• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:

nCUH7H-1ErsukKQS9473NBnKTsR05CWHRCYIaB9ntYszKs6rU5K0qzaJ1m4OimczgJtGgcJqfhzX94L9kRwi7qoi-A3J1yaQWyPzYx7e0NjbAXY3eGRsd27ZKVoXYabnz0OG_kwl1t3lpUCMsjzapNE

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.

av2ohVCnmA8MfMHXUexuoSX7wbs5Tz0VGuP-pAGPyjo6bS_yDc4UK0pp8B0jRMDkvwXAwx9uI2Cegs3jpcIKdyR7v0kO5WtLCTD9taUF98vYzSaED6YUjOgV-oXjxgVsswlfOqlUqMoRYs8a5eu-w5k

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.
kib0U5HlyH-L2LLv71VDVZ6iOxXPS4YyDFTAS18O4FmhFnZi9XNoC67LnjO32Gnpqls7-nhY53fDQBCG3XOKR6fX1lVaOCOmLA-n2Vhq8ivty4UmijPYiazrqSpNAV5eSxchS3SvzMXPY5N266lbeV0

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.


aGfWyrqBlFKjmUSP_b-3bnRVeXPVVdZj8xLUgyu48qKLbW66a_hWwg7Z36YmC9E4zPYOI-CsSwPZFitdxahwe5-xuTPdp_YCA1sF_4g0aiBL_3y9Eetnak6lZfL67ql0e1ioCL1hbXYE3EmJ5-NYYaI

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.


goa9yXee37SXwcMqzUuhChETBoZB7CLw9Q1xfT6Z4x60C1pcSOkvvUSKfdi__IrWjZbby4oVOI-LAvFOhxYbWT8LrF_kWbFBh7PQpAw3OYZjr6E17qfS9k2XZkA5LZ-7NlTD2bcbk3_0JWIOY3rHklI




We mentioned buildings in one tooltip earlier, and next week we will talk about how they work in Project Caesar.
 
  • 253Like
  • 175Love
  • 15
  • 11
  • 6
Reactions:
I love the idea of banking countries and severe repercussions if you don't follow through. Finally, a mechanic that commands my respect for another country! I hope there are similar mechanics for other aspects of the game so countries actually feel alive and their decisions impact not just me, but others as well.
 
  • 5Like
  • 2
Reactions:
Are produced goods only meant for selling them for profit or can we use it instead of selling, for example iron for soldiers, wood and stone for building?

Edit: Nevermind, I just realized it is been said in the last photo, (0.1 wood is required 0 currently in the market)
 
Last edited:
  • 2Like
Reactions:
What is "tax base" exactly? If I understand correctly it's the maximum amount you can tax an estate with a 100% tax rate. But how is it calculated, what is it based on?

aGfWyrqBlFKjmUSP_b-3bnRVeXPVVdZj8xLUgyu48qKLbW66a_hWwg7Z36YmC9E4zPYOI-CsSwPZFitdxahwe5-xuTPdp_YCA1sF_4g0aiBL_3y9Eetnak6lZfL67ql0e1ioCL1hbXYE3EmJ5-NYYaI
 
  • 49Haha
  • 11Like
  • 5
  • 2
Reactions:
yes, you need them, else it will stall.

purchase priority is based on market access of the location of the construction.
Can stockpiles of different goods be built up in markets? Or traded between markets, if there's no local demand for it currently? RGO-s don't really stop production if there's no demand I presume.
 
its a game rule
I would rather like a « shade » of the overlord country, like for colonial regions, if it can be added to game rule.

It seems better to represent the French sister republics or even feudal vassals as slightly shaded, so that it represents the sphere of influence of the overlord while still marking out the border between the different vassals and between them and the overlord

1713360451417.jpeg

(Or similar to CK3, overlord color uniform to vassals, then distinction between the vassals as you click inside the realm, although it may suit less more the medieval than the early modern period)
 
Last edited:
  • 26
  • 19Like
  • 1
  • 1
Reactions:
If the entire province lacks food, we would have to buy food at 100% of the current price in that market.
And what if I don't do that? Do the estates buy it themselves then? Or are they waiting for a government bailout and would rather die, than to buy food out of their own pocket?
 
  • 6Like
  • 2
  • 1
Reactions:
Love the non-related trailer about a game thats clearly not implied to be Project Ceasar lmao

BTW it would be rude to post here an idea about colonial management in a game thats CLEARLY NOT Europa Universalis (mostly because these Dev Diaries are about mid XIV century)? With the dynamic trade nodes, it would be nice to have different ways to boost the production from one colony to another, or deboost to use the non-productive provinces as military-oriented General Captaincy, like Chile was.

Im talking about merging or dividing colonies in the same colonial region in favour to encourage different type of trade goods, manpower or just because you want to organize your borders. There are couple steam workshop mods that convey this idea (Colony Merging and Divided Colonies 2.2)

I want to polish and organize my ideas to later present a clean proyect proposal in the forums, but this i think it would be nice to make more fun the South America Colonial game. Also could work with North America and having literal 13 colonies that later organize themselves, ally between them, revolt and merge in a single colonial independent nation lmao.
 
  • 1Like
Reactions:
I really hope knowing now that units resources are used and there is demand and supply that there is a raw goods demand for manufactured goods. For instance if my city produces 7 unites of clothes, I will need X units of wool or cotton or linen to meed the production. Same way the construction needs 0.1 units of lumber
 
  • 6Like
  • 1
Reactions:
This game looks really incredible in terms of concepts and how they're executed. I haven't played a PDX game in like 2 years, but I keep checking for these dev diaries
 
  • 2Like
  • 1
Reactions:
Am I reading this right?: farmers in Kalmar produce LESS food than they consume? (excluding fancy +% benefits...)
From what i understand it's a mining town, most of the peasants are working in the mines and food growing is a side activity in the location. They buy most of their food from nearby food focused locations.
 
  • 11Like
  • 1
  • 1
Reactions:

Bondeståndet? Will estates have localized names for different cultures/nations? Will we have all the Fyra stånden represented in Swedish eventually? Also will this apply to Gothic culture/Theodoro (which should be renamed into Gothia btw :p)
 
From what i understand it's a mining town, most of the peasants are working in the mines and food growing is a side activity in the location. They buy most of their food from nearby food focused locations.
Okay, that makes sense. So peasants are farmers plus other workers. I wonder if the workers in manufactures will be also counted as peasants
 
If control represents the influence of the state over the province, should it not be the difference between 100% and « currently » which goes to the state, then applied with the taxation ?

Where does all the extra money above « currently » (0.76-0.44 = 0.32) go if it goes neither to the crown or the estates. Do the 0.32 just vanish ?

Its not created at all.
 
  • 32Like
  • 30
  • 13
  • 3
Reactions: