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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.


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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.

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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.

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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.

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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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Proposal for "Legitimist Authority" Nation

In addition to existing types of nations, I propose the addition of a "Lagitimist Authority" nationa mobile authority based on legitimacy rather than territorial control.


Key Features

  1. Legitimacy-Centric Existence
    • Derives power from traditional authority (e.g., imperial endorsement, religious mandate).
    • Does not require a standing military to maintain sovereignty (contrast with ABC).
  2. Provisional & Mobile
    • Establishes a "Provisional Capital" (e.g., temporary court, exiled headquarters) that can be relocated.
    • Mechanically distinct from EC nations, which are tied to fixed territories.
  3. Political Influence
    • Exerts power through diplomacy, heritage, or symbolic authority rather than direct rule.

Historical Expressions in Japan

The "Legitimist Authority" concept can model forces such as:

1. Imperial & Shogunal Legitimacy

  • Imperial Court Nobles
    • e.g., Konoe, Kujo families — influence through court rituals despite lacking military power.
  • Ashikaga Shogunal House
    • Even after losing territorial control post-Ōnin War (1467), retained symbolic authority as the "Head of the Samurai" until 1573.

2. Exiled & Mobile Authorities

  • Koga Kubō (Kanto Shogunate)
    • Ashikaga offshoot fleeing Kamakura (1455), claiming legitimacy through bloodline rather than land.
  • Post-Meio Shogunate Branches
    • Rival Ashikaga lineages (Kyoto vs. Sakai) post-1493 Meiō Coup, relying on historical prestige.

3. Non-Territorial Samurai

  • Hosokawa Clan Splinter Groups
    • Post-Ōnin factions like Hosokawa Masamoto’s clique, exerting power through alliances, not fiefs.
  • Shugo Deputies (守護代)
    • e.g., Ouchi vassals in Suō — ruled provinces as administrative elites without formal land grants.

4. Religious & Itinerant Forces

  • Jodo Shinshu’s Kenyo
    • Ikko-ikki leaders like Rennyo, mobilizing peasants through religious charisma over territorial control.


Global Applications (1337–1836)

  • Exiled Monarchs:
    Jacobite Stuarts (1688–1766) in France, Southern Ming loyalists (1644–1662) in Taiwan.
  • Religious Authorities:
    Avignon Papacy (1309–1377), Safavid Sufi orders (1501–1524) before conquering Iran.
  • Mobile States:
    Knights Hospitaller in Malta (1530–1798), Pirate Republics (e.g., Salé, 1627–1668).
  • In-Game:
    CK3’s Papal State (theocratic influence) and wandering claimants (e.g., Sigurd Ring's Viking adventurers), EU4’s landless rebels with claimant mechanics.

Why "Legitimist Authority"?

  • Legitimacy Without Land
    Entities like the Koga Kubō (exiled shogunate) or Jacobite Stuarts (claiming dynastic rights abroad) wielded authority through heritage, not territory.
  • Beyond Monarchs
    Includes religious orders (Avignon Papacy), revolutionary exiles (Southern Ming loyalists), and mobile orders (Knights Hospitaller relocating after losing Rhodes).
  • Gameplay Mechanics
    • Symbolic Sovereignty: Diplomatic sway with allies recognizing legitimacy.
    • Legitimacy Decay: Collapse risk if cultural/historical ties fade.
    • Provisional Mobility: Relocating bases like the Knights Hospitaller’s shift from Rhodes to Malta (1530).
 
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Does the newly unified culture lose its other cultural traits? EG, if you play Manx, and you unify as British, does the new 'British' culture lose the Celtic and Scandinavian culture groups?
 
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So the Chinese can unify their culture already at game start? I presume they already have an empire rank and no other countries with Han cultures.
 
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Maybe instead of the Unifying the Culture Group, you heavily buff the cultural conversion rate for cultures in the culture group.
Cultures did infact unifiy into one and happened all over Europe, the idea that someone idnetified as Greater Polish or Lesser Polish by game end is just ludicrous. And how can you have already united Cultures like Gael culture in Ireland but for no one else? Napoleon made France French and stamped out Occetan.
 
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Welsh doesnt use the English language, and Irish isn't part of the British culture group.
Wait what about the Italian culture group then? Can I not unify all the culture in the peninsula because there are two languages? That sounds wrong specially when Germany can do that, I mean unify southern Italy but not Northern Italy with Tuscan as primaty culture seems VERY weird
 
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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.
it should be any nation that is Independent with the same culture, this would allow you to have colonies, and still be able to unify culture group. Thank for the dev!
 
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So, @Johan is taking time away from TTs to do the Scandinavian map review.

Do I understand correctly that ages always change at fixed years? So there's no need to have a colonial discovery or reformation or something to trigger them. Will be strange if age of discovery goes by and no one goes to the new world, or age of reformation goes by and everyone keeps being catholic. Are there some events that force those things to happen in their ages?
 
