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Tinto Talks #43 - 25th of December 2025

Hello everyone and Merry Christmas to you all! Today we are celebrating the birth of Jesus Christ, and thus here is a special gift for you all.

So for today we’ll be talking a little bit about how it is when you start playing in Project Caesar, and we’ll start as Norway..

norway.png


We start in a union with Sweden, as we have the same king, who is only 20 years old at the start of the game. He is married though to Blanche of Namur, who in history gave birth to Håkon who became the King of Norway. The current heir is Eufemia, the king's younger sister, who is married to Albrech of Mecklenburg.

Norway is a rather big country, but most is sparsely populated and not much developed. There are a few main concentrations of population. Around the Oslo Fjord in the south, around Tröndelag in the north, and on the western coast around Bergen & Stavanger.

cities.png

These are the 6 towns of Norway, and these populations include the entire countryside of the location, including all peasants. Oslo has about 900 burghers at the start of the game. This creates a bit of a challenge, as we do not have either a concentrated population nor a big population.

These population numbers are of course going to change dramatically in a few decades, as the Black Death is not exactly avoidable.

There are a few other challenges to consider as well. We do not have our own market and trade through the Lübeck market.

market.png


This has some benefits and some challenges. First of all, it's a market which has a lot of Hanseatic Merchants and access to goods will be plenty. The heartland around our capital in the south also has great market access. However, the rest of the country is not as lucky.

So what shall we do at the start though?

First of all, as Norway has a small population, I can’t rely on large scale raw material production, but should perhaps aim for a more capital economy. One way to achieve that is to grant a privilege to the Burghers. It will make them more powerful, but I think it's worth it.

privlege.png


Another way is to check the alerts and we see that our population has some needs that are not fulfilled. While we may not care all that much if the pops in Orkney get what they need from the Dublin Market, we can at least look into addressing the needs in Lübeck.

alert.png


A lack of wine, beer and silver. The amount of wine needed is nothing I care about now, but it is clear that we could benefit from addressing the other needs.

First of all, we have a Silver Mine in Kongsberg, which we can expand.

silver.png


We currently have a level 1 mine here, and due to the development of the area we can get up to a level 6 mine, employing up to 6,000 peasants in total. There is a demand far higher than supply in the market, but fully upgraded we should be able to supply it fully. It will be an important part of our economy, and we are already able to collect 5% of our taxes only from this location.


I start expanding the mines, with 1 level for now, and look into doing more diversification for my economy. The beer demand will easily solve itself over the next few months, as either the burghers will import more, or The Hansa or someone else will import to fulfill demands or some AI minor will build more breweries.

I want to get a higher trade capacity. I could build market or fishing villages in the countryside, but for now I think a Wharf in every coastal town would be the best benefit, as they impact the proximity calculations and give some sailors as well.

price.png

Wharfs are not the most expensive to build for us, especially with the access to lumber and masonry in the market.

There are other things to consider at the start of the game as well. Assigning the cabinet to their duties is one. As we start with 70 legitimacy, I assign a noble to increase the legitimacy of the King.


jan.png

Probably only Norwegians or some very knowledgeable people about scandinavian medieval history who find it absolutely hilarious for this guy to do this

The goal now is to slowly build up an economy based around my towns and survive the Black Death as best as possible.

The goal during the next few decades would be to build up a simple gravel road from Oslo past Hamar over Tynset to Nidaros.

road.png


This is just a quick small overview of the start of the game in one country…

Next year we'll be back with another "bonus style" Tinto Talks, where we'll look into every trade goods.
 
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Very much appreciate this - the talks are fantastic, but with so many systems getting a sense of how it all comes together into a legible gameplay experience has been tough, so it's nice to see it all in action.
 
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Question: you mention building wharves wherever possible. One of my least favourite things in EU4 is that moment you gotta spam courthouses/factories. This has even more locations. Has anything been done to make this less of a painful task? Perhaps some sort of ‘build in top 10 locations’ button?
In this case, it's worth noting that Wharves are a towns-and-cities-only building: https://forum.paradoxplaza.com/forum/threads/saturday-building-aug-10th-2024.1698737/

So spamming them everywhere amounts to six* locations, at least until Norway decides to create another town. We haven't actually seen too many buildings that can be built in rural locations, and most of those appear to have niche uses, I doubt there will be too many you have to spam everywhere.

(* Actually five, one of the cities is inland, but you get the point)
 
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As much as Im getting hyped for the game by the Tinto Talks, its very hard to predict how fun a game (for me personally) will be just from reading dev diaries.

Im a bit scared that Project Cesar will be a lot like Vic3 in terms of "main game loop", in that my main decision constantly will be "What building am I constructing next". And then later "How can I get more pops to staff my buildings"?

It does not look like it in particular, I just want to mention it, maybe some dev will reflect.
From what the player did at the start of the game:
1. Granted a privilege
2. Expand silver mines
3. Build wharfs
4. Assign cabinet duty
5. (In future) Build a road.

It seems there is much more to do then just buildings, also there will for sure be no global building queue.

Im thankful for anything, whish the playthrough story would have been a bit longer, I personally could read on like its a 1000 page weighty tome.
 
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We start in a union with Sweden, as we have the same king, who is only 20 years old at the start of the game. He is married though to Blanche of Namur, who in history gave birth to Håkon who became the King of Norway. The current heir is Eufemia, the king's younger sister, who is married to Albrech of Mecklenburg.
Any chance we can get the proper numbering for Norwegian kings instead of Swedish numbering? This guy was Magnus VII of Norway. Magnus IV "the blind" Sigurdsson of Norway was king from 1130 to 1135, and died in 1139.

