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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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For banks is there something like hostile takeover by other banks or home countries? It would be nice to have some roadblocks and not just go building frenzy on whole world
 
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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
 
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If we do get Navy-based Pirate tags, I would love them to able to build these types of foreign buildings. It would actually perfect for pirates to be able to build pirate havens in locations, with effectiveness scaling based on control, port suitability, trade and the laws of the host nation. These havens would give bad effects to the host country by lowering control and stealing trade. The pirate tag would obviously benefit from these buildings because of the stolen trade.

I think this would extremely interesting because the lower the control the more effective these buildings become, but the buildings themselves lower control. So the longer they are left unchecked the worse the situation becomes. Eventually if the pirate problem becomes so bad, the location might even flip to the pirate tag. Which is what happened to Spanish Haiti, before the French then took it off the pirates.

I also think there should be some laws regarding pirates, such as normal tags being able to sponsor privateers which allows these pirate tags safe passage in their lands, in exchange for a cut of the profits. It would also cause lots of immigration to these safe havens, with all cultures and religions being welcome in the haven port. These laws would obviously change the effects of these pirate havens, where they still lower control where they're built, but the host nation gets loads of gold from the pirates. This could also massively change the societal values of a nation, shifting then more towards naval and liberty. I think one good example for this kind of relationship would be Port Royal in Jamaica, whhich was a haven for all sorts of misfits before it sunk.
 
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How will the game represent the extreme resistance of East Asian countries to the establishment of foreign embassies in their capitals? Maybe some sort of religious or cultural opinion modifier?
 
Omg make Consolat de Mar a special building for Aragon, or at least recall them to it!!
 
"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.
 
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Two points of feedback.

1) Mission should only be able to Catholic nations. Not even that, just to Spain. In america it was only basically Spain who didn it. Protesntants didnt convert natives they either traded with them or expel them/kill them. And the portuguese were too few and more focused on trade.

2) Missions should be funded by the Church Estate, not by the state. Its just unrealisitic. It was The Catholic Church Missions to convert people, the conquistadors (funded by the state) were there to conquer. Poking @Pavía our infiltrated spaniard hehe
 
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the idea that judaism is both a religion and and nationality is something mostly popularized in 19th century, especially with nationalism being a thing in europe and zionism started to take root. and even then, most "eastern" jews (arabs and such) didnt see themselves as a nationality until migrating en masse to israel in the 50s.

are jews treated as their own seperate nationality/culture here?
 
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Who gets merchant power of trade office

Who get ship capacity of ship right? Can the hansa use it to build their fleet?

The owner of the building, the one who built it.
 
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Does the mission building always convert 100 pops, or can it be slowed down by local modifiers, like local culture, religion and laws?

local can affect it yes
 
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