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Tinto Talks #9 - 24th of April 2024

Welcome to another Tinto Talks, this is the 9th of its kind, where we talk about our very secret game using the codename Project Caesar. And today we continue with the 3rd of the 4 talks we have now about the economy systems of the game. So lets start..

Constructions
In the previous development diary, we mentioned constructions and how you needed lumber for expanding the mines. In this game, almost all constructions require different materials to progress, and if that material is not available in the local market, then that construction is stalled until the material is available. This includes things like road building, shipbuilding, recruiting regiments, building buildings, or expanding R.G.O’s.

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Not sure why you want another monastery?

For example, building a light ship in the Age of Renaissance requires Naval Supplies, Lumber, Weaponry, Copper, Tin, and Metalworks, while moving your capital requires Paper, Books, Stone, Lumber, Marble, and gold.


Buildings
Buildings are rather important in Project Caesar. There are hundreds of different types of buildings, some can only be built in rural locations, and some require a town or city. Some can only be built in ports, and some can only be built in other countries. Some you can only build when there is no owner of a location. Lots of buildings are unique to cultures, regions, religions, or even to specific tags.

Some buildings can only have 1 level, some have a fixed cap, and some have a cap that scales with the population or development, and so on.

Buildings can also be categorized into three different categories: buildings that can produce goods, buildings that only give effects, and buildings that can only be built by the estates. Those pure estates usually have a drawback to them as well, and it's not easy to remove them

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Definitely not something we are all that keen on having in here.. it does increase demands for some goods though..

So what about producing buildings then? This is where the truly fun parts of the economy start. Project Caesar has a large amount of different goods. We currently have about 70 different ones that have different needs, some are needed for the military, some are needed solely by pops, some are needed for buildings, and so on.

Producing Buildings in towns and cities go from guilds and workshops to manufactories and mills at the of the game. These include everything from Paper Makers Guilds to Foundries. A producing building outputs one or more types of goods.

Finally, we have buildings that are purely giving an effect. These include Granaries that increase how much food you can store, libraries that increase literacy, different types of forts, buildings that train manpower, port buildings to help with shipbuilding, and much more.

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Some claim you can build Stockades of wood, but we trust only stone!

Almost all buildings though, have a production method, which impacts how they work.

Production methods
All buildings have at least one production method slot with one production method, but many have different methods in each slot, and there are plenty of buildings with multiple production method slots.

What is a production method then?
A production method is a list of goods that are required for a building to function. There are two categories of production methods, those that produce something and those that do not.
As an example, a Castle does not produce any goods, but it still requires Stone, Metalworks, Weaponry, and Tar to function, and if it does not get those goods, then the Castle will not function properly. The effectiveness of a building is based on the lowest available percentage of goods present, and it will only purchase and use required materials in that percentage required. If the market cannot supply enough resources, then it will not work.

The output of the producing building is also scaled by the percentage mentioned above.

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There are a few options here, but only wood pulp would be profitable here, probably because of the great supply of lumber in this market..

And of course, you can automate the production method selection, which will adapt it on a monthly basis based on what resources are available and what would be profitable. The UI also allows for macro decisions regarding production methods

Other important aspects
Every building requires employed pops to function as well, and those that require “upper class” pops like burghers, clergy, and nobles, also increase the potential for them in the location, making pops slowly promoted. This can be slightly awkward as powerful nobles or clergy construct more buildings that make them more numerous and powerful.


Producing buildings that are not profitable will be closed, and pops will work in other buildings, however, you can always subsidize a building if you require the goods or other benefits it gives.

Speaking of profit. The profit of a building is added to the Tax Base of a location, split among the power of the population in the location.

You can always close and open a building, if you want to manipulate prices, or if you want your pops to work with other things, and you don’t want to destroy a building permanently.



We mentioned last week about different ways to get raw materials, and one way to get it, besides trade, is through a set of rural buildings. These include Lumber Mills that you can build in any wood or forest location to produce lumber, sheep farms, stone quarries, and many more.

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Yeah, this requires some input.. Might be worth it..


There are stockpiles of goods, but those are in the market. There are buildings you can build that increase the amount they can store, as if you do not have the goods required for a building, unit, or construction, those will not function.

