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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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Does building that road make sense? It seems like using a sea route to connect these two locations would be faster than constructing a gravel road over hills and mountains.
I’m guessing either embark costs make that inefficient or this is more about getting interior control high, not getting control to the road’s nominal endpoint up. There’s also the possibility of maritime presence being diminished somehow.
 
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Should cities and towns be split into major cities and towns? There weren't that many large cities through the first part of the game but towards the mid to late end of the game you see some large European capitals.

I would also split rural into rural and wilderness as right now there is no difference between untamed tribal/nomadic/empty land and a land with large number of villages
 
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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..

View attachment 1235594

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.

View attachment 1235593
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.

View attachment 1235592

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.

View attachment 1235591

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.

View attachment 1235590

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.

View attachment 1235589

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.

View attachment 1235588
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.


View attachment 1235586
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.

View attachment 1235585

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.
Greatest talk yet i must say as an totally unbiased norwegian. One minor nitpick is that i belive the coat of arms had a straight axe and not a bendy one like the later danish itterations (example is magnus erriksons coat of arms that i found on the norwegian wikipedia for him so i might be wrong, in that case im sorry)
 

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I like your suggestions, except for this one:
Will be some numbers, indicators (especially those with %) rounded to ~2-3 significant digits? The tooltip should always show the exact number though:
When we want to compare numbers, it’s more convenient if they have the same rounding. In Johan’s screenshot, the numbers are aligned in columns.
 
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I like your suggestions, except for this one:

When we want to compare numbers, it’s more convenient if they have the same rounding. In Johan’s screenshot, the numbers are aligned in columns.
Though, for percentages, rounding to full percent values is likely sufficient all the time. The tenths of a percent difference in the price are already irrelevant (prices are given in hundredths of ducats, so a permille difference already only affects the last digit).

But yeah, using significant digits is not such a useful metric here compared to meaningful precision.
 
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You said you managed to implement tables recently in Victoria 3.
1000005262.png

Can you show besides population, the number of burghers, clergy and nobles?
 
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Silver was counted as gold in EU4 also what do yoy mean op? They barely have a population and the Balkans have lots of silver too

Silver seems to give a crazy amount of money for such a little amount of people. And yes they will never have a massive army with with that much wealth they might be able to do quite a lot.

Denmark might struggle to keep them in the union. Similar population but much poorer provinces in terms of resources
 
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Silver seems to give a crazy amount of money for such a little amount of people. And yes they will never have a massive army with with that much wealth they might be able to do quite a lot.

Denmark might struggle to keep them in the union. Similar population but much poorer provinces in terms of resources
I too love making assumptions about the balance of a game I've never played
 
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Isn’t that represented by development? A rural location with low development is mostly wilderness while one with high development is heavily built up.
Then high development rural means it is city or town too, what is the point of making rural and city different types right?

Wilderness and rural isnt just about development, for example a settled country army wouldnt get reinforcement or food inside a wilderness, but a SoP or a tribal tag would get,

You have to start buidling permanent settlements to farm development, but before you have to upgrade wilderness to rural otherwise we may get horizontal societies reaching pretty high development as they are away from combat and devastation
 
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Silver seems to give a crazy amount of money for such a little amount of people. And yes they will never have a massive army with with that much wealth they might be able to do quite a lot.
Keep in mind that higher price is because of a shortage. The more levels you build and the more silver you send to the market, the return on the investment and even the mine's income will diminish. Plus there's also the question of having enough pops to work each level for full output, Norway with 316k rural pops and 115 locations average 3k people per location. That's three levels of an RGO, and you are left with no people producing food in that location, so they'll have to be supported from the provincial food stores. Sure, you could encourage migration, or pop numbers might go up naturally in that location (though the Black Death is looming, just as Johan said), but these things probably all come with their opportunity costs or tradeoffs. The point is, the game's systems are so interdependent that a single silver mine is probably not going to make Norway OP, or even if it will to some degree, we know way too little to be able to make that assumption a certainty.
 
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I like your suggestions, except for this one:

When we want to compare numbers, it’s more convenient if they have the same rounding. In Johan’s screenshot, the numbers are aligned in columns.
Yes, I' agree, but still I don't like those 20.00% more than I don't like non-perfect alignment. And it can be still aligned because I just spent 2 minutes in Paint :)
 
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