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Tinto Talks #47 - 22nd of January 2025

Hello Everyone and Welcome to another Tinto Talks, the Happy Wednesday where we give you some information about our entirely secret upcoming game with the codename of Project Caesar.

As mentioned in https://forum.paradoxplaza.com/forum/threads/psa-tinto-talks-topic-change-this-week.1726639/ we have a change of schedule for this week.

Today we’ll go through the market screen and show how it's used in the game. Here I will be playing as Sweden, and this is the 6th iteration of the UI we have done for the economy system as we kept iterating upon it to make it more player friendly. Our goal has been to give you important information at a glance and reduce the amount of clicks you need to do anything to a minimum.


market.png


At the top of the screen you can see the balance tab for all your fun sliders, and the trade tab where all your trades are shown.

First, let's explain all the keywords you see here.

Trade Efficiency
This modifies how much gold you get from trades, by directly impacting the price you sell goods in the target market. A negative will decrease the profit, and could even make a trade unprofitable if the margins are low enough.

Production Efficiency
This impacts the output of buildings. A positive Production Efficiency increases the profit, while a negative may make it not worth keeping open.

Trade Advantage
The Trade Advantage of countries in a market determines who will be able to get their exports fulfilled first. If there is a limited amount of supply of goods in a market they get distributed by the trade advantage that each country has in that market.

Market Attraction
This impacts how much pull a market_center has over a location to make it a part of its market. As we play Sweden here, and currently don’t have a market, it's not that important to us.

Trade Maintenance
Trading is not free, as the ships, wagons, and caravans need to be maintained, and the merchants themselves need to be paid.

Market Protection
Protectionism is a desire to keep trade within one's own Country. This is represented by one location_modifier and one country_modifier, which reduce locations' likelihood of belonging to foreign markets.

Trade Capacity
This is if we have any bonus to how much capacity each merchant has in all our markets. This represents how much a country can export and/or import from a market. Each trade created from this market uses merchant_capacity depending on the distance to the other market, and the volume of goods that trade is doing.

Trade Range
This is simply how far our merchants can reach, and determines how distant the markets we can trade with can be. This is calculated from any market we have merchants in.


Below we have the search bar and filter list. This is something we have in pretty much every screen with a list of objects in Project Caesar. The Search Bar allows you to just type what you look for, and it will check on names, or any other relevant information that is connected to the elements in the list. The filter allows you to toggle any data.

filters.png

These are the filters we have for the market list.


Let’s focus on the market entry of Riga then. This is a UI widget, which we refer to as the Market Card, that you will see in several screens, as it gives you information about the market, while allowing you to quickly do actions.

riga.png

The flag and name do not need to be explained

In the top right corner we have an automation button, which allows you to toggle trade automation for that market.

Below it you will see 5 blue buttons, all with important information.

The first shows the amount of trade capacity available and how much you have in that market. If you click on it, it would open the buildings overview tab, with this market filtered, and with all buildings you have and could build that could increase your trade capacity in that market.

The second shows our position in the market when it comes to trade advantage and clicking it will open up your trades with a filter for the market, so you can quickly change your trades.

The third button shows how many types of goods you have some sort of lack for when it comes to your constructions or the requirements of your buildings in this market. The banner is only shown if there are any goods lacking. Yellow if buildings are inefficient due to lacking of some of the goods and red if there is a blocker. If you click on it you get to the goods screen with the needs and the market filters selected.

The fourth button is similar to the third, but is about the needs of your pops in this market. The banner goes red if you have pops in the market that are actively part of a rebel faction. If you click on it you get to the goods screen with the needs and the market filters selected.

Below here is the tooltip for this button...
pop_needs.png

Yeah, I’d also be upset if I lacked wine…


The fifth button shows the current food balance in the market, and if you click it you go to the food screen, with any locations in the market you can get food from in the filter. If any province is starving or likely to starve in the next 6 months, you will see alerts there as well.


Lets end by taking a quick look at what the goods panel shows when we click the fourth button..

goods.png


Market widget is at the top, as mentioned above, where it acts as a filter for the information displayed below The buttons to the right allow you to quickly toggle to the next market we have presence in, or remove the market filter to see data for your whole country.

Normal search bar and lots of possible filters. The “Pop Needs” filter is present, so the list below only displays the goods that our Pops are currently demanding.

Let’s now explain this list, with 4 entries.

First is the icon of the goods, in a tiny little version, so it works fine with lots of goods at the same time.

Second is a small vertical progress bar, which shows how much goods are in the stockpiles in the filtered market. Obviously empty here.

Third is the monthly balance in the market, which is very red and negative, so we need to do something about it.

Fourth is the price in the market, with gold or silver icons indicating relative price, with Wine being more expensive than the default price, indicating that imports can be profitable here.

Then we have the two buttons for importing and exporting. The export button is greyed out, as there is no surplus. We have some capacity so we could attempt to import about 2 goods of one type.

