• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tinto Talks #54 - 12th of March 2025

Hello Everyone and Welcome to another Tinto Talks. This is a Happy Wednesday, where we talk about our yet unannounced game with the codename Project Caesar.

The main reason for us to do these Tinto Talks is to gather feedback and improve the game. What you have been telling us really matters, and now we will talk about some important changes that have happened during this last year. When we talk about external feedback here, it's primarily from people reacting to Tinto Talks, and when we say internal feedback it's from people at Paradox and our partners playtesting it.

This first of four talks on feedback is about improvements to the economic system of Project Caesar.

Goods Rework
We added five goods and removed two by merging some goods, all from great feedback and suggestions we got.

First of all, we listened to your arguments and split spices into three, with Saffron for Europe and Middle East, Pepper for Asia, and Chili for the Americas. We talked about naming them with generic terms, but these names we went with felt more immersive.

Dates were merged into Fruits, and Soybeans was merged into Legumes. This was because we want to make sure Goods add interesting depth and flavor to the economy without cluttering the system, and we thought there are better candidates to split up.

We also added Beeswax to simulate everything from honey to candles. This was heavily requested by the community, and this is a common raw material around most of the world.

Two new produced goods were also added in Pottery and Furniture. Pottery is produced mainly from clay, and is demanded both by Pops and many buildings producing alcohol. Furniture requires lumber to be produced and is primarily demanded by pops, while some administrative buildings require a small amount of furniture regularly as well.

pottery.png

Goods tooltips show market related information when applicable. Here Riga has a +7.94 surplus of pottery so it could be nicely exported.

Some goods got increased base prices like Lumber and Salt, and many demands for goods have been changed from feedback, both external and internal. Salt as an example is now required for maintenance of auxiliary regiments and for market buildings.

Productivity and Specialization
Something that was suggested at many places was to improve specialization and make different locations more unique when it comes to the industry. This we have achieved by four mechanical changes.

First of all, we added in a soft building cap, where every town can support 25 building levels, every city 100 building levels and each development point in a location adds another building level. Each level above the cap increases building costs in that location by 10%. This, besides making you want to diversify your cities, makes the decisions to go from guilds to manufactories to mills something you want to strive for. It has the added benefits of adding some minor diminishing returns for investments for the very rich, and adding another incentive to get cities where possible.

Secondly, which ties into this specialization, is the fact that every single level of a building adds another +1% production efficiency. This serves to represent economies of scale, so if you have a town with a level 8 Brewery, you produce +8% more beer than having 8 towns with a level 1 brewery in each.

Thirdly, we added a mechanic that we have used in previous games, and added benefits to having raw materials produced locally. If you have access to the input goods in the same province as a building is in, you can now get up to 10% more production efficiency for the building.

Finally, we halved the base amount of levels of RGO you can have in a location, which were tied heavily to population and development, and then gave rural locations a +100% boost to RGO levels. This naturally makes the choice of where you build your towns and cities more interesting.

produced.png

This level 3 Brewery in Cambridge has access to what is nearby, but not enough lumber and tools... The lack of market access impacts throughput a bit though.

Minting
We reworked the minting and inflation mechanics to be more tied into the production of precious metals. In Project Caesar we have two precious metals in Gold and Silver, but a mod could have as many or few as they want. There are three different impacts from these precious metals on minting though.

First of all, the amount of gold and silver that you produce has an impact on the income you get from minting new coins (ie, more actual metals used for coins instead of lost in “transactions”).

Secondly, the production of gold and silver as a percentage of your total goods production of your economy will increase inflation.

Finally, minting requires access to gold and silver, and if a country can’t get it from their market, then they can’t produce more money.

minting.png

Hungary has a fair amount of gold and silver produced, so they can benefit nicely from it. Banning the exports of gold and silver in the Precious Metal Distribution Law has some nice benefits to income from minting, even if there are drawbacks.

Population Changes
One thing we noticed through testing was how the entire Raw Materials economy could basically ignore deaths as long as you had enough peasants around, because living peasants would just instantly fill the vacancies created by deaths. We decided to change that by splitting peasants into three different pops: Laborers, Soldiers and Peasants. Laborers and Soldiers are still lowerclass pops, and belong to the same estates, but they need to be promoted from peasants to fill vacancies in RGOs and buildings..

Peasants now represent the common people over whom we rule. Most of them live on subsistence farming, or in our villages.

Laborers represent the people who work manual labour in our town, cities and rural locations. They work the land to create, harvest and gather the raw materials that are the backbone of the country, or work as unskilled labour in mills.

Soldiers represent the common people that provide the manpower for our armies and garrisons, as well as sailors for our navies.

pops.png

Genoa has a rather diverse group of people.

