• 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.

Tinto Talks #27 - 28th of August 2024

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:
I think the concept of having Judaism as an ethno-religious group is not a really good idea and does not reflect the reality of the richness of Judaism. In fact if if some community has been able to withdraw into itself because of persecution and other pogrom,there are plenty of examples of a very assimilated religious Jewish group.

With the French Revolution, Jews have been able to be an integral part of French society without denying their religion. It's sad that the game cannot reflect this reality. Similarly, in the societies of North Africa and the Middle East, they were in some long period of history assimilated and well integrated into the societies. The example of Moses Maimonides illustrates this wonderfully, or in Andalusia Ibn Shaprout.

For example, a great French academic Jean-Christophe Attias specializing in the period illustrates this well in his works and in particular in "Les Juifs et la Bible" (Jews and the Bible), Paris, Fayard, 2012; re-ed. en poche, Paris, Cerf, coll. "Lexio", 2014"

So I hope there will be a mecanism in the game, as for instance a special Law that allows us to have assimilated Jews in our country.

I think that it can reflect the historical complexity and the richness of what the "Jewish people" is and thus correspond a little more to the reality of history, which has always been the spice of your games and the reason why we are completely under their spell
 
  • 4
Reactions:
so in this time period Project Caesar can accurately model all non-Roman Catholic English-speaking churches as Protestants, and the problem goes away.
But does the problem go away? It's not like it would have been impossible in a different timeline for, say, France to expel their Calvanists to the new world when they colonized. It's not like the expulsion of Quakers was something so unique that it could only have happened once in any timeline, the way it happened with Britain. It's not like it's as unreasonable for it to happen in history
 
Good to know about foreign buildings.
 
But does the problem go away? It's not like it would have been impossible in a different timeline for, say, France to expel their Calvanists to the new world when they colonized. It's not like the expulsion of Quakers was something so unique that it could only have happened once in any timeline, the way it happened with Britain. It's not like it's as unreasonable for it to happen in history
But if it never happened in our timeline, then is it plausible at all? I know it's in EU4, but I'm not convinced it ever really happened as an intentional policy anywhere. Now that Project Caesar has more granularity (in particular, pops of different religion within the same province and building that aren't constructed by the player), I think there might be better ways of modelling what happened, not a player decision to have a colony with a different state religion.
 
  • 1
Reactions:
Shouldn't the embassy give a discount on diplomatic capacity with pacts with the country where the embassy is built, instead of a flat diplomatic capacity bonus?

Also, I think you should be able to build it in the capital of any country you have a pact/ongoing diplomatic capacity cost (especially notably, subjects)

It would also be nice if it gave reduced liberty desire for subjects, since you're lavishing them with gifts, essentially.
Agreed, and bonus points if embassies on integrated subjects would transition into a "control" building (level?) of some sort.

And since my mind tends to get derailed, I think it'd be cool if infrastructure (like tax offices etc) would have an impact on wether or how fast unrest translates into an independent tag, or stays an unresty drain on your coffers. Kinda hard to create a country consisting of 50 farms, a stone quarry and a hardware store. Enough burghers and nobility to oppress the peasants whould be a natural minimum to spawn a tag. Otherwise maybe it'd just fade into "uncolonized" or whatever.

Nothing atm, except burghers eating food,
To me, a natural effect of banks beyond burger eating burghers, would be more burghers and a greater local capacity of investments. So the state, local and regional factions like nobility, clergy and burghers, and even foreigners, would have an easier time building/investing in that and nearby areas. And I'm sure that would have no bad or unwanted consequences.
 
Is there going to be different productions of different spirits or events relating to them, since spirit production in the 1300's was very expensive and was typically only done to make Aqva Vitae (early spirits typically used for medicinal use that the church had a monopoly on). With the Malting technology coming forward making production much cheaper and protestantism making production widely available and cheaper.
(Also rum was first really invented around 1650, with its first alias, Kill Devil)
 
  • 1Like
Reactions:
Since ethnoreligious pops can't be assimilated like normal pops, will countries get unique interactions with ethnoreligious pops? such as a way to make them an accepted culture in the nation?
 
Last edited:
The existence of multiple Israelite religions makes me wonder whether Sabbateans will be represented as their own religion.
 
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.

View attachment 1180300
You can’t go sailing without a lot of rum can you?
You heard it here first - no pious Muslim countries can ever explore!
 
  • 1Haha
Reactions:
Will there be a building variable for production efficiency? Like in HOI or I:Rs Statemanship? It feels a bit off that a mission can constantly convert 100 Pops per month. It should be harder in the beginning, while being way more effective after 10 years once they already have converted 12k Pops. The same goes for a lot of other buildings and would add an interesting new strategic layer.
It also feels odd to me that you get 100 pops convert per month when some locations only have 100-1000 pops in the whole location. For locations with lots of land and very few people even vising everyone in a year might be challenging IRL.

Would it be better as a % of the total province population?
 
I think most pagan/animist religions around the world would potentially fit as ethnoreligions too. Perhaps even Shinto and the various other folk religions of East + Southeast Asia.

In return for locking culture assimilation behind conversion, it would be a good idea for ethnoreligions to have (or at least start with, before advances/whatever) pretty low missionary strength outside of their own culture, culture group or even language, depending on the scope of the religion in question.
 
  • 1
Reactions: