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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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For water I think some form of privateering might return to the game, but for land I don't see your question/proposal working at all. Project Caesar isn't CIV6 or Millennia where you send your agents out into the wild. So that would leave you with sending your army into a third country to duke it out with the army of the other country, which outside the scope of a war sounds both unrealistic and honestly, stupid.
Historically there were a lot of hostilities without declaration of war, hence my question. It wasn't so uncommon, so how is it stupid?
 
I loved the medieval themed EU4 menus, the sound effects etc. that came when we clicked on the religion section. Please don't make it in Victoria 3 style, the old style was much better
 
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Hi, late to the party and sorry if these were answered previously. One, with colonizing do the population that goes to the colony actually come from your lands, or is it magic like EU3 and EU4 as examples. Two, Is there cultural intergration/cultural development. Meaning One culture becomes another after time, or can meerge together to make a new unique culture? Thanks.

look at the comment from Johan nine replies up from you for the first question.
 
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Just wanted to add that Jepara on the thumbnail map used to be an island until the Muria Strait dried up in 1657.
 

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Are macedonians going to be included in this game or as most paradox games u r just going to discrimante us and remove us completly...
Welcome on the forum, you'll get a lot of dislikes.

All of the balkans is very sensible, and your culture probably the most of all. There is no way code it in a way that won't trigger a lot of unhappiness, whether from (North?) Macedonians, Serbians, Greeks or Bulgarians. And probably a few people I forget.

So yeah... good luck?
 
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I'd say that 1337 is probably a bit early for Macedonian as a culture? It's a bit of tricky business, trying to work out the cultural situation in the Balkans pre-Ottomans. I think the safest play for that region is to have distinct Greek, Bulgarian, Serbian, Croatian, Albanian, and maybe Bosnian cultures in 1337 (Bosnian being a bit different since it isn't really necessarily appearing out of a distinct Slavic tribal group, but more the admixture of Serbian and Croatian plus the remoteness of the region; there's an argument that the existence of the Bosnian Church and all the controversy involved there could also point to a distinct cultural formation in the same area to say nothing of the presence of stećci as a distinctly Bosnian phenomena). I guess also Aromanian, maybe? At least, nothing that I've read really indicates a distinct Macedonian cultural identity at that point.

I'd be happy to read evidence to the contrary, though.
 
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Are banking countries one form of landless countries you previously mentioned?

Also, can you inherit debt with these countries when you Annex neighbours, I believe that was what actually happened, apart from when they couldn't flex e.g. Ottoman conquests
Landless countries (or rather, tags) promise so much potential - banking countries, trading companies, nomadic nations, tribes, NOBLE FAMILIES
 
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Are macedonians going to be included in this game or as most paradox games u r just going to discrimante us and remove us completly...
Macedonian identity started to form mostly in the 19th century, and the second half of it. So outside of game's scope. You were Bulgarians at this point of time. Sorry, someone needed to say it.
 
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If the country's population is too high, can I pursue population reduction policies with my own consent? Will counterinsurgency, war, migration and political choices cause changes in the population?
 
If the country's population is too high, can I pursue population reduction policies with my own consent? Will counterinsurgency, war, migration and political choices cause changes in the population?

If what you are asking subtly is if there is genocide button, no there will not be.

I guess if for some stupid reason you wanted to shoot at your own foot by reducing population, you could destroy all food producing buildings, and let your population starve and slowky go down. Or declare wars and send them to die wave after wave
 
If what you are asking subtly is if there is genocide button, no there will not be.

I guess if for some stupid reason you wanted to shoot at your own foot by reducing population, you could destroy all food producing buildings, and let your population starve and slowky go down. Or declare wars and send them to die wave after wave
Actually, this is not genocide I'm talking about. Factors such as war, migration, historical viruses should in a real situation significantly reduce the dynamic population.

What you understand as genocide is that, let's take Bangladesh, one of the most densely populated regions of the world, by keeping the population below a certain level or by following that policy, the food produced in the country can be sufficient for everyone, and welfare can be increased.
 
I've been looking for a forum to express my concern. Sorry if this isn't the right topic.

I am very concerned that EU5 will look like CK3 and VIC3, losing its original EU4 feel and moving towards a mobile game style of interface.

Does anyone else think the same?
 
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I've been looking for a forum to express my concern. Sorry if this isn't the right topic.

I am very concerned that EU5 will look like CK3 and VIC3, losing its original EU4 feel and moving towards a mobile game style of interface.

Does anyone else think the same?
I believe many would like to conserve the old look of the EU series, but I'm unfortunately one of them. I really prefer the more dynamic and thematic look of the new games, it helps me engage with the game so much more, specially having more visual characters (not necessarily 3D modeled), just not a barren name.

But my feeling is most fans that have a vocal opinion about it are at your side, friend.
 
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I've been looking for a forum to express my concern. Sorry if this isn't the right topic.

I am very concerned that EU5 will look like CK3 and VIC3, losing its original EU4 feel and moving towards a mobile game style of interface.

Does anyone else think the same?
Personally I too see that trend but I am not overly bothered by it, however it makes me remember older games and how even their editor modes had interfaces that look like it is made out of parchment or very old paper. It is not a must have in game bit I kind of miss that. So I understand your concern. These modern dark interfaces can feel generic in my opinion.
 
I'm so glad this is changing as it felt quite unreal on EUIV, so happy it's going to come from the Estates or banking countries.

Also regarding Bankrupcy I'm glad to hear it will have more severe repercussions, and maybe some neighbour countries could offer saving you from the economic situation, but for example, in exchange of depending on their country (you could get independece from them in the future). I think there's many possibilities there.
 
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It will be used to finance the Riga session members, but in the case of the Swedes bordering Norway? Look at the map.
The Swedes who live near the border with Norway, they are of the same religion and culture, why would they want to rebel?
@humbleacadie
No reason they can't use the funding for other types of rebellions. Lower taxes, higher autonomy, supporting their own pet policies, etc...