Norway seems very OP with so much silver. Weird considering not a single province in EU4 had silver if memory serves?
The silver at Kongsberg was not even discovered until 1623, and the settlement called Kongsberg was not founded until 1624, but Johan seems to prefer the gameplay including it at the start allows over historical accuracy:
There is a Silver Mine in Kongsberg (theoretically it should not be open yet, but..), but population levels are so low, that its hard to really exploit it..
 
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Any chance we can get the proper numbering for Norwegian kings instead of Swedish numbering? This guy was Magnus VII of Norway. Magnus IV "the blind" Sigurdsson of Norway was king from 1130 to 1135, and died in 1139.


The silver at Kongsberg was not even discovered until 1623, and the settlement called Kongsberg was not founded until 1624, but Johan seems to prefer the gameplay including it at the start allows over historical accuracy:

Maybe thats something content creators need to work on? @Pavía

And Johan was just showing the game as is
 
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Good TT but I still see one big problem.
"The goal during the next few decades would be to build up a simple gravel road from Oslo past Hamar over Tynset to Nidaros."

I feel like this game will have the same problem as Victoria 3. The economic system is cut for big nations. If you need DECADES to build a basic road in a medium sized country, then maybe the best is to reduce building's price as much as their effects to scale it down and make smaller nations playable.

I can't afford to look at my screen for a whole ingame century to see my opm build a road and 2 levels of RGO nor can I afford going to war with the 3 peasants that live in such a country.

I think Johan is being dramatic, you can see in the image that Norway already has funds to build roads to three locations away, though other buildings like Wharfs might be higher priority. From what I could see in the Roads TT, roads are around 80 gold to construct, more expensive than buildings, but not overly so. The real issue is that he has to build seven to get to Nidaros
 
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As much as Im getting hyped for the game by the Tinto Talks, its very hard to predict how fun a game (for me personally) will be just from reading dev diaries.

Im a bit scared that Project Cesar will be a lot like Vic3 in terms of "main game loop", in that my main decision constantly will be "What building am I constructing next". And then later "How can I get more pops to staff my buildings"?

It does not look like it in particular, I just want to mention it, maybe some dev will reflect.
From what the player did at the start of the game:
1. Granted a privilege
2. Expand silver mines
3. Build wharfs
4. Assign cabinet duty
5. (In future) Build a road.

It seems there is much more to do then just buildings, also there will for sure be no global building queue.

Im thankful for anything, whish the playthrough story would have been a bit longer, I personally could read on like its a 1000 page weighty tome.
Also, diplomacy is a big part of early game Eu4, and that wasn’t really shown here. Maybe because the personal union limits options like it does in Eu4? Though they said before personal unions work differently than before, so I’m not sure. There was no military stuff either, maybe also because of the personal union basically securing the entire eastern border. So basically, Norway is a unique case and different countries will have different focus in early game, which is good for replayability.
 
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Thanks !

For the ui, in addition to the things by @Kotyk-durkotyk , this toolbox bugs me :
1735196739133.png



After thinking about what bugs me since the TT was released, and just now playing around for a bit, I think something like this would be much clearer :

1735197164901.png

(and if it's too long, it's still definitely possible to put "wine, beer and silver" on the same line :))

edit : on rewatching : maybe even better if there were a font difference between the market and the goods
 
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Apart from that, I really hope this game gets to be more of a EU game than a Victoria one. Except for the start date, this AAR seems like it could just as easily be for Vicky 4...
 
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Thanks for such a nice gift and Merry Christmas!

I have a couple of questions and suggestions concerning UI (I know, that it's WIP, but anyway):

  • 1. Will it be possible to choose the number format? For those, who prefer 1 000 instead of 1,000 ? Especially with underline text. Because it looks far more clear:
View attachment 1235637
Also 'There ARE 382K people living in 115 Rural Locations'


  • 2. Will be some numbers, indicators (especially those with %) rounded to ~2-3 significant digits? The tooltip should always show the exact number though:
View attachment 1235639
instead of
View attachment 1235640
In case of percentages rounding to the whole number would be enough in almost all cases.
Those prices +0.71, +2.28 are perfectly fine, though.


  • 3. Barrel is a perfect icon to represent the amount of liquids, but with silver and other non-liquid goods it looks strange. So maybe a trade chest would be more universal:
View attachment 1235642

  • 4. It would be also nice to add the number of locations in your country overview, I think:
View attachment 1235648

  • 5. Consistency in naming - Resources or Raw Goods. And in the dev diaries you also call them Raw Materials, so maybe somewhere they are also called Raw Materials. I like all of them, but I do not like that the game uses different names in different places. If you stick with the RGO (Resource Gathering Operation) abbreviation, then they should be called Resources everywhere else in the game. Or just remane RGO into Raw Goods Operations:
View attachment 1235739View attachment 1235741
Barrels are perfectly fine as those were used for long range transport of almost anything, not just liquids. Barrels filled with many things including ores, metals, furs, weapons, etc. have been found. Crates and chests would be to much Hollywood.
 
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Barrels are perfectly fine as those were used for long range transport of almost anything, not just liquids. Barrels filled with many things including ores, metals, furs, weapons, etc. have been found. Crates and chests would be to much Hollywood.
I see, maybe that barrel should be at least vertical. It would be more intuitive for everyone.
And don't mean Hollywood-style chests :)
In general, I like the boxes and barrels in this piece of art, so they could use a combination of these as an icon:
Box.png


Or simply EU4-style icon:
TradeIcon.png


Thanks for pointing out, I'll update the post.
 
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