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Tinto Talks #8 - 17th of April 2024

Hello, and welcome to the eighth iteration of Tinto Talks where we talk about what we are doing in our very secret future game, with the code name Project Caesar.

Btw, on a completely unrelated note, Paradox Tinto has just announced our new expansion ‘Winds of Change’ for EU4. Go check out its cool contents and trailer!




This week we’ll continue talking about the economical part of the game. Last week we talked about the different items in the monthly budget, and now we’ll continue with explaining some of the core concepts of the economy. Please be aware that all images here are tooltips or parts of tooltips, and some are very much Work in Progress!


Loans and Bankruptcy
Let's start with Loans, which will work a fair bit differently than any other previous Paradox GSG. At first glance, it is kind of similar to previous games, where you can take a loan, you get money, and you pay interest on it for a set period of time. However, in Project Caesar, there are some new changes. Take a look at this WiP tooltip for taking a loan:

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Yeah, 10% interest is perfectly fair…

In this game, you are not borrowing money from an abstract national bank, but instead, your internal loans are taken from what the estates have made available. The estates invest money they have, not only in immediate gains for their own power, or other ways that benefit the country, or other [REDACTED], but they also invest in having money available for the country, where they will benefit from the interests.

If there is no money to borrow from the estates available and you have no ducats left, you will go bankrupt, which is a little bit more severe than in, let's say EU4...

There is also another way to get gold, you can send a diplomat to one of the banking countries, like Peruzzi and Bardi, if there is one that you know of within diplomatic range, to request a loan. Make sure you don’t forget to pay them on time, or default on the loans, or you may never be able to loan from them again.


Core Concepts
So let’s continue, by taking a look at the tooltip for a location, so we can quickly have a reference to some important aspects in the rest of this development diary.

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Enjoy the nice placeholder icons, sadly the forum does not allow for nested tooltips, like the game does…


Food
If you notice the line of food above, you see that Kalmar is not self-sufficient in food, and needs to rely on the rest of Östra Småland for food, unless they buy it from the local market.
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Even the small town of Kalmar needs food from nearby locations…

Primarily, there are a lot of burghers here that consume a lot of food. There are also a lot of modifiers that impact how much food the location produces as well.

If the granaries in Östra Småland are close to full, we would sell their surplus to the local market in Riga, but only get about 56% of the profit, as we only have 56% control in Kalmar. If the entire province lacks food, we would have to buy food at 100% of the current price in that market. The price for food is different in each market, and depends entirely on how much food is sold to that market.





Taxes
We mentioned taxes in last week's Tinto Talk, and specifically mentioned Tax Base there. The tax base of an estate is based on the total of all their Tax Base in all the locations they are present in.


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Quickly find the error in the text in this tooltip!

We are slowly increasing our control over Kalmar up to 58.2%, so the tax base will be slowly increasing, and if we would get it to the 100 maximum, it would be even bigger.

As you can see here, the nobility and the burghers have a fair bit of power here, and the peasants have basically none. Currently, we are able to tax more from the burghers each month, and could probably go above the 25% tax rate we have currently set on their estate.

To clarify, only the money that is in the “potential” row exists, and anything you don’t tax on that goes to the estates. So you get 0.05 ducats there (perhaps more, but Paradox rounding), and the remaining 0.37 goes to the estates.



Raw Materials
As you noticed in the tooltips above, we talk about Raw Materials and Resource Gathering Operations. Every location has one raw material possible that can be extracted, this includes things like lumber, stone, grain, amber, or copper. Of course, there are other ways to get access to the raw materials than merely owning and controlling a location.

Only peasants and slaves will work on gathering raw materials, and how many will work with it depends on how big of an infrastructure you have built up for that. Pops that are working with this will not be producing food, unless the goods are food related.

The maximum size of an infrastructure that can be built up depends on population, development, technologies, and societal values.


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We mentioned buildings in one tooltip earlier, and next week we will talk about how they work in Project Caesar.
 
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Also, will harvest seasons be simulated? I'm sure that will also reflect in the ability for regions to sustain populations, like say for example in Russia though there were portions of the land that were especially fertile, up north they'd barely manage 1 harvest season (2 for certain vegetables), whereas in places like Java they can harvest year round without issues.
 
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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 ? Thank you so much

no
 
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Is it possible for multiple countries to have control over the same area? The example here shows 58.2% potential max control, is the other 41.8% split across other nearby countries with claims or previous ownership? This could also tie in to the new rebel mechanics.
 
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will slaves be a "non-raw product" like cloth and like they are in EUIV that will be talked about in a future DD, or will they be something completely different that will be talked about in an even farther away DD?
 
will slaves be a "non-raw product" like cloth and like they are in EUIV that will be talked about in a future DD, or will they be something completely different that will be talked about in an even farther away DD?
We know they are a pop type already

Although, will the slave trade be represented is a good question
 
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Hello Johan, will we get reworked Peace deals? As in no more death wars with 100% warscore being a necessity.
Also will there be a Supply line system for wars? To prevent armies from just going from Europe to China or from Middle east to Scandinavia whenever they want.
 
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Split between the estates which the crown can tax according to the estates privileges and other factors.

As Johan said in another reply, it'll go towards funding the Rigan secessionists who aren't happy about being under new management.

