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Tinto Talks #57 - 2nd of April 2025

Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.

Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding interesting choices.

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.


57_age.png

It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.


Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

57_select_origin.png

So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.



Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.

Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

57_dalarna.png

We are clearly different from the Swedes!


Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.


If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

57_rebel.png

They got funding, but we got the government to stop them!




This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.
 
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Unify Culture Group represents the historical French or Russian state-led cultural centralisations. It can only be done once to prevent countries from using the action every time they acquire a new location.
maybe the process should be reworked into changing only primary culture and giving a huge buff for assimilation for 50(or any other number) years,
 
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Welcome to another Tinto Talks, the Happy Wednesday where we talk about our entirely super-top-secret game with the codename Project Caesar.

Today we will go through the rest of the major changes that have been made in the last year on the project, many due to your direct feedback.


New Country Type
As was heavily requested, we have added the navy-based countries, and you will find out more in detail how they work and how you can play them when we talk more about the Pirates! Situation.

Ages matter more.
One thing we wanted to do was to make each age feel more unique and different to play, while also adding interesting choices.

First of all, we changed the start of the Age of Renaissance to occur 5 years later, so that you get more of a feel of what you want to do before making decisions on what bonus advances you want.

Secondly, we went through how our buildings unlock, and made it so that guilds are unlocked in the Age of Traditions and Age of Renaissance, the workshops during the Age of Reformation, the manufactories during the Age of Absolutism, and the Mills inthe Age of Revolutions. Each new category for a building increases productivity and capacity, and when you get the mills, you will employ laborers instead of burghers.

As mentioned before, we unlock Hegemons through the Age of Discovery, and the ‘Absolutism vs Liberalism’ Societal Value in the Age of Absolutism. After testing, we moved the ‘Outward vs Inward’ societal value to be unlocked when the Age of Discovery starts, and the ‘Mercantilism vs Free Trade’ societal value to the Age of Reformation.


View attachment 1275407
It's the age to colonize….

Each age also has some unique bonuses which are active during the entire age, changing how the Age is played a bit. They also have different values for how much levies cost and the size of an expected army.

The Age of Renaissance gives higher cultural tradition and an increased diplomatic capacity, so as to emphasize cultural progress and to encourage a reliance on subjects.

The Age of Discovery gives cheaper colonial charters and faster exploration, as one would expect.

The Age of Reformation gives lower trade maintenance and faster religious conversions.

Age of Absolutism allows you to integrate subjects faster and revoking privileges from the Estates is far cheaper.

Age of Revolutions reduces the warscore cost, but also reduces the loyalty of subjects.


Colonizing Changes
First of all, we removed the concept of failing with explorations, as it was a source of endless frustration and ragequits among our internal testers. Anything that affected the chance of failure of an expedition now impacts the staging time of the exploration expedition.

Speaking of staging, now when you start a colonial charter you need to select an origin province where they will send pops from. To hook this into the economy part of the game better, it will also require goods to be able to ship colonists. The current origin location gets a small boost to increasing prosperity and development while the colonial charter is active.

Colonial charter targets now prioritise where there is a lower population, where you have foreign buildings, and natural harbour suitability.

View attachment 1275406
So where should the peasants colonising Norrland come from?


Market Creation
A big problem when you had a country at the edge of a market was the fact that you had low market access, and thus a weaker economy, and creating a new market was prohibitively expensive. A simple but rather elegant solution was to scale the cost of creating a new market by the market access that location currently has. This also has the added benefit of making it easy and cheap to set up a new market for your colonial subject.



Liberate Slaves Peace Treaty
Another thing requested was to force a country to release all pops they had enslaved from you, if let's say they raid your coasts for slaves, and you then send the marines to, let’s say, the shores of Tripoli, you can then force them to sign a peace treaty to return all your slaves.

Culture
Some of you requested a more dynamic way to handle cultures, so we have added two new cabinet actions, which each currently take about 10 years to complete.

Unify Culture Group
If you are an Empire, and the Dominant Country of your primary culture, the Unify Culture Group cabinet action can be used on a culture group belonging to your primary culture that has no other countries with that culture group. Upon completion, your primary culture will change to a brand new culture. Pops in your country of the same culture group and language will also change to this culture. This can only be done once.

Form New Culture
If you are a Kingdom or Empire, and NOT the Dominant Country of your primary culture, you can break away from it and form a new culture.

View attachment 1275405
We are clearly different from the Swedes!


Satisfaction
Keeping your pops and estates satisfied is a key part of the core gameplay of Project Caesar. The balance here has been tweaked countless times over the years of development, and currently, each privilege or other source of satisfaction gives small values, so it's harder to get all estates perfectly happy all the time as a player.

One other thing we made is that when you build buildings in lower control areas, the pops that belong to the estates these buildings employ get a small boost to satisfaction, inversely related to the current control. This makes it possible to target some infrastructure development to keep the populace happy in less central parts of your realm.


