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Zero central control shouldn’t mean economic activity / internal investment ceases.

There is just no mechanics or systems for that money.
 
If prosperity is still a thing, it could be used for that, or maybe as a pop growth modifier?

But honestly im not sure it would result in better gameplay, and disappearing seems fine to me

We had money not disapearing, and it didnt work.. it made it far better to just conquer stuff and not build up infrastructure.

The core of the game -systems has been semi-playable since autumn of 2020, and we have tested so many things so far.
 
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Will we be able to pay a loan back earlier than expected and if so, will we still have to pay the total interest as in EU4 or less?

yes and yes, full interest
 
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If I am Portugal and I conquer Goa, but I don't build any control mechanisms so control = 0%, then my assumption is that while I am not going to benefit, the economy in Goa will continue to develop. The money will just stay local. You could argue that Goa will do even better without me extracting wealth from it. Locals will have more money with which to consume, develop, grow wealthy, etc.

That's what I am not getting. If I have 0% control, then Goa just stagnates? What happens to Goa?

What is "develop?"

In the situation where you have 0% control.. (which implies you have even moved away the army that you have used).

Then I suspect, due to population size of Goa, and richness of it, it would take less than a year or two before you see a rebellion there, probably backed by Bijarpur or whoever is friendly and big nearby.

The drawback here is that when you conquered Goa it probably cost you lots of warscore. For someone else when its close to 0% control, the conquer cost is close to 0% as well, so unless you can quickly get back there, you'll get a peace enforced on you rather quickly.
 
Are there any implications of low control on warfare?

Yes.

the cost for taking something in peace scales with their control
 
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For releasing subjects, how much fidelity do we get at the size of the subject that we release?

Do we always release subjects at the size of provinces, or can we release territories or mere locations instead (if I'm remembering the nomenclature).

provinces as default for a new one. but can always give them any province or location you want afterwards.

all the cores you own for specific tags.
 
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Are there feudal subjects whose leaders can be changed at will (perhaps in exchange for a decrease in estate loyalty), and also each time when the previous leader dies? I'm thinking this kind of approach could be used for regions which are although integral parts of the realm, they still have their own appointed governors/viceroys (for historical or geographic reasons). In the case of Hungary for example, Transylvania or Slavonia comes to mind.

There is a lot of unique and different types of subjects with different rules
 
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I have question's about the "weather" while modifiers for that exists in paradox games, they never really reflect reality well, especially in EU4.

War's in winter, late medieval era should be super-costly or with huge attrition/both, also attrition being "capped" in EU4 was something i really didn't like, if you have a stack of 50k soldier's and send them to siege Moscow in winter, attrition should be much higher than 3/4%.

There should also be system that calculate amount of food harvested depending on Summer/Winter situation in certain year.
For example many historian's suggest Little Ice Age of XVI/XVII century to be one of the major reason's for mass rebellions, wars across Europe in those centuries.

I have a entire Tinto Talks scheduled that is called "Winter"
 
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If you have wood shortage, but you have one building and one ship in queue, which one will the game prioritize? Will you manually select, or is it the one which requires less wood, or the one which clicked earlier?

Its which location has the highest market access first... and in those, military has higher priority than civil constructions
 
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Hi Johan,

What do you do if like in the picture, the Riga Market does not have timber? Is there such a thing as inter market trade routes? Like is there a way for brinin lumber from other markets into the Riga market? Or are you stuck until you conquer a province with lumber?

Stay tuned for the next two weeks
 
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If the good isn't present. Can you buy it from somewhere/someone? If I have 1000 gold and no stone and a church requires 100 gold and 100 stone. Could I build the church at a cost of (100 gold) + 100 * (market price of stone)? If you can import materials, is that a viable way to build things or is the cost so high that you almost always want a domestic source.

we will talk about trade in 2 weeks time
 
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@Johan A question related to the UI. In the talk you should us the Kalmar location and that it has a net deficit in food, that is great and I like that granularity. But can we select a entire region, in this case Östra Småland, and see what locations have a net deficit in food etc and and what locations have a net surplus? To me that would be beneficial as you can then see where the food is coming from in the region and where it is going/needed. Instead of having to click on each region and figuring it out. These Tinto talks are great and I can't wait for the announcement on the game and it's subsequent release

Yes, you can see that.
 
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Is the Swedish peasantry serfs in Project Caesar? I'm confused; serfdom never existed in Sweden during the Middle Ages. Is this an oversight? The +5% food production tipped me off.

no
 
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