Promotion has been reworked as well, where not all types of pops promote as quickly. Pops promoting to clergy and nobles promote at 10% of the promotion speed, while pops promoting to Burghers promote at 50% of the speed. Pops becoming Laborers though, promote at 150% of the speed.

promotion.png

Laborers are easier to train…


We also changed how pop demands work, and made the demands scale by development of a location, so pops in more advanced parts of the world will now demand far more goods. This creates a constant growth.

We also changed a bit on how the economy works for pops and estates, and pops are now no longer getting their goods entirely for free, but instead the estates will now pay for the goods that the pops need, with the money they have left after taxes. The amount they spend per pop scales by control of the location, so it is balanced compared to the income they get. This severely limits the snowball effect of having rich estates invest in making themselves and the country richer.

nobles_spend.png

The nobility has needs and spends money on them!


Another problem that was identified through testing was that basing the distribution of income in a location on the political power of the estates was that in almost all cases the commoners got nothing and the nobles got everything, which meant that you never wanted to tax your commoners but wanted to squeeze everything out from the nobles. While being an admirable goal, it does not reflect historical reality as much, so how to solve this?

Well, before we added the cossacks, tribes and dhimmi estates from feedback there was a 1-to-1 direct connection between a specific poptype and which estate they belonged to, so the estates could get exactly the amount of money their pops were generating. And since we did not want to do something performance crippling -like splitting pops into 1 per building- we went with pooling all income in a location and distributing it by political power. Now though, that has changed and we instead distribute it per a fixed fraction per pop in the estates, so commoners and burghers get money you want to tax from their work.

tax_base.png

1337 is a bit early to embrace the reformation so I can tax the clergy, but we could build up the city more so burghers are more taxable…







Next week we’ll go into changes that have been done to Politics, Proximity & Societal Values.
 
  • 241Love
  • 142Like
  • 11
  • 10
  • 4
  • 1Haha
Reactions:
@Johan Does the building cap you have added apply to all buildings(like forts) in a location or only production buildings?
Also I don't understand if it applies individually for each building or all buildings, let's take the 25 town cap(excluding development), if I only have 25 level beer brewries and 25 level salpeter guilds in a town am I 25 levels above the cap or am I in the limit?
 
Last edited:
  • 1
  • 1Like
Reactions:
For the second, really sad, I hope you will reconsider.
I believe Cloves/Nutmeg/other aromatic spices of Indochina for example had much more impact to trade. It had huge demand and driven colonisation of the region.
However amber is valiable for Europe mostly at gamestart. It has competed with other gems and was popular only regionally. Amber used for the same reason as other gems. Obsidian is also a gem like amber for South American cultures, and it was not added

If there is a limit for goods I believe aromatic spices are better for this place.
Bringing it up again as I can’t let it go.

Merging Gems and Amber goods can reduce the number of production methods. I can’t think about a single production that would require specifically Amber.

The trade regulations of Teutonic Knights or the fall of usage with the reformation can be also simulated by gems.

And again it is only valuable in Northern Europe It was not traded to India, China or even Middle East in major quantities.

You have sad yourself
limits are good.
When responding to suggestion about the Cloves good

However cloves had much bigger impact to trade around the entire world (trade wars, bans, colonisation, wars) rather than Amber. Indian trade was based on them and later the entire world has traded those spices.

I believe Cloves/Nutmeg have much more value from this spot rather than Amber. And I would vote to switch the spot of one for another.
 
  • 4Like
Reactions:
  • 20
  • 19
  • 6Like
  • 1
Reactions:
  • 21Like
  • 11
  • 1Love
Reactions:
Just wanted to say what an amazing and I think rare thing this entire Tinto Talks project has been (and will continue to be). Johan is truly the king of game developers because he seems to be the most willing to listen to feedback and make changes. Thanks to all of the Tinto team for striving to make the best game possible in collaboration with the community.

Thank you!
 
  • 30Like
  • 4Love
Reactions:
What will happen to the countries with no access to gold or silver? Will they still have income, just not from minting

Thinking of, i.e., some Polynesian states if they become fully realized tags

Income from tax & trade...
 
  • 20Like
  • 6
Reactions:
  • 11Like
  • 3
Reactions:
  • 17Like
  • 3
Reactions:
Why would you join pepper and chilli? Just grouping by vaguely similar taste?
In those cases the alternate split would do the rename anyway..
You're gonna love the discussion in the other thread :)

To have someone else answer your specific question, the penultimate post there:
Hopefully they at least change south saharan spices to pepper.
I would also prefer if chilis were turned to pepper and we instead got 'aromatics' or cinnamon if they want to use the name of just one spice.
 
  • 2Haha
  • 1Like
Reactions:
We all know what happens with paper-based currencies... (yes, Sweden introduced them in 1660s to have the economy collapse within a decade)
Yes, that‘s kind of the point. European (and Japanese, to the extend that it happened, and could happen) trade with China in this timeframe can be understood as one giant arbitrage trade on sliver. China ending up silver-starved because of the collapse of its paper currency is arguably more important to the European-Asian trade dynamic than the Spices that have been discussed here for so much. Combined with the European exploitation of American silver, of course.

