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Tinto Talks #5 - March 27th, 2024

Welcome to the fifth Tinto Talks, where we talk about the design for our upcoming top secret game with the codename ‘Project Caesar.’


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The state is me! Oh, you meant E-state, sorry.. not me ..

Today we will go into detail about one of the core systems in the game, and talk about how estates work.

First of all, there are four estates in Project Caesar, which mostly map 1 to 1 with a social class: Nobility, Clergy, Burghers and the Commoners. There is also the Crown, which represents the state itself.

Each estate gains power based on the amount of population belonging to the estate, which is also modifiable by local attributes of where the population is, where some nobles may have very high power in a certain area, or whether a specific city has entrenched burgher rights there.

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This is the estates part of the government view, where you can see their power, current satisfaction, the equilibrium its trending toward, and what privileges it currently has.

Every 1,000 nobles gives +50 estate power to their estate, while 1,000 peasants merely give +0.05 estate power as default. Then these are modified locally in every location, as mentioned above, and then in the entire country by laws, reforms and most notably the privileges that you have given the estates.

The total power of all the 4 estates and the crown then together all add up to 100%, which is the effective power they have.

Depending on your crown power, you either get a scaling penalty or scaling bonus, on aspects like the cost of revoking estate privileges, the cost of changing policies in laws, the efficiency of the cabinet, the expected costs of the court, and other things. If your crown power is weak, you need to have the estates really satisfied, or you will not get much out of any parliament you try to call.

Each of the four estates has a current satisfaction and an equilibrium it will move towards. Some estates, and some countries, will have the estate satisfaction moving quicker to the equilibrium than others. Each estate has 2 factors per type of estate in which their satisfaction impacts the entire country, where satisfaction above 50% gives a scaling bonus, and below, a scaling penalty.

If the satisfaction is below 25%, this estate will not provide any levies. Most importantly, the estate satisfaction also impacts the satisfaction of the pops that belong to that estate, possibly creating rebel factions or even civil wars.
  • Nobility impacts your prestige gain and your counterespionage.
  • Clergy impacts your research speed and your diplomatic reputation.
  • Burghers impact your merchant power and the production efficiency.
  • Commoner impacts your food production and your stability costs.

So what impacts the satisfaction equilibrium of an estate? The privileges they get, the current stability, some reforms may impact them, some laws may, how you tax them, and much more. Some examples include clergy being happier with higher religious unity or burghers liking having more market centers in your country.

# estate privileges
Estate Privileges then? You may feel forced to grant privileges to estates to be able to tax them more, and you may be forced to grant privileges to get their support in parliament. All privileges impact the power of their estate, and many also increase their satisfaction equilibrium. They all have some impact on gameplay fitting the privilege, and often they also impact a societal value of their country.

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WiP ui, temporary graphics and no icons etc.

There are many different privileges, and many unique ones depending on where and what type of country you play.

We mentioned taxes before, and while this is not the development diary where we go into details about the economic system, it is important to mention that the estates of a country have wealth that is increased by the amount of money that you have not taken from them in taxes. Rich estates will use their wealth on many things, primarily to invest into things that benefit them, but will often also build things that also benefit the country.

Next week we will talk about a few new concepts that are rather new to this game that have not been present in previous games, as we will talk about proximity, control and maritime presence, all concepts that need to be talked about in detail, before we go into the economy system.
 
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According to the map and assuming there's one start date and the map is the start date, the game starts in or after 1337. Ottomans clearly have Nicomedia (modern İzmit) which was taken in 1337. And it clearly starts before 1341. Ayyubids ceased to exist in 1341 I see them in the map.

Beyond other posters telling you that we know the start date is 1337, the Ayyubids actually continued to rule the town of Hisn Kayfa until 1525, and are playable as such in EU4.
 
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yes. all of that can and will in many places have localised names.

For me personally though, a parliament is what a monarchy has..
Amazing! The parliament should have the same functionality regardless of tag imo I was hoping that different culture's parliaments would have different cultural names for that institution regardless of it being a monarchy, republic or theocracy etc. However the fact that there is going to name flavor is enough for me!
 
Everything looks very promising so far
 
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In 1337, Aragon had already driven Pisa off the island and owned the southern and eastern portions of the island. Genoa, via the Doria family, still controlled the northwest, while the native Sardinian state of Arborea controlled the west-central portion of the island.
Remember that the pipe also gave Aragón the right to conquer corsica. It's just that they never went for it
 
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I don't want to impose, but it's better to focus on the basic mechanics of the game, all other settings with further patches. flags can be redone later, but a non-working game is more difficult. I think that the beauties can wait until better times
 
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I would love there to be a realistice option in game, that you don't know all the stats of other countries and maybe that you need spys to find out stuff, like: do they have secret alliences, how strong is there army. And also for the map just because you once discovered an area doesn't mean you know everthing in it from now on, maybe only after the fog of war lifted you find out that a nation doesnt exist anymore.
 