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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.
Is it a gradual process, the culture of province will slowly transform, or is it instantaneous, when the task is done all provinces of the target culture flip?
 
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Yes. The idea is that it's a powerful endgame action that you will work towards over centuries, not something you can do willy nilly.
Are there Ukrainian and Belarusian culture groups in the game? Or are they merged into the Ruthenian culture group?

I am curious because Ukrainian and Belarusian nations were also formed within the game time frame, so that would be nice to have these groups and at least theoretical possibility to form the respective cultures :)
 
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I’m really happy about the Unify Culture, but I have some concerns/suggestions:

1. I think the process should be longer than ten years and be a gradual change, maybe you have to do it culture by culture and have each have requirements so if you were playing as Francien France, to add Picard to the unified French culture, all Picard locations under your control needs to have an average of x amount of control, you must control 90% of locations with Picard as majority(that aren’t in colonies), you can’t have any Picard subjects and you need x lean towards centralisation as a societal value.

2. Cultures with different culture groups or dialects should be more difficult to integrate and take longer. So for instance the Normans should take longer to integrate and require more control, centralisation, etc because they have a unique dialect while Scottish would be harder to integrate into the British culture because it also has its own Scottish Culture group and Norse-Gaelic would be even more difficult as it has 4 different culture groups.

3. The cabinet action should target all cultures that meet the previously stated requirements and you could create a toolbar to show the progress of each culture. This is because if you were to go with the first two suggestions then it would take a while to integrate all the cultures of the French group if you had to do them individually and since it wouldn’t make much sense to have to fully integrate a culture before moving to the next I think it makes sense to do all at once but with each at their own pace.

4. This is more of a small suggestion but you could link this system with flavour so for instance if you play as England the only way to add Scottish to the British culture group is to go the personal union route rather than strait conquest or the age of Absolutism could increase the speed of integration depending on your absolutism.

Edit: also the progression of each culture should stay even if you dip below a certain requirement but maybe if you go too far below the progress slowly lowers.
 
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The effects just for being in a new age feel kind of gamey. I feel like them being part of an estate privilege or an advance that's only available during that age would make more sense.
 
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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?
It states 'a specific rebel group'. Think in EU4 doing harsh treatment on say sardinian nationalists.
 
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Primary culture only. Pops as minorities dont matter here
I'm curious, if in the case of managing to unite all Germans under one state, say as Bavarian culture, does that mean that as Bavarian culture becomes German culture, the other cultures in the German group of cultures slowly begin to assimilate into this German culture, or does this happen overnight? Furthermore, does it also matter in this assimilation which religions all cultures have?
 
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I’m really happy about the Unify Culture, but I have some concerns/suggestions:

1. I think the process should be longer than ten years and be a gradual change, maybe you have to do it culture by culture and have each have requirements so if you were playing as Francien France, to add Picard to the unified French culture, all Picard locations under your control needs to have an average of x amount of control, you must control 90% of locations with Picard as majority(that aren’t in colonies), you can’t have any Picard subjects and you need x lean towards centralisation as a societal value.

2. Cultures with different culture groups or dialects should be more difficult to integrate and take longer. So for instance the Normans should take longer to integrate and require more control, centralisation, etc because they have a unique dialect while Scottish would be harder to integrate into the British culture because it also has its own Scottish Culture group and Norse-Gaelic would be even more difficult as it has 4 different culture groups.

3. The cabinet action should target all cultures that meet the previously stated requirements and you could create a toolbar to show the progress of each culture. This is because if you were to go with the first two suggestions then it would take a while to integrate all the cultures of the French group if you had to do them individually and since it wouldn’t make much sense to have to fully integrate a culture before moving to the next I think it makes sense to do all at once but with each at their own pace.

4. This is more of a small suggestion but you could link this system with flavour so for instance if you play as England the only way to add Scottish to the British culture group is to go the personal union route rather than strait conquest or the age of Absolutism could increase the speed of integration depending on your absolutism.

Edit: also the progression of each culture should stay even if you dip below a certain requirement but maybe if you go too far below the progress slowly lowers.
Largely agree for me the unified Culture say in Irelands sense should be Spawned in say Teamhair/Tara (for Béarla heads) and naturally spread from there as you said based on control. This can be compounded with writing reforms advancements etc

Another thing im not to sure about is the empire rank to do so. I feel that there should be a cultural way to play the game. Using your cultural influence within your cultural group to try and unify should be a style of play. Rather than having to solely conquer play tall therefore a sense of a people is formed.

You shouldnt have to control every province within your cultural group to preform a unification. If you manage to unify your culture you can maybe get CBs to reclaim lands that contain people of your cultural union. Say in the Gael example you unify with all the Highland Gaels and England has conquered locations with our people in them we shouldnt be prevented from forming the high Gaelic culture rather be ready to take the fight to them and free our people.

I think becoming a cultural hegemon within your culture group should be the goal to unify the culture. Being the dominant culture people should conform to a new unified Identity.
 
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