• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
21.966
255.743
  • Diplomacy
  • A Game of Dwarves
  • Magicka
  • Starvoid
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
Welcome to Tinto Talks number #28, another Happy Wednesday, the day in the week where we give your information about our almost entirely super secret Project Caesar, so we can listen to your feedback.

This week, we will delve into more details about buildings, and how buildings are not just something you do inside your own borders, but something you do outside them as well. We usually call these types of buildings ‘foreign buildings’.

Common Foreign Buildings

One common building many countries can build in foreign towns and cities is a Trade Office, which requires that the owner of that location has an opinion of at least 100 of your country. This is one way to get a foothold into another market. The caveat is that the merchant power is relying entirely on the maritime presence it can provide,

trade_office.png

Time to build in every port, town or city….

Another building that you can build in capitals of countries of the same rank or above is an Embassy. They increase your diplomatic capacity by +0.10 and lift the fog of war over the location, but it is rather costly in upkeep, requiring lots of paper and jewelry.

Not all foreign buildings can be built in an owned location though. And some require that the location has no current owner to be allowed to be built.

One such building that you want to build in any area where you are doing a colonial charter is a mission. This is a building that will convert 100 pops every month to your state religion if the building is fully staffed and has access to its goods.


mission.png

Saving souls for God!





Unique Foreign Buildings
There are many unique foreign buildings in the game, many depending on what type or which country you may be playing. Today we will show off a few of these unique ones that make some countries play differently.

While the Hanseatic League has multiple buildings they can build, one of their truly unique is their shipwrights, as this can be built in any port of their subjects, giving sailors to the owner of the building, while also increasing the ship building capacity in the location.

If you play a banking country, you can always place a banking office in any town or city, which will give you a small amount of merchant power, while also giving you a fair amount of gold.

Military Orders in the Catholic faith can set up an Order Commandery in any location in another Catholic country, if they have negotiated a Sponsorship. If a country agrees to Sponsor a Military Order, they will gain religious influence and prestige every month. Each of these commanderies that you build will give you some gold and manpower.

order_commanderies.png

Each does not give much, but it all adds up…


Destroying Foreign Buildings
For the foreign buildings in your country that require good relations to build, you always have the option to destroy them if your opinion of that country goes below 0, and you are at peace again. This will obviously lower their opinion of you further, and give them a casus belli to be used against your country. Other buildings may require a peace treaty to be removed though.



While this may be very interesting and fun, I realize that this Tinto Talk is a bit short, so let's do some more information here..

Recent Changes
We constantly update and tweak the game from feedback and such, and today I was gonna show off a few examples of what we have changed recently, mostly due to the great feedback we have been given.

First of all, we have added a small staging time to all explorations, where they need to prepare, and require resources, tying the exploration mechanics closer to the economy system of the game. For the first few months of an exploration, there will be a type of construction in the closest location that fits, requiring goods to progress.

exploration_staging.png

You can’t go sailing without a lot of rum can you?


The cooldown on assigning generals to armies was not too popular when we talked about it, so instead we now have a system where it takes time until you get the benefits of a new general in your army. This time is connected to the travel time it takes from your capital to the army, and some extra time for the character to get up to speed. This will make assigning generals and admirals much more of a strategic choice.


One topic that has been raised in various map talks we have had has been the lack of ethno-religions. Now we have made it so we can lock some religions from allowing their pops to be assimilated before they can be converted.

ethno_religions.png

Yes, there is more than one israelite religion…

Stay tuned, as next week, Winter is coming…
 
Last edited:
  • 233Like
  • 119Love
  • 11
  • 7
  • 2Haha
Reactions:
Where do the goods for the buildings in foreign nation's come from? Your own markets or the locations markets? If the owner of a market embargoes you in a place where you have a foreign building in a different nation, how can it get goods?

the market the location is
 
  • 44Like
  • 2
Reactions:
1. What happens when you go to war with a nation, that has your Embassy? Other than that nation can destroy that building.
2. Is it possible for Military Orders to get out of hand? Where giving too much power results them trying to do some hostile takeover or something like that?

1 - if relation is <0 at end of war, they can destroy it.
2 - only 1 commandery per catholic country.
 
  • 29
  • 19Like
Reactions:
Presumably foreign buildings will get their goods from the market their location is part of. Who gets priority between the host nation and the foreign building in the same location?

Also, love the changes.