Speaking of markets, that is something we will talk about more next week when we delve deep into the trade system.
 
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(This comment has been reserved for the tinto talks memes)





Hello Johan, will there be Turkish language support in Project Caesar?
We can not talk about languages yet

Stockpiles confirmed then, also food reserves by province?

Zone of control is confirmed I guess, will they work same like in eu4?
ZoC has some common with Eu4, and some common with Imperator

Are you able to destroy buildings when you’re attacking?
not easily.

Can locations import goods outside their local market to get resources they need?
.. yes you can trade resources between markets.

Does this mean that Pops also have needs or only buildings and navy and armies?
There are plenty of things needing goods, including pops.

"Zone of Control" on the castle tooltip ...
Rules are more similar to Imperator, which was a 2.0 of the system.

Of course, in the Napoleonic Age, you can freely ignore ZoC if you got the tech for it.

Will buildings decay and therefore require small amount of goods for maintanance?
yes, its included in the PM for it.

we can stock resource?
yes, if you got the market center you can.

Do occupied provinces produce stuff?
it will be produced, but market access and other things like occupation and sieges may impact the volume produced, and how much reaches the market

Will it be very unoptimal to automate the majority?
Primarily we use production methods to differentiate inputs, but also to improve efficiency and volume as the technology progresses. I'd say its 95-99% good enough to have it on automatic for many people. I suspect people at this forum are more likely to want it to be manually.

Of course, we have macro changing PM's, using filters on which buildings are affected, including filters like this..

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can estates build their own buildngs that have production methods?

"If the market cannot supply enough resources, then it will not work." .. How does it work for forts?
it impacts the garrison levels and other scaleable values..

fortlevel cant not scale though.

So, blocks the army passage like EU4, and occupies the whole province (not just location) when the fort/castle falls to the siege?

How many languages will be there? I know english but having it in my language(turkish) would double my pleasure.
big jay said:
More than english, but we can't confirm anything else right now

Do the estates also build "normal" buildings, i.e. those not exclusive to the estates?
yes. If their satisfaction is >50% then its a diceroll checking vs their satisfaction if they should build somethign that is a good building for the country, or one that is just for them.

keeping estates happy and rich can help you build up your country.

How do estates guarantee inputs for their buildings?
The worst estate buildings have no input goods they require.. Just to stop the player from easily ignore them.

I take it that certain buildings and production methods will be locked behind technology?
Also, will coal be available throughout the game or unlocked later in the game like in eu4?
yes to the first.

and coal exists from the start, but has far less uses early

Are the buildings built in locations with no owner tied to the new colonisation system?
Are the buildings built in other countries treaty ports?
yes and yes

Can buildings done by estates stall the ones you want to build?
yes, but it all depends on the situation.

Estates build something I don't want, I close or destroy it, they build it again, I close it again, etc?
You can't close estate buildings.

and destroying them makes them upset.

Any chance of dynamic change of the vegetation aspect in a Location through human action?
maybe. depends on the code technology i hope is ready soon.

Is there need to spend goods for upkeeping units?

But there WERE wooden castles in the medieval period
Yes.. the Stockade building in Project Caesar.

will all buildings be useable by all people's?

Current, potential or Maximum tax base?
the current is the one that is created.

Will there be a fix for the issue in EU4 where the AI would go through player-built fortresses?
the AI can't cheat ZoC in Project Caesar, and the rules are less arcane than eu4, so it will be less confusing

is it possible to make the default setting ‘automated’ for new buildings / new locations? Or will I have to click the automation button each time for each new building?
currently we use one global setting for your country

Are tulips a luxury trade good

If "upper class" pops are all employed by buildings, do they stop trying to fund more buildings?

Do buildings automatically select Production methods based on profitability/availability, or does it have to be micro'd?
yes, when built it picks the best available.. if you got automation on it will adapt during gameplay

Does the profit from a building making a resource (eg. the paper mills) just go to the tax base of the location?

does the goods give a bonus like in eu4?

But Johan, it would be very helpful if you could state hardware that you think will not run the game
'd not go with less than 32gb for anything these days anyway.

There is also a book with a question mark next to it such as the stone quarry. What does it mean?
Special rules of where it can be built.

the "tier" icons is the placeholder for rural, city and town.

