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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…
 
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Wait, *who* builds the Mission building? The player? Because I'd expect them to be built by Orders (the Jesuits, Franciscans etc) or the Church Estate in the tag instead. At least in Brazil, Missions weren't built/granted by the Crown themselves or anything, Jesuits were given permission to build them. They'd even get into conflict with other settlers and bandeirantes for influence over the natives, and by the 18th century, all Jesuits were kicked out from Brazil by the Marquis of Pombal.

I'd expect this to translate in-game to AI buildings Missions inside/near your owned colonies, with you having to deal with their newfounded influence amongst the natives. Actually, now that I said it, the Jesuit missions should probably work like Societies of Pops...
Btw, thoughts on representation of the bandeirantes? Should they maybe be an ABC? Or should they perhaps just be like Brazilian militias who can conduct raids on surrounding uncolonized territory?
 
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Wait, *who* builds the Mission building? The player? Because I'd expect them to be built by Orders (the Jesuits, Franciscans etc) or the Church Estate in the tag instead. At least in Brazil, Missions weren't built/granted by the Crown themselves or anything, Jesuits were given permission to build them. They'd even get into conflict with other settlers and bandeirantes for influence over the natives, and by the 18th century, all Jesuits were kicked out from Brazil by the Marquis of Pombal.

I'd expect this to translate in-game to AI buildings Missions inside/near your owned colonies, with you having to deal with their newfounded influence amongst the natives. Actually, now that I said it, the Jesuit missions should probably work like Societies of Pops...
I'd say the various Orders should be their own extraterritorial entities that are subject to the Pope.
 
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I liked most of the previous TTs (except the technology and institutions ones), but this one is the most interesting personally, I just hope that the automatic construction is quite good, if in the end you are going to see so many buildings, I think Personally, that is something that will change a lot once it is playable.

Now, I hope to have a building interface that doesn't get confusing, since if I want to do a build batch in specific locations, I hope I don't get lost in a list.

I would also like to know what restrictions there will be for buildings, I'm just saying that it shouldn't be possible to build everything in one location, unless we focus the entire game on improving specific provinces (Like the capital), other than that I want to know how much It will activate my psychopath side, every time I see that a building can be built anywhere, even if it ruins the market and the economy (All coasts will be full of shipbuilding).

Finally, I thank the entire team, not just Johan, they all do a very good job (Even though you can't read this because it is in the middle of 100 pages of this TT xd)
 
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Is the building automatically destroyed if relations sink below 100? I imagine that in some instances it would be easier and more realistic if the building was simply frozen or disabled but then reactivates when relations climb over 100 again
 
What restrictions are there for banking countries to set up banks in a town/city? If there isn't a noticable one other than materials to build/operate the bank I feel it could very easily turn into an "infinate money" exploit, or turn PC very "board-game" like which you've said you want to avoid.
 
Btw, thoughts on representation of the bandeirantes? Should they maybe be an ABC? Or should they perhaps just be like Brazilian militias who can conduct raids on surrounding uncolonized territory?
Colonial nations in general should be able to raid native nations and uncolonized lands, even if their overlord is allied with those nations, is not like we lack in examples of such behavior
 
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Is the building automatically destroyed if relations sink below 100? I imagine that in some instances it would be easier and more realistic if the building was simply frozen or disabled but then reactivates when relations climb over 100 again
It's mentioned in the TT that you simply have the option to destroy it if relations are below that.
 
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.
 
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Speaking of religion missions and playable Military Orders, how about playable religious orders like the Jesuits? Wouldn't it fit the game architecture and add a new intriguing game style once the military orders fall out of fashion?
 
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Btw, thoughts on representation of the bandeirantes? Should they maybe be an ABC? Or should they perhaps just be like Brazilian militias who can conduct raids on surrounding uncolonized territory?

I haven't given them much thought yet, to be honest. First thought was to make them a special colonial expedition that can raid pops, but I don't even know if it can work.
 
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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.


View attachment 1180302
Saving souls for God!
Will it be possible to build multiple such buildings in one location? It wouldn't make sense for you to only be able to convert 100 pops in a location with 100 000 inhabitants, since it makes locations with smaller populations easier to convert for seemingly no good reason.
 
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
 
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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,
 
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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.
 
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Interesting culture conversion lock. That will indeed prevent us from having katholic Ashkenazim.
Elegant solution, i like it.

yeah, was the easiest solution
 
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