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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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Is there a reason you went with 1 material provinces for Project Caesar? I thought Vic3's multiple ressource provinces were quite good.

Caesar has about 10-50 locations for where V3 has a single province.
 
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I have a few questions. I understand that peasants produce less in that location because some of them are dedicated to stone production, but isn't that a bit counter-intuitive? Because the whole thing about peasants being peasants and not slaves is that so long as they pay rent they have rights to produce enough food to subsist on the land (provided natural disasters don't throw a monkey wrench in that plan). However, if there's an entire collection of peasants who underproduce food precisely because they're being forced to produce stone runs counter to how I understand feudalism functioned. Rather, based on systems of labor rent, rent in kind, or money rent, peasants gave a portion of their surplus labor to those that demanded it from them.

Will these systems be simulated? And if so, how will underproducing food as a consequence of dedicating too much (forced) labor to stone production reflect on the attitude of the peasantry?
 
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Is it possible to build a Production line? Like you have wood and you need to manufacture things people need to live? or for Warfare? And if it is planned to be in the game, will it be more complex or more simplified?
 
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Why do Christain nations have to pay interest on loans when the Church's dogma forbade ursury?

The dogma forbade a lot of things which were handily ignored whenever deemed necessary.
 
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So, going back to my Rica example.
- while under rigs state with 100% control (as the capital), 0% of the local wealth went on house decoration and 100% was split between the crown and the estates
Split between the estates which the crown can tax according to the estates privileges and other factors.
- the day after the Swedish / Russian conquest of Riga, because of distance from capital, controls drops to 42%. Local pops suddenly decide to spend 58% of their wealth into house decoration ?
As Johan said in another reply, it'll go towards funding the Rigan secessionists who aren't happy about being under new management.
this « lost » money doesn’t enter the estate coffers anymore, and thus stops participating in the economic development of the province. Suddenly the estate lose 58% of their wealth ? In a previous TT, you said the estates would pursue their own agenda and use their money to increase their economy, but now they lost 58% of their ability to do so ?
The Rigan estates are absorbed into the Russian estates. The location (Riga) doesn't contribute as much into the estate coffers as it did when it was independent, but your estates get 42% of what it contributed before conquest added to their other revenues from your previously existing country.
 
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Looking forward to Tinto Talks each week, so excited for this. Taxes - this part would probably benefit to be revisited in a future Tinto Talk. I thought I understood it and then read questions and replies and now I'm a bit confused .
 
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I am not impressed by what i have seen until now. EU 5 seems to be a slightly better/improved version of EU 4. Not enough innovation.

Johan, if EU 5 flops, Paradox will have big (financial) issues.

Go big or go home.
 
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A province with 0 control is like it is not part of the country therefore the estates of the province do not contribute to the country. Since the estate pool is “country level” it cannot get wealth from estates that don’t contribute. Basically I imagine that those estates are not controlled and not part of the country and will do their own things (potentially rebels?) that cannot be captured by the country’s estate wealth.
yes
 
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At least in the 16th century, some significant loans were extended without interest or fee, but in return for other concessions. Some of the loans Charles V took from the Fuggers were in return for mining rights, possessions, and commercial grants.

Would there be room for similar costs for loans in Project Caesar alongside the more Italian interest for loans model?
 
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So, going back to my Riga example.
- while under Riga state with 100% control (as the capital), 0% of the local wealth went on house decoration and 100% was split between the crown and the estates. The estates used it to fund buildings, commercial navies, expand trade, commercial ventures…
- the day after the Swedish / Russian conquest of Riga, because of distance from capital, controls drops to 42%. Local pops suddenly decide to spend 58% of their wealth into house decoration ?
- this « lost » money doesn’t enter the estate coffers anymore, and thus stops participating in the economic development of the province. Suddenly the estate lose 58% of their wealth ? In a previous TT, you said the estates would pursue their own agenda and use their money to increase their economy, but now they lost 58% of their ability to do so ? Which means less local castles for the nobles, less trade ships for the burghers, less farming infrastructure for the peasants…

yes, because they are now excpeted to be part of the Swedish estate, and not the russian estate any longer..
 
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Querido @Johan In EU4, each province has a capital whose name usually, but not necessarily, coincides with the name of the province. Do locations in Caesar also have their own capital? I mean, is there a "separate" localisation code for them ? Thank you so much
 
I'm sorry if this has been explained or if it could be inferred from the information we got thus far, but I'm a little confused regarding one thing:

Let's say the Western part of your country produces a lot of Lumber and the Eastern part needs Lumber for a construction but there is none available currently on the Eastern markets. Presumably there will be a way to direct resources from one market to the next, but since it's my own production in the West being bought by the East, are my locations essentially exchanging wealth and I'm always being benefited by taxing this exchange, or is some money being lost in the process to someone else that controls the market? For example, the goods had to move through the market, and maybe the Eastern lands don't have a good control there, so perhaps they are buying it more expensively than if I somehow took the resources to them directly from West to East, from within the country, if that is even an option.
 
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