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I don't want to impose, but it's better to focus on the basic mechanics of the game, all other settings with further patches. flags can be redone later, but a non-working game is more difficult. I think that the beauties can wait until better times
while I agree with what you say, bear in mind that some things must be coded early in development. Take EU4's case, where people have been asking for dynamic flags, and the answer is a resounding NO because the game is so far off now that the amount of work just to implement flags is ridiculous and will possibly affect performance. This is one of the things that should be relatively easy to do early, and borderline impossible to do later.
 
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Would there be a chance to add an Alan principality in the Khufut-Kale province?
Principality name:“Little” Alania, the Kirk-Or
Ruling family:Yashlau

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The city was first mentioned by the French missionary and traveler Rubruk in 1253 as Kyrk-Er (from the Turkic language - “forty castles”), until the 17th century, only the name Kyrk-Or and others similar to it were used in relation to the city [3] .

In 1298-1299, Kirk -Or was plundered by Emir Nogai . In the XIII - XIV centuries, the city was the center of a small principality, which was in vassal dependence on the rulers of the Crimean Yurt of the Golden Horde . Starting from the 14th century, Karaites were allowed to settle in the city , and from the 17th century [3] they may have already made up the majority of the city's population. This was facilitated by restrictions on their residence in other cities of the Crimean Khanate
The center of the principality was the city of Kirk-Or . The toponym has been preserved only in Turkic form and translated means “forty fortresses.” Considering that the Alan diocese is mentioned twice (in 1385 and 1390) in Byzantine sources as consisting of “Big” (surroundings of Sudak and Solkhat ) and “Little” Alania, the Kirk-Or state apparently was once Little Alania.
The name Kirk-Yer is of later Turkic origin, the historical name of the capital has not been preserved. The core of the state was the fortresses that arose in the mountainous Crimea between the 6th and 10th centuries: Kirk-Yer , Bakla , Tepe-Kermen , etc. At the end of the 12th century Kirk-Yer became the center of a small principality, which later became dependent on the Crimean ulus of the Golden Horde.

After the capture of Kirk-Yer by the troops of Emir Nogai in 1299, the beys of Yashlau appeared in history. Historians know two versions of events. According to one, somewhat more common, Bey Yashlavskyi was the military leader of Nogai and led the storming of the city. According to another, Jaschlau is a powerful local family, and perhaps the ruler of Kirk-Ira in the Aordian period. So, the Yashlau family, having become dependent on the Golden Horde, probably still owned the principality for some time, although its Islamization began: in 1346 , a mosque was built in Kirk-Yer.

After the participation of the Crimean, Mankop and Kirkelian khans in the Battle of Blue Waters in 1363 , the principality, having probably completely lost its independence, became part of the Horde and is no longer mentioned anywhere. The Tatar horde of Khan Edigei destroyed the city in 1399.
 
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I think it would be cool if we saw the influence more on the estates screen, like the basic idea I had when looking at the image was something like this (obviously a super quick edit, only the idea counts)
estates.jpg


When the percentage number really dictates how important this power is, it being just a number (when happiness has charts and icons) is a bit meh. With something like I shown, we at a glance would know who's important.
 
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Admittedly I have mixed feelings about this. I'm all in favour of more mechanics regarding politics and internal affairs and this seems fundamentally more interesting than anything EU3 or 4 had going on in that department, but it's also... very, very Western Europe-specific and is likely to map poorly onto many other places in the world (it makes very little sense for North American migratory tribes, for instance), and I think an issue EU has consistently had is "make mechanics with only Europe in mind and then try to kludge them to fit the rest of the world, with very mixed results".

I'm specifically particularly concerned with the looming spectre of China, which historically has a tendency to just completely break whatever systems were built for not-China in Paradox games and then require custom fixes later (with, again, mixed results). Given the rise of popularity of Paradox games in China (at least if the Steam Workshop is any indication, which of course it might not be), I had some hope this meant that this Mysterious Mystery Game might be designed from the ground up to handle a world that includes Europe and China. And it still might, of course, just the comment that this is the estates and everyone has them and they're basically the same everywhere worries me.

Still happy about the apparently increased attention to things beyond map-painting, however.
 
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@Johan Will there be a way to switch between the "flat map" and the topographic map. Personally, I LOVE this new flat map and it's much more aesthetically pleasing to me then the topographic map of EU4, for example. I feel like a lot of people like the flat map and a lot of people want a topographic map.
 
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@Johan Will there be a way to switch between the "flat map" and the topographic map. Personally, I LOVE this new flat map and it's much more aesthetically pleasing to me then the topographic map of EU4, for example. I feel like a lot of people like the flat map and a lot of people want a topographic map.
He did mention there's the two available
 
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