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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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Whoever thought of that preparation phase of exploration - it was a stroke of genius. In a simple way it adds gravity to the event. I can see myself - rather then clicking the button and forgetting about the explorer until I get results - checking every once in a while how is the preparation to the voyage going.

I still think there should be a possibility to expand journey to regions discovered during that trip.
 
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Couldn't stop seeing that it says "available" liquor is -2.48. I'm not sure if crafting has been talked already in grain detail, but how can it be a negative availability? What happens when you don't have enough of that material for all the maintenance of buildings?
Using vic3 terms, I'd say it means there are more buying orders and selling ones.
 
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Is there somewhere in the UI where you can keep track of all the buildings you've built in foreign countries?

Also, what happens to the buildings if two countries become hostile and in war? Would the Trade Office and the Embassy be disabled to simulate the cut in diplomatic relations and the trade embargo?
 
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.
 
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So excited for multiple Israelite religions. I assume this could only mean Samaritans are in. The question now remains in my mind, will there also be different Jewish sects, or does the idea of Israelite Faiths being a thing imply that there will only be Judaism and Samaritanism.
 
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"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."

This leads me to ask 3 questions:
1) Does this mean that the distance calculation for colonisation will be measured from the nearest location that fulfills certain requirements?
2) What is meant by closest location that fits, what are the requirements for a place to be the staging location?
3) The answer to 2) may answer this as well but will you e.g. be able to use a location in a colonial nation or other subject types as staging locations?
 
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.
 
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"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?
My bet is that the main focus will be weather mechanics. Perhaps also mentioning the little ice age and how it will be represented (likely as a situation)
 
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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
 
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  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.
 
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