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Johan

Studio Manager Paradox Tinto
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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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How many languages will be there? I know english but having it in my language(turkish) would double my pleasure.

More than english, but we can't confirm anything else right now
 
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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?

ZoC has some common with Eu4, and some common with Imperator
 
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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?

not easily.
 
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Can locations import goods outside their local market to get resources they need?

We will talk about trade next week, but yes you can trade resources between markets.
 
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Does this mean that Pops also have needs or only buildings and navy and armies? Like do the burghers need X amount of luxury cloth a month?

There are plenty of things needing goods, including pops.
 
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I see "Zone of Control" on the castle tooltip. Honestly i hope the invisible walls from eu4 will be abandoned and more immersive system of ck3 (huge attrision when going into enemy territory without occupying castles) will be used.

Eu4 zone of control... lets say it has a couple issues, one of them being incredibly confusing if you don't know every rule of it.

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.
 
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Peace time action! We'll have something to do during peace time!

Building buildings, expanding R.G.O's, handling trade, dealing with estates and parliaments creates nice peace time game mechanic.
 
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Will buildings decay and therefore require small amount of goods for maintanance?
Edit: after reading the next paragraph I found the answer lol, yes it is, It is called production method

yes, its included in the PM for it.
 
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Okay, this looks awesome. A Victoria Lite if you will.

Do occupied provinces produce stuff? Say as Sweden your coppermine gets occupied by Russia. But you're a big exporter of copper. Does it mean the copper in the market Drops and other countries get impacted? Or how does that work? If Russia gets to sell the copper, can I buy it from the market even though I'm at war with the provider of the good?

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
 
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Can you speak on what level of variance we could potentially see in different markets for good prices? Say the price of lumber in the riga market compared with a drylands dominated Sevilla? Could it reach large enough levels that one might be encouraged to create a trade mission delivering wood to Sevilla? If not how will resource material travel to non native markets before being sapped up?

next week
 
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I just hope dealing with production methods isn't tedious. 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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"If the market cannot supply enough resources, then it will not work." Is this a percentage-based modifier for production buildings? Eg: I only have 90% of the wood needed for a paper mill to function, therefore it will be 90% efficient. How does it work for forts? Is it a negative modifier to defensiveness or will it just not work at all and can be sieged down in a month?

it impacts the garrison levels and other scaleable values..

fortlevel cant not scale though.
 
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Hopefully production methods will change on their own, I don't want to play a game where I have to micromanage the finances of hundreds of buildings.

click the automation button, and its fine enough
 
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Will the price of materials depend on the local supply and the location? Or will each material have the same price over the whole world?

We will talk about trade and markets next week.
 
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