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Tinto Talks # 7 -10th of April

Welcome to the seventh edition of Tinto Talks, where we talk about really super secret stuff, that is hidden behind the code name of ‘Project Caesar’.

Today we’ll look into what makes up the economy in Project Caesar. Obviously, we’ll go into much more detail on some of these aspects in later Tinto Talks. Right now though, we’ll go through the incomes and expenses of a country in the game.

Every month you have running incomes and expenses that need to be balanced, and if your balance is positive, your gold is increased and you can use that gold to invest in other things.

And with balancing incomes and expenses, of course there are sliders. Having some buttons for just a few possible options for taxes or expenses, like in Imperator, is not really fitting for a GSG with deep economical gameplay.

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Incomes

If we start with income, you have trade-related incomes, which is a system we will delve deep into in early May, as well as diplomatically related income. You also gain gold from provinces (not locations) that sell surplus food they can not store in their local market. Neither of these you directly control with any slider though.

The bulk of most countries' income will come from taxes though, and taxes in Project Caesar are really different than before. First of all, every estate has a possible tax base, a concept we will delve into much more detail next week. This you can attempt tax from them, but every estate has a maximum tax you can take from them, which depends on your laws and their privileges, and how much power they have in your country. The higher the tax you take from them, the lower their satisfaction equilibrium becomes. Some examples of tax affecting things include the Catholic religion which limits the taxes on Clergy, and also the ‘Auxilium et Consilium’ estate privilege for the nobles, which reduces the tax they pay.

Finally, for something that has existed in some older of our games, we have minting. Now what is that you may ask? Minting is the possibility to get more money by printing more coins. It just has the slight drawback of increasing your inflation the more you do it.

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Here we have the possibility to tax the commoners a fair bit more…


Expenses
We all do love gaining gold, but sadly we also have to spend it, and while we can reduce some of the spending, we can not completely avoid all of it.

First of all, we have the Cost of the Court. This is something that is directly correlated to the economic base of your country, and if you spend less gold than expected, your legitimacy, or equivalent applicable government power, will decrease over time, and the more you spend, the more legitimacy can increase. There are advances, laws, and other things that impact how much you need to spend here.

Then we have the cost for your standing army and navy, where spending less reduces their fighting capability. This is nothing new to our GSG games, so I am not sure why I need to mention this here.

Fort Maintenance is another common economic expense from our games, which is here as well. If you don’t pay, garrisons don’t tend to stick around.

Culture, this is an entirely new concept, which will become available in the Age of Renaissance, where you can invest money to get [TO BE TALKED ABOUT LATER], while also impacting your prestige.

You can also decide how much you wish to spend on your colonial charters, which is a new system we will talk about later this year.

Finally, the last thing you can impact with a slider is your investment in stability. The cost for how much your investments are needed depends on the size of your country, with different laws and societal values impacting it as well. Stability in itself ranges from +100 to -100, and will decay towards 0 on its own. There are two other ways to impact your stability gain, besides investing gold as mentioned here. One of them relates to the cabinet system, but another is a more long-term impact from how your country is built up, as it is based upon how many clergy pops you have of your state religion compared to the total population.

There are other expenses as you can see below, but one important thing to mention is that provinces that lack food will try to buy it from the local market.
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Maybe maybe we should cut down on our fleet, and maybe we don’t need ALL those forts. Our standing army of 200 brave footmen is enough!

Next week we’ll talk more in depth about how the tax base functions, how the food system works, and some other related issues.
 
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I suppose ther will be a talk about taxes down the line, so rather than asking to answer the question, I'd rather ask whether the question will be answered then and there:

Will (maybe through laws at later stages) parliament have a say, too, in which range taxes can be set/levied - in effect limiting in what range or by how much you can move a slider?
 
Shots fired.

Not that I'm complaining, mind you. Sliders are great. A lot better than a few discrete buttons.

I wonder if there is any real meaningful difference between sliders and buttons, provided that there are enough buttons. You are just choosing a position around a track. Choosing between 'low, medium, medium-high, high, extreme, etc' is an interesting gameplay decision. Is choosing between 51.2 and 51.3 really a meaningful improvement? It seems to be making things more complicated without adding any meaningful complexity.

So, seeing Johans implied snipe against victoria 3 I am not really convinced by the validity of his argument here.
 
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Querido @Johan
In EU4, each province has a capital whose name usually, but not necessarily, coincides with the name of the province.
Do locations in Caesar also have
their own capital? I mean, is there a "separate" localisation code for them ?
 
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Can we have a Ship Designer system for this game? (Something like what we have in HOI4)
Or even a Artillery Designer system :D

EDIT: Its not a joke guys, cmon... Imagine choosing the Deck Size, Hull Type, Sail Types, Cannon pdr and other stuff to specialize ships in certain areas. That would be amazing.
Or even designing the "Cannons" that can be used either in Ships or Artillery regiments.
I would love this!
 
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Will the country be able to be *hostile* towards own or foreign population? For example Russian state sending people to colonize sibir (many of whom died) or performing war crimes in order to kill for example as many enemy nobles as possible. Will the country be able to perform hostile actions towards the pops?
 
You talked about the "age of renaissance" Will the ages work like eu4 and will they activate and limit certain requirements while having set dates of when they can start?
I hope not. Stuff like that could be better represented via EU4-like institutions that spread around. It would make more sense that you could start doing certain things when a cultural wave reaches your lands than because the world has now progressed into Age of X. Same thing with for example Banking.
 
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