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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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So from my understanding, the tax based is the revenue from the production activity. So say that 1 unit of stone is worth 0.76 at the market. At 58% that profit is split between the estates based on their representation and power in the location. And then after that split, a tax applies.

this makes much more sense regarding the last few questions in other threads thank you. So the money does not come to the ether, it just goes to the estates, and then you tax some of it based on the control and tax level.
 
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I've asked once about piracy and with this new informations of goods being required to be present in a market to construct specific infrastructure buildings, I am really curious, if one could be pirating trade node and stealing specific goods from it :eek: Thanks for interesting Tinto talk again.
 
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Its not created at all.
Which is what I don’t understand.

The money should still exist, if it’s not taxed by the state as it has no control, it should remain in the hands of the local people and estates

Reasoning : say Riga city was 100% controlled by Riga, since it was at the same time it’s own capital, local wealth was equal to 100%
When conquered by Sweden the control drops to 42% based on distance and modifiers… which means the state has to rely more on local elites, and had less direct control over the location.
So the state should earn less
At the same time, the wealth produced by the local population has not suddenly changed, so it should still sum up to 100%
 
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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.
Yeah, this is pretty bad. So what this basically means is that if the state (as in the centralized entity of the government) has 0% control a location, the people over there effectively don't exist economically.

This is contradictory to how the game itself works, if the state isn't present (0% control), all the political influence of those pops will go to the estates. I don't see why this isn't true for the money as well. The 0.34 the state isn't able to tax should go to the estates as well, proportionally to their influence in the area.

That is, unless there are other measures for the local economic production (their monetary output) that isn't reflected on taxes, and that goes to the estates.

So let's say, there's 1.5 income from the local economy (production buildings, trade, etc etc), but the state is only able to tax 0.42 (or 0.76 at 100% control), so the remaining 1.08 does go to the estates, with the possible exception being with trade and tariffs, which I imagine are also affected by control.
 
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Am I reading this right?: farmers in Kalmar produce LESS food than they consume? (excluding fancy +% benefits...)

the peasants produce less, as some of them work in mines
 
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Does a location can produce multiple raw materials and manufactured goods ? Or it is limited to a one location - one raw materials ? One location - on manufactured goods ?

If we upgrade towns and cities does some raw goods like food is replaced by something else like in rome imperator ?
 
I dont know if I missed it, however you mentionted, that the loans work by taking money from estates. Jews were know to have lent money for lords (and later expelled). So my question is, will jewish estate ir smth like that exist to represent this?
Could be repsented as banking countries, or a law about religion and loans?
 
I love loans of Project Caesar and can't wait to start taking them. Now I hope there will be a way to increase efficiency of them so i can have more of them and base my economy on debt.
 
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Its not created at all.
So previously i understood control as how much of the province the crown can reach to tax. So on a province with low control your state can reach the port town, but can't reach the forest dwellers nearby who live essentially free from you and your taxmen, keeping their wealth to themselves.

From what you're saying, it seems control actually represents how much the land is being exploited? When you say the wealth is not created do you mean that there is potential farmland that is not being worked on because you have low control, or untapped mines and such? And then 100% control means all natural resources are being fully exploited by the estates?
 
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Redacted lenders would be the technically landless knight orders and hansa etc?
And now not repaying loans actively screw over the little people that are supposed to be building stuff. Also this might be a interesting way to sponsor them should you have too much money and the little people can build things cheaper and easier than a king ordering the bureaucracy to do so. It would be wholly inapproproate to mention foreign aid outdoors toilets built in africa at over a million euros a piece.. so I wont.