1) market access
2) building order in location
 
  • 27Like
  • 11
  • 1
Reactions:
  1. Is there a way to prevent another nation from building a trade office in your lands? Either simply telling them no, or something like a decrease relations mechanic

    In EU4 for example, even if a nation utterly despised you and were hostile, unless they were your rival or you had a lot of AE, the improve relations mechanic would allow you to easily get 100 opinion in that country.

  2. Also, is there any benefit to the host country to have the building? It looks like it consumes pops and goods, but doesn't provide anything besides upgraded pops, which a player might not want to have, due to pops = estate power?

1 - bad relations help
2 - no, but they will move pops to that location, but they will count for them, not for you.
 
  • 28Like
  • 14
Reactions:
  • 42Haha
  • 12Like
Reactions:
And have you considered how slavery will be implemented? Can you raid for slaves like the Barbary Pirates did?

yes and yes
 
  • 69Like
  • 13Love
  • 9
Reactions:
What other ethnoreligions are there so far? Miaphysite, Nestorian, Druze, Yazidi, Samaritan, Mandaean?

i don't how my CD's will use this yet.
 
  • 34Like
  • 8
  • 5Haha
  • 1Love
Reactions:
i don't how my CD's will use this yet.
We don't know the extent yet, either, but we appreciate having fancy toys useful tools to work with.
 
  • 43Haha
  • 21Like
  • 4Love
  • 1
Reactions:
Can for example an Iberial military order like Calatrava that is supposed to be a vassal of Castile set up buildings outside their overlord's territory?

yes
 
  • 36Like
  • 10
Reactions:
Is there any sort of downside for you having a bunch of buildings from a banking tag in your nation? Is there any reason at all for you to want to destroy those buildings?

Nothing atm, except burghers eating food,
 
  • 36Like
  • 11Haha
  • 6
Reactions:
If I may suggest, imo the Mission should require at least wine and bread (I think you have to celebrate Mass...), and probably parish churches, monasteries and so on should need them too. During middle ages there was a huge commerce of wine required for Mass, and was shipped even in Greenland...

for christian ones yes.
 
  • 69Like
  • 9Love
  • 3
  • 2
  • 1Haha
Reactions:
Interesting culture conversion lock. That will indeed prevent us from having katholic Ashkenazim.
Elegant solution, i like it.

yeah, was the easiest solution
 
  • 42Like
  • 8
  • 5
  • 1
Reactions:
Hello.
How do buildings I build in foreign market access goods they need? Do I buy it the market where the building is located or at my home market and is beamed over?
Can they still access goods locally if there is a blockade or something

buildings always use the location they are based in
 
  • 30Like
  • 2
Reactions:
If we own a building in a foreign country, can we sell that building to the country governing that location instead of destroying it?

no, as many of those are "foreign only" flagged.
 
  • 21
  • 14Like
  • 1
Reactions:
Do building based countries send pops to staff buildings, or can they recruit using local pops, leeching off the native population?

they send part of the pops, and then promote/assimilate some locals
 
  • 39Like
  • 18
  • 2Love
Reactions:
1. Is there a limit to how much can we spam buildings? Can we just build over enitre tags with our trade outposts and commanderies?
2. In relation to religions - is for eaxmple Judaism harder to convert? Moreover - can he target one religion for conversion chiefly?
3. Will Missions dissappear once the location is owned?
offtopic:
4. How dynamic would the localisation be? Would we be able to dynamically change names of cultures and religions for example (via events)?

1 - gold is one limit
2 - some religions are harder
3 - yes
 
  • 31Like
  • 6
Reactions:
  • 29Like
  • 7Love
  • 5Haha
  • 1
Reactions:
1)Can foreign buildings be forced through war? Like if they destroy my building, and I declare war against them and win. Does that building get hard-locked in their nation? So pays for the cost? Can I expand my influence in nations that I won a war against regardless of my relationship? If I was the Hanseatic league, and I forced my trade dominion over Polotsk (as happened IRL), will I just get the one building after the war or will the relationship modifier be lifted for the duration of the treaty/truce?

2) Shouldn't the funds the Commanderies raise be somewhat linked to the local community's wealth and presence of the faith?

3) Can we build trade buildings in the lands of Society of Pops like the French did in Canada?

1 - depends on so many factors
2 - in theory yes
3 - society of pops dont own locations
 
  • 32Like
  • 4
Reactions:
"Stay tuned, as next week, Winter is coming…"
Does this mean we have no new tinto talks next wednesday or you are going to talk about climate at that time?

Next wednesday there is a TT.

the week after is La Diada, so will be none.
 
  • 36
  • 7Like
  • 4
  • 1Love
Reactions: