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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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It does not matter.

The design is like this for a reason.

If we let the estates have the gold, we have to disable part of the simulation, and simplify the game, as the entire system breaks apart, as we can not allow the estates to use the economy system together with the country..

OR we could remove the entire proximity and control system, and the drive to create a nation state as well, and just paint the map and tax them.
For sure, we as readers don’t know the exact extent of the game design implications, only the part which has been unraveled so far. Which is why I was asking for clarification.

However, with the given information so far, if the nobles/ burghers/ clergy/ peasants in the colonial regions of the British empire or the polish Lithuanian Cossacks indeed lack wealth to develop their economy because they are located in areas remote from the crown capital, then perhaps there is indeed an issue with the model. We will have to see how it turns out in future TT when we have more info.

The Cossacks or British oversea precisely had more money available to spend on local development because the crown was less involved in their economic taxation due to distance, which is the contrary of the afore described model where the higher the control, the higher the estate revenue
 
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What would the estates use the money on?

The current design where estates can do things in your country that is beneficial to you would have to be scrapped, as control is not something you need, you could just keep conquering and estates would instantly benefit from anything.. So no construcing or building?

Investing in a bigger loan pool for the country? same as above.

Funding a rebellion? yeah, but if they are happy and have all privileges?

ok, they could invest gold to make more power to themselves, but so would all estates then.. and you'd just be a nice figure head conquering the world.
They would use it to further their interests that run against the states interests - investing in areas they rather than the crown have lots of control (low control, local privileges for example). This results in a state that will have to leverage it's estates to get things done, hampering state directed investment - standing armies - anything else the state wants to do.

More and more powerful estates if the player did as you suggest (conquering purely to make rich estates) would be a crippling determent to the crown given that as their power grows yours shrinks.

Perhaps I'm making some bad assumptions here - estate wealth does affect their influence right? They do dislike being taxed? So a powerful estate with more money represents an estate that is harder to take money from.
Estates can also simply waste money - having them be much more corrupt and inefficient users of money than the state could be seems an nice way to motivate state control.

I also just don't agree that powerful happy estates being a viable path is a bad thing as you seem to imply in your last line.


All that said - I see that this deviates from your core design, and that's totally fine. Not trying to claim you got it wrong or that this is the only way to do it. It just seems odd that we have these estates that are effectively government factions - run from the capital - rather than local power blocks in contention with the state.
 
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I know it's a little unrelated to the topic of the tinto talk but are the little animals on the map of eu4 i.e moose in stockholm gonna be in game or no? (game picked only as an example with no implications of "project Ceasar" being eu5)View attachment 1118419
It seems in your anger....jpg
 
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we know the ui is only placeholder for now but can we get information on if the art direction will be like vic3/ck3 with 3D models at the core or like eu4 which has a more historical feeling.
 
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All that said - I see that this deviates from your core design, and that's totally fine. Not trying to claim you got it wrong or that this is the only way to do it. It just seems odd that we have these estates that are effectively government factions - run from the capital - rather than local power blocks in contention with the state.

If you are not close to the King, you lack power.


Local power blocks would be subjects. We are still in basically a feudal society for the first 200 years of the game.
 
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They would use it to further their interests that run against the states interests - investing in areas they rather than the crown have lots of control (low control, local privileges for example). This results in a state that will have to leverage it's estates to get things done, hampering state directed investment - standing armies - anything else the state wants to do.

More and more powerful estates if the player did as you suggest (conquering purely to make rich estates) would be a crippling determent to the crown given that as their power grows yours shrinks.

Perhaps I'm making some bad assumptions here - estate wealth does affect their influence right? They do dislike being taxed? So a powerful estate with more money represents an estate that is harder to take money from.
Estates can also simply waste money - having them be much more corrupt and inefficient users of money than the state could be seems an nice way to motivate state control.

I also just don't agree that powerful happy estates being a viable path is a bad thing as you seem to imply in your last line.


All that said - I see that this deviates from your core design, and that's totally fine. Not trying to claim you got it wrong or that this is the only way to do it. It just seems odd that we have these estates that are effectively government factions - run from the capital - rather than local power blocks in contention with the state.
To add to this briefly - this is especially weird for peasents

The idea that all peasants in my global empire all pull together to invest nationally and with unity of purpose is very strange.
The use of surplus to buy more goods locally, or invest in a new plow, or whatever seems such a incredibly local behavior.

The peasants can only invest in more grain farming tools if they can talk to the capital quickly - quite the outcome.
 
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Sweden didn't have serfdom according to wikipedia, and also it should give negative, not positive effects on food production

Its a societal value, and Sweden while not having serfdom did not exactly be an "all free subjects" society in 1337.
 
The idea that all peasants in my global empire all pull together to invest nationally and with unity of purpose is very strange.
The use of surplus to buy more goods locally, or invest in a new plow, or whatever seems such a incredibly local behavior.

Thats not simulated, and is purely local month to month decisions.
 
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If you are not close to the King, you lack power.
I can see how that is the case in the game as you are describing it, I think it's a shame that "money is power" isn't true.

Power to influence national policy, sure I get that - power to expand your local silver mine because it's producing just so much silver but you are throwing it into the local lake because the capital's letters take to long to arrive? That makes less sense
 
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If you are not close to the King, you lack power.


Local power blocks would be subjects. We are still in basically a feudal society for the first 200 years of the game.
Is there a system representing distant land possibly not only rebelling into independence but also into becoming a more autonomous vassal ?
 
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Thats not simulated, and is purely local month to month decisions.
I'm sorry could you please clarify - there *are* local decisions about how to invest surplus? I thought the surplas didn't exist - so what are these month to month decisions then?

And the peasants estate doesn't invest globally?

Sorry I am a little lost, I really appreciate all your clarifications.
 
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I'm sorry could you please clarify - there *are* local decisions about how to invest surplus? I thought the surplas didn't exist - so what are these month to month decisions then?

And the peasants estate doesn't invest globally?

Sorry I am a little lost, I really appreciate all your clarifications.

Peasants do not invest in a new plow centrally.. thats not simulated.

The Peasant Estate could fund the construction of a new market village.... Thats the level we talk about here.
 
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