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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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Why do Christain nations have to pay interest on loans when the Church's dogma forbade ursury?
1. It didn't. Dogma never forbade interest. Church teaching highly discouraged it, but it was still allowed if incredibly limited, for example the Teutonic Knights charged interest on their loans IIRC as a means to finance their order.
2. Most of the people doing the loans would (early on) have been Jews, who were not subject to canon law since they weren't baptised by Catholic priests, so they were allowed to charge interest at "usurious" rates since canon law regulates the church and it's members, if you aren't baptised, the Church holds canon law doesn't apply to you.
 
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Its a societal value, and Sweden while not having serfdom did not exactly be an "all free subjects" society in 1337.
Shouldn't peasants still produce on a subsistence basis (provided natural conditions), with the extra labor then used for producing things like stone or whatever the nobles want them to do? I asked earlier if labor rent or rent in kind would be simulated, since we're talking about feudalism here.
 
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.
Ok that makes sense thank you.

What were the "purely local month to month decisions" you mentioned please?
 
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So will navies start to matter a lot more now, say if there is a big body of water separating your raw-material-producing locations from your raw-material-needing locations and an enemy navy completely controls that body of water?
 
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I can see why the “un controled” wealth doesn’t directly have an impact as it doesn’t make sense for the player to benefit from it and a full simulation of the locals using it would be too complex. However, it having it effectively not exist doesn’t make a whole lot of sense to me. You could have an extremely propsperous area become poor and lose all growth overnight simply because it was conquered when arguably the reduced control should if anything increase prosperity as the local burgers would be freer to go out and trade.

A simpler system could be to have the “un captured” wealth feed into a local modifiers that would have various effects like increased build speed for things that the locals would like (e.g. expanded farms, banquet halls, a port…) and reduced build speed on things they wouldn’t like (buildings that increase control, fortifications for the overlord’s army, etc.)
 
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I can see why the “un controled” wealth doesn’t directly have an impact as it doesn’t make sense for the player to benefit from it and a full simulation of the locals using it would be too complex. However, it having it effectively not exist doesn’t make a whole lot of sense to me. You could have an extremely propsperous area become poor and lose all growth overnight simply because it was conquered when arguably the reduced control should if anything increase prosperity as the local burgers would be freer to go out and trade.

its not poor, just not any wealth used by the conqueror
 
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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.
Is there any tracking of income or wealth at the pop or location level? For example, do pops spend money to buy goods?

What I’m curious about is whether there is anyway that that ‘uncontrolled’ income can be given back to the local economy.

I can see your point that having control relate to the state’s reach rather than state+estates has its downsides, as you would never really be disincentivised from constant expansion to strengthen your estates. But it still strikes me as odd that uncontrolled income simply vanishes.

Like you said, it may make more sense for the first 200 years of the game, but by the 1700s, where we see global empires emerging, it makes less sense.

Anyway, really appreciate you engaging with us on all this and look forward to playing PC.
 
I hope I am not getting annoying by continuously posting about this, but I'd like to remind you again about the Principality of Muzaka which you seem to have forgotten to add.
he will post separate map feedback diaries dont worry
 
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its not poor, just not any wealth used by the conqueror
It's also not used by the locals though right (or by anyone?) - aside from buying food their wealth creation is basically "fake" when they are in a low control area
 
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