Silver from the Americas, to China via Europe, for goods to Europe.

To quantify: The value ratio in 16th century china between gold and silver was 1:2. in Europe it was ≈ 1:10. Silver money had five times the buying power in China, compared to Europe. (Wikipedia states just double the value for goods)

If you don‘t represent it by mechanic, you really should consider representing it by event or similar. The money of silver-rich nations should be worth more in China.

Edit: My Suggestion:
Represent the Arbitrage via the trade of the good Silver. Add a Situation to China that gives it economic maluses, as long as it has not enough money supply. To resolve, they need to mint alot of coins. This should keep silver supply very low in China until around 1640.

Some further wiki reading: https://en.m.wikipedia.org/wiki/Global_silver_trade_from_the_16th_to_19th_centuries
 
Last edited:
Love the changes. A little disappointed you didnt mention any changes to the distribution of ivory. Ivory harvesting in Iceland and in Siberia(dug out from perma frost) would exclude some interesting economic flavor from both of those desolate regions. Ive given up hope on whales being a resource but would love to see Ivory represented in those regions. One way you could maybe do this is by having location modifiers so wild game and/or fish RGOs in select locations have a modifier that produces ivory as well.

Greenland has 3 ivory production locations and Iceland has 2.
 
  • 30Like
  • 5Love
  • 3
Reactions:
Adding cloves for the Indonesia area as separate from pepper from India would be a nice addition though imo.

It was a 45 minute task to add them back in as we had the art from before. Indonesia now have cloves and rest of Asia Pepper.

1741859531163.png
 
  • 109Love
  • 41Like
  • 2Haha
Reactions:
It was a 45 minute task to add them back in as we had the art from before. Indonesia now have cloves and rest of Asia Pepper.

View attachment 1264984
This addresses some level of lacking an Asian spice trade that I address here, but there are still elements that you could do much better using this number of goods. A lot better, now that you have one more to work with. I still think leaving SE Asia with nothing but pepper, rather than something representing cinnamon is a mistake (Even if that good also represented cloves), and that having chili contain vanilla is an even bigger mistake given how their prices quickly diverge and how expensive vanilla becomes.

With four goods you could have pepper (including chilis), saffron, cloves and another good grouping vanilla and cinnamon ('Fragrant spices', 'Aromatic Spices'?), which would be near-perfect in my eyes. You'd be representing three goods in Asia, the names could be a lot more meaningful and the depth would be a marked improvement.

Finally, though, with this addition of cloves, I think the spices are reaching something acceptable to me.

From here, if this is the final spice system, I'd be okay with modding the changes I want to see (While probably keeping four or five goods, I'll add...). For most players, though, this will probably be enough. It mostly allows for spices to drive gameplay the way they should, even if it's missing some nuance that personally I find important and feel you could portray better. There should now be reason for India and Indonesia to trade for spices and there should now be reason for European and Middle Eastern traders to buy cloves through India, or seek them, themselves. There's finally a real spice trade.

Well, at least so long as there's no saffron on the Pepper coast, and there is pepper growing there, instead.
Could we please get confirmation on that, @Johan, so I can finally feel like this is in a good place?
 
Last edited:
  • 10Like
  • 5
  • 1
  • 1
Reactions:
Since estate power no longer increase their tax share, wth estate power is for now?

ı understand it solved a major issue, but what will differ a strong estate from a weak estete if their estate power doesnt depend on their wealth…

politics
 
  • 16
  • 11Like
  • 3
Reactions:
Could you uncap it and make infinite sorta like EU4? It would make playing tall more fun in my opinion as it would allow you to build super developed megalopolis and make the economic system even more "cyclical" with pops always demanding more goods and you having the ability to build more buildings in a location without going over the cap, of course it should be made in a way that the higher the development the slower it grows
Either that or give a soft cap(rather than a hard one) to buildings that produce goods
 
Last edited:
  • 4
Reactions:
Could you uncap it and make infinite sorta like EU4? It would make playing tall more fun in my opinion as it would allow you to build super developed megalopolis and make the economic system even more "cyclical" with pops always demanding more goods and you having the ability to build more buildings in a location without going over the cap, of course it should be made in a way that the higher the development the slower it grows
As I understand it you can do that. It is just more expensive if you go over the cap.
 
As I understand it you can do that. It is just more expensive if you go over the cap.
yes, you can do that for the location building cap, but production buildings and RGOs themselves have a hard cap that scales to development from what they showed us in the past, that means that there's a limit to them and I'd prefer if it was removed by having them scale infinitely with development
 
  • 1
  • 1
Reactions: