• 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:
Productivity and Specialization

I hope I am reading this right, because this seems to add quite a lot of depth to how a nation's economy should be built up.

If I am, this is the kind of thing that makes peacetime actually fun and worthwhile. Players who are obsessed with squeezing as much as they can out of their nations will probably love it.

In multiplayer, I can see players that plan out the development of their countries properly having significant advantages over players who don't. It's the kind of thing that seems insignificant but really makes multiplayer games incredibly fun to play.

Good job!
 
  • 8
  • 2Like
Reactions:
What did spices become in Sub-Saharan Africa? AFAIK kola nuts were the most economically important good in West Africa, and they seem to have been present in Central Africa too.

Saffron..
 
  • 34
  • 28Like
  • 17
Reactions:
As much as I love all of this, and I do!!! Especially the changes to how income works

And the addition of soldier pops and laborers!!! <3 <3 <3

But i have to ask, what about the addition of a bureaucrats estate???

I know people have been asking for this, and it would make sense to establish for all administrative building if meritocracy is unlocked.
 
  • 1
Reactions:
The RGO and production reworks play into the societal values nicely, and making it so that owning land directly might not always be the best strategy. As an example it might be beneficial to force / nudge / whatever you can your colonies and/or protectorates into a more rural, extraction based economy, while you yourself focus on urbanisation and production.
Very nice TT; thanks for listening to the community <3
 
  • 2Like
Reactions:
Great job!! Two questions
1. Why are Sturdy grains and Wheat separate goods?
2. Why Amber is not merged with Gems? (Isn’t amber extremely local to be valuable only in Northern Europe?)

1 - different food output and different usage.
2 - I am biased.
 
  • 85Haha
  • 19Like
  • 10
  • 3
  • 2
  • 1Love
Reactions:
I have some question about both laborers and soldiers.
-Are laborers used for any kind of RGO or only for manufactured goods? Aka, do I need to train laborers to work in the wheat or wool rgos or are peasants enough for that.
-How has the adition of soldiers changed the way manpower works? Is now closer to victoria 2?

RGO requires laborers

soldiers makes manpower production slower to start, and its already more connected to pops than v2
 
  • 32Like
  • 9
  • 1
  • 1
Reactions:
While this isn't possible in the base game, would it be possible with mods to make a country's (and therefore the world's) currency fixed, with minting being the only way to increase the money supply?

I commented a while back that, if this were the case, it wouldn't be necessary to simulate all the monetary effects of the economy, such as inflation or trade balances, and they would appear naturally. Furthermore, money itself wouldn't appear and disappear from the economy, but would pass from hand to hand, from state to state.

The Great Gold Famine would appear naturally (or not) due to the export of metals and negative trade balances, although it would make it difficult for the player to identify the country's economic problems and add more difficulty to the game.
 
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.
So what I’m getting is that estate power no longer matters, instead each pop gets a fixed portion of the country’s income, with certain pops counting more than others, and then this is given to the estate. Probably not how it works in coding terms but I’m trying to simplify for my sake. Looks like the weightings massively favors the nobility and to a lesser extent clergy, though presumably less than when it was estate power based and everything went to the nobility.

Perhaps a hybrid system would be possible? Estate power providing a modifier to how much income a group gets. So say +25% to income weight at 50% estate power, to give an example. I’m imagining that the weight of all pops are added to a pool, and that pool is then divided by the total weight of all estates to determine estate income, so adding a modifier based on estate power seems fairly performance light while also providing a bit of flavor, strong estates getting richer.
 
Last edited:
  • 1
Reactions:
Can there be a setting similar to Byzantium/ERE for American/British English or in the language settings? (specifically for labourers in relation to this post)

No. We are using Simplified English.
 
  • 71Haha
  • 14Like
  • 7
  • 5
  • 4
  • 2Love
Reactions:
Great job!! Two questions
1. Why are Sturdy grains and Wheat separate goods?
2. Why Amber is not merged with Gems? (Isn’t amber extremely local to be valuable only in Northern Europe?)
2. It's probably to create a greater incentive for european countries to colonise for gems as there are very few gem locations in Europe but a lot of amber, if they were merged we would have the spice problem again.
 
  • 5Like
Reactions:
Would it be too complicated to make it possible for countries to be able to change the raw material in a certain location? For example instead of growing wheat, I would like to grow fruits for the next 5 years(because there is more demand). This would then make an agricultural focused economy more fun(cash crops). Obviously this would not apply to mining locations (where the raw good is gold, silver, any metal or salt)

not planned,.
 
  • 30
  • 23Like
  • 19
  • 4
Reactions:
  • 14Haha
  • 7Like
Reactions:
Please don't us RGO. is is not a word please use words gamers can understand, and if you really want to use it make when you have your mouse over it it shows:_ "Resource Gathering Operation"
 
  • 22
  • 5
Reactions:
In the spirit of these changes, would you concider adding that soft building cap to rural places as well? Perhaps reduce output slightly as the prime spots for farming, fishing, logging and mining get taken up. This way growth would spread out more evenly across a region, pops not all swarming to one rural spot till it is completely full. Only to go to the second best location after. But instead what is the best province with the highest migration/birth rate switching places regularly.

i've not seen anyone caring much about a few buildings at max rurally.
 
  • 17Like
  • 8
  • 1
  • 1
Reactions:
Wouldn't it be more future proof to use another name than "chilli" for the new world spices, since most alternate ways to split spices in the future would probably merge the actual pepper and chilli?
 
Wow, these are all really good changes (though I'll miss the local flavor of Dates), especially on goods production from buildings! Love the production efficiency gain from scale and from local production, as I know and I many others took that into account when assigning RGOs - i.e. a city known for its pottery would get Clay if nothing else jumps out.

Very happy to see Beeswax as well! I hope it's common in the Balkans, as it was the second largest export of medieval Serbia after precious metals - I would change the tradegoods of several locations in Serbia and surrounding states to Beeswax:
Screenshot_20250312_151805_Wikipedia.png

I would assign Beeswax to:
-Peć, Prijepolje and Kozelj, whose tradegoods currently fit the least well, and also represent major bee keeping regions, especially the last two due to Zlatar and Homolje honey
- Skopje, Gradina, Jajce, all wealthy capital areas in Beeswax producing states where it would fit well

In addition, I would also swap the tradegoods of some locations, as I believe the devs made some accidental errors here while implementing previous feedback:
-Šabac and Debrc (Kolubara Coal basin is in the Debrc/Debrecen location)
-Đakovica and Prizren (the main wine producing region of Kosovo, around Orahovac/Rahovec, is near Prizren)
-and finally, give the current Livestock from Kozelj to Svrljig, where it fits better due to the well known local cheese production (belmuž), and to keep the high number of Livestock locations, as Livestock was the main product of Ottoman and early independent Serbia later in the game's period
Screenshot_20250312_152854_Samsung Internet.png


Also, any chance we get sth like "Sweet Spices" as a separate good? Covering vanilla, Cinnamon, Kola nuts, Cloves and Nutmeg and such, as its odd that all Asian spices are Pepper now. I do see the value in a purely geographical split however
 
Last edited:
  • 6Like
  • 4
  • 2
Reactions: