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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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Is the colonization gaming loop fun as it stands right now when you playtest PC?
 
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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
 
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Speaking of ethnoreligions, is it one way only? You have to go Jewish Ashkenazi -> Catholic Ashkenazi -> Catholic Polish, but can you do the inverse? Actually, do you *have* to do the inverse, or could you go Catholic Polish -> Jewish Polish?
 
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.
 
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That one I don't understand. If you're an empire you cannot build embassies in kingdoms? Why?
Missed this and I agree... it is probably to simulate the history of the first embassies, or training the AI not to place them in stupid places. But there can be rump kingdoms or large principalities, presumably, so it doesn't feel right. The best solution would be to get the computer to learn why placing an embassy is strategic. And if a player wants to do something like add an English embassy in Andorra, they should quickly learn why that's wasteful.
 
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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
 
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I hope there is a mapmode which I can view all locations I am having foreign buildings on, or for other countries too like if I click another tag his foreign buildings will be shown, like interactive diplomatic map in eu4
 
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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
 
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Hi there. Do you plan to add guilds (like the Free Masons) as BBCs? Could we set up a BBC that dabbles in unrest creating activities (yes Assassins and Thieves Guilds). IIRC there was at least one medieval thieves guild in Spain.

Edit: Are ther any espionage related aspects to BBC (for example, to discover or hide the secrets of the Free Masons for less building upkeep, or to find more optimal upkeep method thingy). Sorry of my thoughts are all over the place.
 
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Interesting culture conversion lock. That will indeed prevent us from having katholic Ashkenazim.
Elegant solution, i like it.
From what I understand the change doesn't fix this- rather it makes having Catholic Ashkenazis mandatory.
In order to assimilate Jewish people, you need to first convert them to Christianity. Then you have just have a bunch of Catholic Ashkenazis around.
Only after that, can you assimilate Ashkenazis to your culture (which probably will be a lengthy process).

Unless I'm missing something, it doesn't seem to be a good change.
 
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