The Rigan estates are absorbed into the Russian estates. The location (Riga) doesn't contribute as much into the estate coffers as it did when it was independent, but your estates get 42% of what it contributed before conquest added to their other revenues from your previously existing country.
As far as I understand it, that means your oversea territory (ie British America), which will have roughly 90% autonomy / 10% control will contribute almost nothing (realistic) to your crown, but also almost nothing (not realistic) to the estates coffers (even locally) and 90% to the rebels ? Even when happy. And almost nothing to their own economic development.

It seems to me it would be much more logical if, like CK3, 100% of the wealth was always shared between the crown and estates. And control was applied, afterwards, to the local « administrative efficiency » of the crown to extract the taxes from the estates.
That way, the estates still get directly the same money from the location, the crown gets less money indirectly from the taxes applied to the estate, and the local population (Burghers and nobles and peasants) can still use their money to develop their castles, farms, mines…
and their rebel pool ONLY WHEN rebellious. Not permanently building rebel pool

In CK3, all the money which does not go the crown stays in the hand of the local estates, developing their castles / production infrastructure. Should they stay loyal, the whole country indirectly benefits from it, but should they ever be disloyal, they would have a more important base tax and fortifications base to launch their rebellion from
 
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For the climates as in the screenshot, are the terms more or less 1:1 with a system like Köppen climate classification, or are they using an in-house naming system?
 
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I think there has been already quite a few people wondering about the potential issue of low control area simply loosing money.
Why not having this money going into a local pool that can be still used for development (but maybe with other priorities than normal estates).
Or maybe simpler, having another estate like like "independants" or "locals" (yeah bad names), that could not be taxed, but still partially interacted with.
This estate would still develop on its own, but prioritized the provinces with low control.
This way no money is lost, and for the Riga example above, this would simply mean that some pop would change from an estate into another.
 
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Its not created at all.

The "potential" money is not taxable nor the estates gets it.. it currently goes straight into the rebel-funding pool for that locations potential rebels..
Sorry so to clarify does non taxed profit not exist, or does it go into a local rebel funding pool?


To lay it out this is my understanding of the system - if I'm way off please ignore / correct me:

Building uses 1 gold to make 2 gold.
Local control is 50%
So 0.5 gold is available to tax - some portion will go to each estate
Then from each estate some portion will be taken and go to the state

The other 0.5 profit is destroyed correct? It would seem a lot more fun and intuitive if the owner of the building could use it to invest (if such an entity even exists at all), or if it became part of a local economy, or went in total to the estates.


Going to the estates seems the best and simplest of those options - otherwise estates are fully benefiting from increased state centralization in the form of control - that seems very antithetical to the general historical strokes of how estates worked. In this system a new local government building designed to increase tax revenue in noble controlled farmland would increase the local noble income? Seems backwards


All that said - loads of awesome stuff in this one, thanks!
 
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Do you understand that it means your oversea territory, which will have roughly 90% autonomy / 10% control will contribute almost nothing (realistic) to your crown, but also almost nothing (not realistic) to the estates coffers (even locally) and 90% to the rebels ? Even when happy. And almost nothing to their own economic development.

It seems to me it would be much more logical if, like CK3, 100% of the wealth was always shared between the crown and estates. And control was applied, afterwards, to the local « administrative efficiency » of the crown to extract the taxes from the estates.
That way, the estates still get directly the same money from the location, the crown gets less money indirectly from the taxes applied to the estate, and the local population (Burghers and nobles and peasants) can still use their money to develop their castles, farms, mines…
and their rebel pool ONLY WHEN rebellious. Not permanently building rebel pool
It means oversea territories will need to be handled via a subject

From what i understood, the money won't go the the rebels if people are happy
 
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We know they are a pop type already

Although, will the slave trade be represented is a good question
I know, hence me adding the second option. The first option was just a trowback to EUIV, I know, I know, we are talking about EU V here, so it's a very out-of-nowhere mention XD
 
Can one place embargoes of certain items in your countries from being sold to the market? For example, if you do not want your enemies from getting war goods like sulphur or lead or timber prevent your goods from being used against you?
 
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For the climates as in the screenshot, are the terms more or less 1:1 with a system like Köppen climate classification, or are they using an in-house naming system?

in house simpler version, but based on köppen yes.
 
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Hello Johan, have you looked into Anbennar Mod’s Dwarven Expedition mechanic? Where you set up a Expedition party, choose the amount of men and pay for the Supplies and send them off to explore, and based on the men and supplies you provided they either succeed in exploring or get lost and disappear. This would make an excellent exploration mechanic for Project Caesar, making it more realistic and player driven, the player bringing up the expedition menu, assigning a leader, amount of Troops/Sailors/Ships, buying supplies and telling them to head in a certain direction and from there on the expedition force would go on automatically losing men and supplies along the way, if the player brought less men or supplies then the expedition party disappears and you have to start another or if they succeed you get the map information of the region you chose to explore.
This could work for both sea and land exploration, with Land requiring Troops and sea requiring Sailors and Ships
 
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Sorry so to clarify does non taxed profit not exist, or does it go into a local rebel funding pool?

The rebel funding system looks at it yes, but its not a 1 to 1 transfer. The money simply does not exist, but rebel logic checks on control and taxbase to calculate progress.
 
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