After that is the Expand RGO button, Cloth can not be expanded as it's not a raw material, but the others are also greyed out, as there are no Wine production in Sweden, and no gold or silver mines. The Sala Silvermine was not present in 1337, but there is a nice DHE for it. If any of the RGOs were available, clicking on the button would open the Expand RGO screen with all locations you own with that raw material in the filter. The number on the button shows the profit of the most profitable RGO of that good you can expand in your territory.

The final button is the “build a building that produces the goods” button. If you click on it, it would open the buildings overview tab, with this market filtered, and with all buildings you have and could build that could produce that good in that market. Now the quick thinking of you will ask: “wine?” Yes, there is a production method for Breweries that can turn fruit into wine.



Cheers, next week we will back the regular scheduled programming.
 
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1737555343665.png

Question, will the image change dependeing in the region/country you are playing? Do not get me wrong i love this illustration, it is really cute, but isn't it way to specific to Europe?
Oh and maybe avoid the use of red with a brown background, it's kinda hard to read.
Loving everything else!!!!
 
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Not really
Would it be possible to add a way to prevent thee xport of trade goods you dont want exported? I am especially thinking of weapons, as you might want them for yourself pr deny them to a potential enemy, but could be applied to any type of trade good
 
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I don't get it, my brain is too smooth, but I'll roll with it.
 
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Red on brown is hard to read, and if you have colorblindness it becomes practically invisible

firefox_2025-01-22_17-23-13.png
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Please give it a darker background and make the red brighter.

I hope the top of this window will get another iteration. It feels lackluster, the text on the image is unpleasant to read.
 
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The fact that all trade icons have the differenting sub-icon in the bottom-right of the fish-to-apples general trade icon shown in front view in a flat plane with the sole exception of trade maintenance, where the cog sub-icon is drawn in 3D perspective at an angle bothers me more than it should.

Thanks bro, now I can't unsee it
 
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Red on brown is hard to read, and if you have colorblindness it becomes practically invisible

View attachment 1246209View attachment 1246208




Please give it a darker background and make the red brighter.

I hope the top of this window will get another iteration. It feels lackluster, the text on the image is unpleasant to read.
Thanks, I was wondering why there was no number for trade efficiency. It's completely invisible to me no matter how much I zoom in. I can just barely see it in your modified image
 
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View attachment 1246158
The red text here is almost invisible to me (I have red-green color blindness). I hope you can make this game accessible for color blind people

We got support for the following colorblind types.

1737563061423.png



With the some examples hown below..


1737563100295.png
1737563135464.png
 
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We got support for the following colorblind types.

View attachment 1246220


With the some examples hown below..


View attachment 1246221View attachment 1246222
Yay! Thank you! If you want to improve this system even more, you could allow the user to arbitrarily change each UI color to whatever shade they like. This would allow for maximum color blind compatibility. You can still keep the modes you have as presets, and allow for further tuning at the player's discretion
 
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All of these filters are yes/no filters.

Could we simplify to a checkbox you cycle through? So instead of "has presence" and "has no presence" being two separate buttons, it's just "has presence' and the options are "yes," "no," "all." That basically cuts the filter buttons in half.

1737564210974.png


EDIT: like this as a really quick mockup, which I think really cuts down on clutter.

1737565439279.png
 
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It is not clear to me how much I need to interact with this. Trade automation is severely lacking in Victoria 3.

If it is crucial to interact with this in detail to play the game, it may be overwhelming. If it isn't, does the level of detail of the simulation really add something to EU5?

This looks more like the Anno series with supply chains and hood-by-good optimization.

I hope they pull off a good game design here that allows meaningful strategic interaction (not just operatively optimizing).

We have several on the team who have trade fully automated when they play.
 
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Great TT. I have one question about trade capacity (maybe I just forgot details).

If Sweden has TC of 2 in Riga, is it market related, or would Sweden have the same capacity in any market they had presence in. And, is this capacity total, or does it count "double", 2 for exports, 2 for imports?

Keep up the great work!

Capacity is something that you have in a market. That is basically the "presence"
 
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Looks great. My only criticism is the trade advantage position UI. It says nothing about how much I need to become the leader or by how much I am ahead. An important information given how being 0.1 ahead or not can be an all or nothing difference.

Also a question: Is this for trade only? So if Sweden is in second position does that mean it can only export excess goods that Riga isn't already exporting or is Riga also drinking all the wine in the market themselves leaving all pops in Sweden revolting?
 
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Also, to reiterate my idea for tariffs:

Every market center you control, you can select any good and then select (including an all/none selector that clicks or unclicks everything to make it far easier to use) the markets that you want to apply an import or an export tariff to/not apply an import/export tariff to (basically just a toggleable checkbox).

Yes, it's a bit weird because markets are regional, but this also means that when you're pursuing a protectionist market policy, that you'll likely want to avoid foreign countries being in your markets altogether, and have each of your markets only consist of territories owned by you or your subjects/colonies.

That's normal. That is an expected, and frankly desired, consequence of this system.
 
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