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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.

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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.

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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!

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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.

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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.

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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.

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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.


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Next week we’ll go through the mixed collection of all other major changes we have done..
 
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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
Maybe it can depend on culture as some examples of Muslim rule over Christian people had the idea of the dhimmi group (not that, that was a tolerant thing the Ottomans were objectively monsters to the Christian people of the Balkans) could be even depending on the "piety" value of your nation or how humanist you are.
 
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Can you display the generals and admirals in a special UI screen sort of like a roster?

Will generals and admirals have loyalty like in imperator?

In the later ages, will there be an impact if you remove a general or admiral from command?

Will victories/defeats affect population happiness/stability?
 
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Can there be several coalitions against you? It would make sense for example that countries in India aren't coordinating with countries in Mexico.


How about coalitions against colonial subjects? So while your European country is target of a coalition of European countries. your colonies in India are target of another coalition of Asian countries, your colonies in Mexico are target of a third coalition of American countries (or SOPs or whatever).
 
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Sort of sure in most cases. But those orthodox-islam relations are better than say catholic-islam. or should be. Lots of respect and admiration between trying to kill each other. Meanwhile at least the modern catholic constant changing of the faith and trying to appear more acceptable breeds nothing but distrust in islam even seeing them as borderline atheists.

Now reactions with the <3 the world mesoamericans might be rather harsher. I certainly dont expect this +-4 to be constant between two groups.
What? From a doctrinal perspective the greek and roman churches are almost identical, the schism was primarily politically motivated, theological differences were more of an excuse than anything...
 
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Awesome to see that the logistics are getting some love, I truly hope we can get logistics to be a major part of how the warfare works. Such as sending small forces to cut enemy logistics and then also having to protect your logistics lines.

A couple of questions though:
1. Will the reach of logistics be affected by roads? for instance would a pathed location count as less for that logistics reach; IE normal tile counting for 1, pathed counting for 0.5?
2. Will you be able to chain logistics hubs together, so for example you land on the coast of the Americas, take a port, and then as you go deeper, can you then start chaining supply depots to then move further inland? or how will this work?
 
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You say that you changed the naval gameplay so that it is not just optimal to have heavies. However, if you are fighting in the open sea should a front of heavies not be optimal compared to other types? You could then make modifications for inland seas etc for galleys. It would make no sense if I have to incorporate galleys into my channel fleet once you get proper heavies. :)
 
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yeah, no good ideas yet.
How about a more natural system where rivalries emerge organically based on hostile actions and economic competition between two countries? Being forced to select a specific number of rivals causes a number of issues, including requiring that you select countries that aren't actually in competition with you for territory and resources. So it's not fun or player-driven, and it just feels really "gamey" and less realistic.

Also really happy to see aggressive expansion has been replaced!
 
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We have the issue that the traditional designs for Płock and Rawa are almost identical unless we change a colour. For countries that are adjacent and in a very similar situation under Poland, it's not ideal at all. If you have suggestions we'd love to hear them.

View attachment 1271918
In the case of the duchies of Płock and Rawa it is enough to change the colour of the eagle from black to white. Besides, the eagle overall looks more Silesian/Prussian/HRE than Masovian. Below I will show you what the "Mazovian Eagle" looks like:
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Based on this banner you can create flags for the Masovian duchies.

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The situation is more interesting with the coat of arms of the Duchy of Czersk.

Bonus
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Duchy of Łęczyca

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Duchy of Sieradz

BTW. I would like to ask you to show Silesian flags (including formable TAG's flags) because I'm afraid of how it might look xDDD (I would help make them stand out as much as possible while still being historically accurate).

Map of Mazovia (against the background of the contemporary Masovian Voivodeship)
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This map shows the church "principalities": Łowicz, Sieluń and Pułtusk. Furthermore, you can also see the area of Kurpie, which was uninhabited until the 17th century - this area was supervised by the castle in Nowogród (founded in 1375 on the site of an earlier stronghold), located on the outskirts of the Kurpie Forest.
 
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From the TT on religion we saw that religions have different views on each other.

Is antagonism from differing religions affected by the religions view on the other religion?

It doesn't make much sense to me if two religions that are kindred cause antagonism between them
I would also add the tolerance of the country should also have an effect.
 
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yeah, no good ideas yet.

May have already been considered but, perhaps use incentives to rival instead of punish for not having enough? This also would probably need some "length of rivalry" / "punching up vs punching down" scaling to incentives. Encouraging players to not just pick a rival just before going to war with them, and also rewarding punching up vs punching down.
  • Beyond opinion bonus tie it into the Antagonism values "Oh you Also don't like X? maybe you are not as bad as i thought" / "Oh you took land from X? I don't like your expansion but at least it was X's land"
  • Army / Navy Morale bonus against rival "We have hated X for the longest time! Lets get them!"
  • Bonus prestige % when defeating your rival
  • Hook into the parliament issues and estates system but with bonus reward %. Burghers"Hey X our rivals have been messing with our trade long enough. Do something about it and I'll agree to support you"
  • Similar to the above but tie into the Organizations system. So perhaps the Catholic Church RO can have an easier time identifying potential countries to favor with gifts or promises of war support to those who are openly opposed to the target of the crusade.
As mentioned earlier there should probably be a wind up / wind down time for the buffs. Also the country targeted by the rivalry should have an opinion malus on you even after "rival removed" ticking down varying on how long you were declared rivals. Tying back into the antagonism system of "I know you declared you were not a rival anymore, but old resentment still remains".
 
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Please reconsider this.

The CK2 coalition system was fairly innovative, certainly better than the arbitrary 'everyone groups up against you after X AE'... Caesar seems to have done nothing to improve upon this, which is a massive disappointment...

losttech.png


Is the CK2 system some kind of lost technology? I certainly know the coalitions mechanic was somehow lost in the transition to CK3...

Even if not through religious groups, it could be done through culture, continent, anything else at all. It would be an improvement over just having a global system of 'screw the player in particular' immediately...
 
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I felt Victoria 3 had an interesting idea with areas of the map being "strategic interests" impacting what Diplomatic Plays you could get involved in.

IMO something similar for Eu5 may be best, where you can only join a coalition against a target if you share a strategic interest area(let's base it off subcontinents for example) with another country who wants to form such a coalition. This way if you're say the Ottomans you aren't getting Ethiopia, Austria, and Iran all in one mega coalition but rather each directional region has their own separate coalition that forms against you.
 
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Antagonism has so many possible modifiers-rivalries or allied to rivals, competing for trade resources with naval presence, held cores or claims, owning buildings in another countries land, renting out your armies to their enemies, events or just plain declaring war on their allies.
 
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