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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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will resource richness vary from place to place? Like will a stone mine in one place be able to support more miners/produce more stone than a stone mine in a different place?

yes
 
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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.
I wonder if this is implying that there will be further goods that are not extracted. You can't exactly say that cloth is extracted, after all, as it is a manufactured good. I dearly hope we will have manufactured goods available in a location too, and that it can coexist with extracted goods.
 
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nice island of java on the map :0
 
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Speaking of Indonesia.

By this time period, GItarja (also known as Tribhuwana) was the monarch of Majapahit, and also Gajah Mada was in her court.

Now i wonder how leaders and generals will be represented in the game. I dout you will go with Imperator route with characters and will probably keep EU4 style of characters. But my personal wish is to have a dynasty tree for monarchs, so that there wont be "Introduce heir" button.
 
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Y
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
Yes. I Hope it will make its comeback, I personally liked that in early EUIV, turning a large world Muslim would lower the price of wine, or while the increase in burgher population should increase demand for luxury goods such as fur as they start a trend for that
 
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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 ?
I was going to ask the same thing but I think potential control is something like the efficiency of the location.
 
Given that a population will either sell excess food to the broader market or buy from the broader market if it doesn't produce enough food for itself (or starve if there's no food to buy, presumably), how does population growth work? I would assume that a population would grow assuming it's not literally starving, but what are the factors of their growth in a given location?
 
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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.

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..
 
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Is stability and wealth development gonna affect the loan rate ?
It seems logical that a population highly confident in its government, at peace, and with a prospect of economic growth would be much more inclined to lend at a lower rate, while in the middle of the civil war the risk is way to high to not get its money back. So the burghers should increase the loan rate as the risk increases
 
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Just a nitpick regarding the map: the place referred to as "Borobudur" on the map, as far as I'm aware, is not and was never called Borobudur. It's called Magelang, though no clear date as to when we started calling it that, but it's still more 'accurate' than calling it by a Buddhist temple that was buried after a volcanic eruption in the 10th century. Or maybe the devs know things I don't?

Also, please don't name a province in Papua "Yos Sodarso" (a Javanese WW2-era general) again, pretty please?
 
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I wonder if this is implying that there will be further goods that are not extracted. You can't exactly say that cloth is extracted, after all, as it is a manufactured good. I dearly hope we will have manufactured goods available in a location too, and that it can coexist with extracted goods.

Cloth is not a raw material, and will be talked about next week
 
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