? Entire networks of such warehouses were created on the borders of countries, which contained provisions for the army, so that they did not have to lug so many wagons with them and thanks to that they moved much faster
 
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What about adding border provinces or newly conquered locations next to border provinces as a factor for antagonism?

Also, I think it would useful to add the flag of the countries in the country list of movements.
 
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Another worry that was pointed out by the community was the potential lack of generals or admirals for your units
I guess it's meant to say lack of ways to gain generals/admirals? Since you follow it up with two new ways to recruit them.
But would be interesting to have more generals in an army, at least for lategame? Like in March of the Eagles, where you had one each for left flank, frontrow, right flank and reserve.
 
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If a country gets too big, will that effect antagonism in the neighboring region? (even though they haven't conquered land in some time)

Also, holding cores or locations of own culture -do they also increase antagonism?
 
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I think it'd be nice for vassals to be able to simply declare their independence if they've been disloyal for long enough. Like when an empire is collapsing (say, Yuan) and has no way to actually enforce the subject status, the subjects can just become independent without a war. Instead you'd get a cb for a cheap resubjugation to allow you to try to reassert control.
 
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In my opinion, religion should affect antagonism about twice as much as culture/language, especially before the rise of nationalism. Even antagonism towards a different religion in the same group could be notably high, because, well, just look at the friendly history between catholics and orthodox, or catholics and protestants, or sunni and shia.
Agreed, religion was way more important than culture/language in this time period. That's why large numbers of French protestant migrants were welcomed in protestant countries and integrated just fine, and why multinational empires only started to fall apart after nationalism became important during the 19th century.
 
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Thanks for a great DD!
A couple of questions for clarity:
  • What will be the exact difference between antagonism and opinion between two nations?
  • Does opinion affect antagonism or vice versa?
  • What if antagonism between 2 nations will be high, but they will have common political interests (against a common rival, for example, France + Ottomans versus Austria).
It would be great to have an answer with an example :)
 
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In the TT dedicated to navies you showed us how blockades work and that it can make trade embarkment cost up to 200% more than the original price, but I don't understand if it's possible to fully block enemy
 
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View attachment 1271885

I feel like -5 for language is very harsh, especially since Religion is only -4, which I feel should have a bigger impact relative to language

Yea, but Antagonism due to religion should decrease in Age of Absolutism and Age of Revolutions compared to Age of Traditions ,Age of Reformation

Actually I remember we had opinions regarding to religiond as Enemy, Neutral etc, these should also affect the value of Antagonism due to religious difference
 
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The logistics system looks amazing. This is literally something I dreamed about for EU4. :):):)

Is the Logistics Distance always the same for each Location or does it depend on stuff like roads, with Locations with roads contributing less Logistics Distance etc.?
 
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Civil War Surrenders
Sometimes you are in a civil war and you know you are about to lose, and it's just a matter of time, so we added in an action to surrender in a Civil War when the other side is more than twice the size than the other.

And as some of you pointed out, losing a civil war as soon as possible to avoid it, may or may not be an exploit, so currently there are some penalties to jumping to the new country.

View attachment 1271793
At least Scotland will be free!
I like this change, but can you make a game rule that forbids switching side after you lose a civil war?
 
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Can we see army units on the ground (and perhaps physical map?)

Also are you able to become the rebelling country or is this more for like wars over who is ruler? I’m a bit confused regarding surrender mechanic.