Why shouldn't I use automatic PMs if it updates to the most efficient one constantly? Like when is it relevant to micro it?
When you want to manipulate prices, or to make economic warfare on someone?

in EU4 for example I can just sort buildings by income they would provide when built. Is this possible in Project Caesar as well?
Thats one way to use the UI.

There is also a few more modern UI systems we have that accumulates any goods you may have need of and create a nice macro builder system for you to trade, build or expand for the resource from clicking the Alert for "Missing Goods".

Does the UI allow operating on many building for such purposes?
Yes, you can operate on X amount of buildings at the same time

if you need weaponry to recruit regiments, does that mean you will need horses to recruit cavalry?

will we be able to build multiple castles in a province, in different locations? And if so how would that affect the occupation of provinces with multiple castles and the buildings in the province?
need all castles then

The process to produce paper from wood pulp wasn't invented until the end of the 18th century and did not become widespread until the 19th. Why is it available here?
because it lists all that exists?

in the game its unlocked in a tech in the 2nd half of the 18th century

Say a paper mill produces 1 unit of paper. As I understand, the profit from the mill is added to the locations tax. But only if the unit of paper is sold on the market to another country? If all of my buildings and pop require a cumulative total of 1 unit of paper, the mill would not provide profit?
If the prices of the goods used to make the paper is less than the price it get from selling the paper at the market (to whomever, your own pops, buildings or a trader or another countries pops in same marker or whatever.), then that difference is the profit.

Will buildings also be locked behind Tech

Would as an example of specific culture/tag buldings, the Dutch culture/tag get to build polders as unique building option for them in wetland/marsh locations to improve food and/or agricultural production at that location?

Why would someone need to be TAG = NED or Dutch to build polders?
NED doesn't exist at the start... its a culture check

in the DD you mention "there are hundreds of different types of buildings". Does the "hundreds" mean the max permutation of production methods X building types? Or purely buildings types alone?
purely buildings.

As an example, we used to have multiple granaries, but when we added production methods, we could reduce it to one. Which helps you to not have to rebuild buildings when potatoes spread into europe.

Preposterous! We must have stroopwafels as a compensation. They were invented in 1810 so go well with the paper pulp invention! Alternatively, you get meatballs, we get tulips, deal? They're supposedly both Turkish anyways, so that might appease the call for Turkish language until you can confirm its inclusion, winwinwin
Johan said:
well, i don't live in Sweden anymore... :)

I would like to see in peace deals, a way to demilitarise your enemy, in the way of destroying some of its border forts
yeah, that is a peace treaty you can pick

Is this feature fully implemented and working, or is it in the pipeline, and might get canned and never mentioned again?
its in. I use it most of the time

what does RGO stand for?
Resource Gathering Operation. Its basically a "pseudobuilding" for getting raw materials from a province/location.

its an acronym we've used since Vicky1.

What about when the castle is besieged ...
The max garrison might decrease, but the actual garrison will not exactly desert.. No impact really.

End date of later than 1815 confirmed?!?!
yeah, i said about 500 years

are precious metals (gold, silver) converted into money directly like in EU4, or are they extracted into their respective trade good first?
they are treated like trade goods, but there are some added twists.

Are horses a RGO? If on the contrary they are "produced" by a building that itself requires horses to be built ...







yep thats me..
I'm a janitor working at Respawn, AMA. : r/titanfall
 
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Yoo
Edit: why do I get dislikes lol? Is it because of Ottoman Empire you cant cope :D
 
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What will be the balance of power between European and Asian states? The thing I didn't like most about Eu4 was the pip issue and the European states gaining superiority over the Asian states as time went by even Asians reach highest technology level. If the Caesar project will be realistic and we consider that it will start in 1337(dark age of europe), I think it should be quite easy to conquer European states with such as the Golden Horde, Timurids etc.
 
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I just had an explosive orgasm at the gym. Amazing.
 
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Zone of control is confirmed I guess, will they work same like in eu4?
İf yes, how will it work with such tiny locations?
 
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Are you able to destroy buildings when you’re attacking? If I’m trying to take a few locations on my border can I destroy buildings deeper in my enemies territory to make future conquest easier?
 
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