If you so wish, you can also use a cabinet action targeting a specific rebel to stop their progress and even make it go backwards.

View attachment 1275404
They got funding, but we got the government to stop them!




This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics. He’ll start next week by talking about Voltaire’s Nightmare the Holy Roman Empire.

Is the name of the diverged culture really "New Dalarna"? Shouldn't it be Dalecarlian or Elfdalian since all other culture names are in English?
 
Unify Culture Group represents the historical French or Russian state-led cultural centralisations. It can only be done once to prevent countries from using the action every time they acquire a new location.
However, more organic cultural unifications still don't seem modeled - are, for example, the Polish cultures going to remain disunified until the end of the game, unless there's an Empire rank Poland?

I feel like it might be a good idea if there's some cultural drift, based on cultural opinion, for example, where if greater Polish pops have 100% cultural opinion of lesser Polish and vice versa, the two cultures unify into Polish, and mazovian/silesian can be integrated further down the line as well.
 
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I can't say i like some of these changes. So you have introduced a mechanic that basically magically will stop any rebelions by puting a cabinet member to it? Does it target ALL rebelions or just a certain province?

no just that rebel you target. which is usually one of 3 to 20.
 
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I gotta ask, how will Finnish culture work? Will it tie in to the unify culture group action or what's currently the intended way to handle that for historical playthroughs? And how would it work for me if I'm playing as say Sweden or Russia?
 
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Merging all cultures from culture group into one feels to op for me as a 10 year task on the other hand sending a guy to do it for 50 or 100 years feels not right. Maybe it should be shorter task but merging cultures one at a time for example. It takes 8 years but first you need to merge your primary culture into this pan-x group kinda representing the formations of ideas that "maybe they are us they just don't know it yet" in the primari culture. Then you send your cabinet member to do the 8 years task for each culture to individually merge it. While probably cause addtional unrest for obvious reasons
 
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Does "no other countries with that culture group" mean no provinces outside your control with that culture, or no countries with a primary culture in that culture group, or no country with a ruler in that culture group...?

EG, if there are East Slavs living in Poland-Lithuania, can you unify Russian Culture or not?
 
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This is the last Tinto Talks I’ll write for a while, as I’m handing it off to @Pavía for the near future as we focus on flavour mechanics.
Hey, what about saturday buildings?
 
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Does "no other countries with that culture group" mean no provinces outside your control with that culture, or no countries with a primary culture in that culture group, or no country with a ruler in that culture group...?

EG, if there are East Slavs living in Poland-Lithuania, can you unify Russian Culture or not?
Given what he said, you can unify but they (specifically those not in your country) won't be unified and you only get the one click of the button.

Unless you mean the ability to click it at all, in which case yeah I think he means no other country, not "every pop in the world of this culture is in your borders". That would be ass otherwise.
 
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Do you think that people tear down infrastructure before they leave?
I think it's safe to assume that the increased development growth represents the economic activity and build-up of infrastructure that comes with hosting people for their coming voyage to the new world.
Also people emigrating away means far more land and resources available for those left behind, especially if the region was very densely populated before
 
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Does "no other countries with that culture group" mean no provinces outside your control with that culture, or no countries with a primary culture in that culture group, or no country with a ruler in that culture group...?

EG, if there are East Slavs living in Poland-Lithuania, can you unify Russian Culture or not?
Primary culture only. Pops as minorities dont matter here
 
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I dislike the new culture mechanic.

The "merge culture" part is ok as long as it is only feasible during late game. However, with the "create new culture" part, it's just going to result in a ck3 style mess of absurd cultures in my history simulator. Plus it's absurd for that to be something controllable by the state. Cultures diverge on their own over the course of centuries.

There is such a thing as too much modularity. I want my cultures realistic. Some gamey stuff is to be expected, but that goes too far.

If a french minor manages to get to kingdom rank, I don't see why they would get a new culture out of the blue. Let them stick to French, maybe they can try to take over the entirety of France to be the only French tag, or they already have a different culture like burgundian. Either way, cultural divergence should remain the exception, let's stick to scripted events for those.


PS: Everything else looks really good. I think you did a great job overall.
Culture divergance is something that can be enforced by the state though, think of Moldova and Romania. The soviet union explicitely tried to make a new identity separate from Romanian and made people believe Moldovan was a different language. It should probably have more requirements, take longer time, require an advance and be a later game feature but I think it should be in the game to reflect a reality. The mechanic is also very relevant for colonial nations that historically did diverge their culture. Only having scripted culture events makes it so only historical colonial cultures emerge which makes the experience of a playing an althistory scenario feel weird.
 
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so the order through Ages is:
guilds , workshops , manufactories , mills

i can already see the german translation turning mills into 'windmills' :D
i suppose mills means steal-mills and facturies right? :)
 
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