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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.
 
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That's the best TT in a while in my opinion, but one thing surprised me:
Some goods got increased base prices like Lumber and Salt,
Why increase the price of salt? It was already too high! Salt was a mass market good, not an expensive luxury. It should be high in demand and traded a lot between places that have plenty of it and places that don't, but I don't think it makes sense to make it expensive.

The nobility needs screenshot looks absurd, salt as the #2 expense? Salt is a good that is widely used throughout society in large amounts, not a luxury for nobles like fine cloth or spices.

Also weird how people are disagreeing but not responding with any counterargument, I guess that's because there's no argument against historical fact.
 
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In terms of the following "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." Is this not better represented by the cost of trading for the raw materials and the costs associated with this?
Currently cost of trading is abstracted through market access(?). Basically it disregard presence of local input in same location.

With this change at least there's acknowledgement of local good. That said, input goods from neighbouring location is still disregarded despite the proximity technically should make the logistics much cheaper.
 
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Yeah, and do mercenaries use soldiers pops as a basis or pops of any kind?
Those probably use peasants only, since they are removed from the world/their locations when they are hired as part of a unit, and return if they survive. It'd be quite disruptive if your nobles, burger and clergy suddenly upped and disappeared into a void.
 
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Is there any benefit to having soldiers in garrisons when not waging war or planning to do so in the future? Maybe they provide control or collect tax, stuff like that?
 
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Love the splitting of spices, it really was necessary, also love the beeswax and pottery. But i have no clue why we need the furniture, hell i have no idea what it represents other than the basic stuff like tables, chairs, cabinets and beds, but why even put it in game if thats it? The pops can sleep on straw for all i care, the majority probably do. But the public demanded it, and currently only you guys know how the game works, so i'll trust you.
 
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Absolutely love the various changes shown here !

Since estates don't have a 1-1 relationship to pops (which is absolutely amazing btw), maybe a "direct administration" estate could be added. The goal would be to represent the parts of the land that are directly administered by the crown / direct taxation on economic activity that did occur, even though more rarely than taxing through the estates. It shouldn't really have an influence (as the crown estate already exist), but I think having in the economy tooltip representing how the economy is split in the loc a way to have a "the state officer" part could be good. Besides, this part could still be reduced, i.e by the corruption amount you have.
no, its their population percentage multiplied by X instead of political power.
Can this X be changed thorugh societal values / reforms / laws / others ?
 
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Almost all currencies until a few decades ago was based on gold and/or silver.
Maybe in some parts of the world, but you know, Africa had Manilla (https://en.wikipedia.org/wiki/Manilla_(money)) and in many places like Mali shell currency was used (https://en.wikipedia.org/wiki/Shell_money), and the native Americans used bundles of cloth alongside shells (https://en.wikipedia.org/wiki/Quachtli).

Perhaps it'd be good to have a law/policy/advancement representing what type of currency you're using? So it's not always gold and silver by default.
 
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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…
Very nice.
Now that we have laborers, could buildings also employ more than one pop type as well?
Like for example, a textile mill employing 200 burghers and 1000 laborers.
 
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I think you should make Saffron also present in India. Its on-map colour should of course be one of the vibrant yellow or orange tones usually referred to as "saffron"; Chili should of course be red, and Pepper could be some dark reddish brown perhaps, maybe.

Which one do you have for cinnamon, and the green herbs/spices that are RGOs in Italy?
 
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Given the link you have between the two precious metals in game and minting, it would be great to take this one step further and have three different types of coinage, gold standard, silver standard, and bimetallism. It could work as follows. Inflation should not just be based on how much gold or silver you produce overall compared with total goods, but also what is produced globally (or at least the part of the world you have discovered and have trade links with if possible). If you have a gold or silver standard only that metal can be used for minting, but inflation is also only based on the production of this good. The interest you pay on loans should also be influenced by this, with the metal (most likely gold) that has the smallest supply and result in the smallest inflation, giving the largest reduction in interest rate. You could then also have debasing of the coinage, which should give a short term income boost, but in exchange for a prestige (or similar) hit, increase in interest rate for new loans for a period and increased inflation.
 
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Are promotions impacted by population size?

That is, will a location with 50 000 inhabitants have more promotions than a location with 5 000 inhabitants?

Or is it just the same amount of promotions for every location?
 
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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.
A few gem locations in Europe won’t supply entire European demand. You will have to colonise to lower the price down. I do not see a problem of spices where many different and unconnected spice markets were clammed together. Amber was used for the same reason other gems are used
 
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One question on how the taxation now works. Are the 30%, 27%, 7% and 35% of money going respectively to the nobility, clergy, burghers, and peasants fixed, or is that number a reflection of the number of pops belonging to each estate in the location? If the latter, what is the underlying formula, presumably there is a weighting at play but what is it?
 
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That's the best TT in a while in my opinion, but one thing surprised me:

Why increase the price of salt? It was already too high! Salt was a mass market good, not an expensive luxury. It should be high in demand and traded a lot between places that have plenty of it and places that don't, but I don't think it makes sense to make it expensive...
OH damn, Project Ceasar following irl inflation
By the time the game is out the market prices in game will skyrocket!
 
I love the addition of laborers. Hopefully this allows the labor shortage that the Black Death caused to really make an impact on Europe
 
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As someone who looks forward to reading / watching these things when they come out: Couldn't you have made the CK team release their chapter 4 announcement later or vice versa? :mad:

no clue what they do.
 
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