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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 very good DD. Pretty straight forward and great mechanics, I love it. I love all the automations and their rules.

Johan, do you plan it to be viable long term to empower one's burghers and leave trade mostly to them? Or is it designed \ intended that you should centralise trade in the crown otherwise you are handicapping yourself severely?
 
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This feels like a beautiful combo of the best of EU3's and EU4's trade systems.
So will trade goods chain across markets then? Like if there is demand for spices in the London market will it try to buy spices from neighbouring markets, causing them to have an increased demand for spices, meaning they will look for spices in neighbouring markets until eventually this need is met?
I really hope so, this would allow the Silk Road (which is still very active in 1337) to be organically simulated!
What in the mother abomination is that. That HRE border is disgusting lol.
This is the Voltaire's Nightmare people speak of ^_^ But even then, what the heck is that weird snake of Praha that juts into and almost encircles part of Krakow's market?
 
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there it is

3027.jpg

worth the wait i guess
Maybe I’m delusional but there appears to be a small country in the Venetian market that is roughly where San Marino is; did Johan add San Marino after he said it wouldn’t be in the game???

Edit: The country is in the wrong position as San Marino but is still kinda the same size and shape as San Marino
 
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Will massive devastating wars between multiple ai affect trade for the player? If a player's economy is heavily tied to trade, will conflict between other nations affect the player negatively therefore forcing them to get involved in the war?
 
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Given that there is a trade range, does that mean that some goods, like silk, will be moving from market to market to get to end purchasers? If markets 'in between' are disrupted, or trade links interrupted, will good 'try to find' alternate routes to end markets?
 
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Some goods like clay, lumber, sand and stone are produced in every market, without the need for specific RGO’s

I think clay and sand are fair, but should lumber really be everywhere? I think some random market in the sahara or the gobi shouldn't be producing enough lumber to matter from a state's point of view.
 
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You mention that countries can dynamically found and disband markets. Are there any requirements for this? I.e. in the Riga example, I presume Sweden is large enough to found their own "Stockholm market" if they wish. And that this would bring both advantages and disadvantages to new inhabitants of the relatively smaller Stockholm Market (price changes and potentially greater or lesser access to certain goods)

But could Ösel also found their own tiny market if they wanted? And presumably cut themselves off from almost everything they don't produce themselves?
 
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How does creating a market work? Does it require a building and a specific population threshold? I guess it is not an automatic process?
If a new market is created do locations switch instantly or gradually to move to the new market? Why would I disolve a market? Is there a maintenance tied to having it under my control?
 
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