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Tinto Talks #10 - 1st of May 2024

Welcome to another Tinto Talks, the final of four on the economy system for our secret game with the code name “Project Caesar”.

Today we will talk about all the things related to trade, including markets, merchants and trades. This talk is heavy on tooltip screenshots, and a lot of concepts to digest, so I recommend checking it through multiple times.

Markets
Let's start with the markets themselves. These are dynamic and will change through the playthrough, as countries can create new markets and disband their old if they so desire.

Each market has a center in a location, and the owner of that location is in control over that market.

Every location and coastal seazone will belong to the most fitting market, which depends on the market attraction of the market, the distance between the location and the market center, diplomatic factors, and more.

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The Riga market has control over much of the Baltic region in the start..

A market has merchants, who have a power depending on buildings and maritime presence in the market, and a merchant capacity which depends on the infrastructure for trade that country has in that market. The Merchant Power impacts in which order exports from a market are executed, as there is not an endless supply of goods in a market. The Merchant Capacity impacts how much goods the merchants can ship.

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This is the source of the Hanseatic League’s merchant capacity in Riga.



As you can see in the market screenshot, every good has a local price, and a supply vs demand value as well, let's take a look at the beer price in the next tooltip.

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Cheap beer, must be paradise…

Prices change every month towards the Target Price, which depends on the supply and demand of the goods in the market, and the current price stability. Price stability can change through the ages as well.

Supply & Demand
The supply of each good in a market depends on several factors.
  • The output from RGO’s
  • The output from buildings
  • Base Production
  • Burgher Trades

So what is ‘Base Production’? Some goods like clay, lumber, sand and stone are produced in every market, without the need for specific RGO’s, even if an RGO with that raw material can produce much more, and there are buildings that can be built to provide these as well.

Also, your burghers will trade on their own, if they have the capacity for it. They will attempt to address needs within the market, and can trade in a slightly shorter range, thus enriching their estate. There are laws and privileges that impact them, like the “Trade Monopolies” estate privilege that the Hanseatic League has granted in the earlier screenshot, which reduces their own merchant capacity by 25% to increase the capacity of the burghers by 100%

So what about demand? This is primarily from the maintenance, input, and construction of buildings, recruiting and maintaining armies and navies, and the demands of the population, but there are more sources as well.

Of course, trades themselves impact supply and demand as well.

Trade
You can use your merchant capacity in a market to either export a good from that market, or import a good from another market. Of course that market needs to be within your trade range, which is not world-spanning in 1337.

A trade is a variable amount of goods shipped from one market to another market, purchasing it for the local price in the exporting market. The longer the distance between the markets, the more capacity each good will require to ship, and higher the maintenance costs will be.

Trades have an impact on the last land location they are in before leaving the market, and the first one they enter in the importing market, giving boosts in development to them over time. A trade always has to trace a path on the map.

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Our merchant power makes us get the amount of goods we want in Riga.

There are also the Sound Tolls, if you pass through Öresund or the Bosphorus to consider.

Diplomacy and Trade
There are many diplomatic factors that impact the trade and market mechanics of Project Caesar.

First of all, you can “Deny Market Access” to a nation owning a market, which will reduce the attraction of their markets on your locations, but also make anyone with merchants in those markets upset with you.

You can also request and/or offer market access preference making it likelier for a country’s locations to belong in a certain market.

If you dislike paying Sound Tolls, you can always try to ask for exemption for it through diplomacy with the country controlling the strait.

Some countries have isolated themselves completely, so you need to negotiate a specific exception to allow you to export or import from their markets.

There is also the possibility to embargo a country, which would block the merchants from that country to trade in your markets, and also to not be allowed to move through your country. Of course, this a legit casus belli, so use with care.

Other aspects to Trade
Each market can have specific goods banned for export or import, with one common example being that muslim markets will ban import and export of wine, beer and liquor.

We mentioned in an earlier Tinto Talks that Markets will have stockpiles, so that surplus can be stored for a rainy day. There are buildings that will increase the amount that can be stored.

There is also food in the markets, with prices adapting to the supply and demand of food as well.

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Västra Götaland är Sveriges Kornbod!

There are also automation options where you can assign trading completely to the AI. You can also lock some trades so that the AI will not interfere with them.

Stay tuned, next week we’ll be talking about mercenaries, levies and regulars!
 
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This is a system that was designed from the ground up to be parallelized properly. The entire economy update handles all pops and all buildings production, trades and purchases etc... I'm really happy with the current performance.
How fast Vicky 3 processes 10 years compared to EUVictoria you are making :D?
Hopefully its faster in endgame (like last 10 years) than Vicky in first 10 years on same PC.
 
I think Bohemia shouldnt be the head of South German trade, but instead it should be some of the free cities or rich duchies in Bavaria such that Bohemia is squeezed between Polish and German markets
Also I dont understand why lowlands market collapse aquatine market has the same size with him, how do it stand out?
 
Is it possible to pay or diplomatically negotiate(with friends or as part of peace deal) for "docking rights" with other countries to extend you trade range? And if not, would you consider including it??
 
Will geography be relevant to tradepower, like modifiers for rivers, terrain, natural harbours, etc? And will there be certain "trade channels" like the Silk road which givers bonuses to trade passing through?
 
Does owning entrepot locations help access and transport goods from faraway markets, or is it just a matter of increasing the trade range?

For example, would Portugal benefit from having entrepots in Africa to help bring goods from Goa, or are those African locations only useful to increase the trade range?
 
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I slightly favor using the "standard modern English" placenames rather than localized endonyms.
Standard modern English names have their own problems too. For example, writing Bratislava instead of either Pozsony or Preßburg would be the height of anachronism. Or writing Oradea instead of Várad or Wardein.
 
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I'm pretty sure they don't introduce grammatical errors as placeholders. After seeing the tooltips in CK3 and Vic 3 I'm also not going to count on useless descriptions being placeholders.
The terms Effective Supply and Effective Demand could be placeholders. (It is hard to figure out at what point to start worrying about these style of errors.)
 
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The terms Effective Supply and Effective Demand could be placeholders. (It is hard to figure out at what point to start worrying about these style of errors.)
It's very easy actually. You get rid of any such errors you are aware of as soon as you are aware of them. Otherwise you will end up with many of those errors at release.
 
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Some countries have isolated themselves completely, so you need to negotiate a specific exception to allow you to export or import from their markets.

There is also the possibility to embargo a country, which would block the merchants from that country to trade in your markets, and also to not be allowed to move through your country. Of course, this a legit casus belli, so use with care.

Other aspects to Trade
Each market can have specific goods banned for export or import, with one common example being that muslim markets will ban import and export of wine, beer and liquor.

Reading this i thought, will there be some sort of smuggle?

If smuggle exists will there be a non-government smuggle and are there goods that actively hurt your economie (like opium) worth smuggling?

If so is there a way to force yourself(and your illegal goods) into a market (maybe via smuggle) resulting in a casus belli?
 
Will there be a peace option to force a country in a peace deal to end the Sound Toll? That would be cool. I wanto to beat Denmark as Sweden to get an exception. Not only will it enrich me but it will weaken them as it will severely harm their income!
And I want to play as the Dutch arming your Swedes to the teeth in a war that ends up giving them full control of the sound giving me an exemption because the Danes refuse to do so. Is that possible?