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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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Hello Johan, will there be Turkish language support in Project Caesar? There are many Turkish who love paradox strategy games. You added Turkish language support in Vic3 and many Turkish players started playing vic3. I hope you will provide us with Turkish language support. Thanks in advance.

We can not talk about languages yet
 
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Could you anticipate what hardware specifications will be necessary?
Individual PMs for buildings at tens of thousands of locations mean this game is going to be processing vast amounts of data. Alas, my poor 3400G APU is never going to be able to get data in and out fast enough for this game.

PDX can't publish minimum specifications until close to release date, because that implies a promise of performance, and they cannot know whether they can fulfil those promises until optimization work has been done, which is best left as late as possible. They won't want another launch like C:S2's.

But Johan, it would be very helpful if you could state hardware that you think will not run the game. For example, if you are undecided between 16GB and 32GB of RAM, stating that 8GB of RAM will not be enough will avoid disappointing people. At some point I'm going to buy a GPU and if I buy one that definitely can't run Project Caesar then you've lost a customer for several years after launch.
the church needs looks like beer, which I hope is a placeholder.
Parish ales were a thing in Renaissance England, though both Protestant and Roman Catholic bishops condemned them.

But maybe this is a Lutheran parish, since Luther famously summarised his role in the Reformation by saying: "I sat here drinking beer with my friend Melanchthon while the Word of God did its work". :p

More realistically, perhaps it's a generic Alcohol requirement to represent Communion wine?
Just curious if there will be embassy or that sort of a diplomatic building
This is a great suggestion. I would like to see factories (in the sense of an early modern colonial trade building, not an industrial production site) and feitorias as well. They could be used to buy goods from other markets and to influence trade in some way analogous to how Light Ships add trade power on EU4 (though I suspect PC's trade system will look very different).
 
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Are tulips a luxury trade good, and can they cause an economic crash?

no

I suspect it would have been if we had been based in the Netherlands.
 
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All of this looks realy amazing i have just a question. As a victoria 3 player i can see the struggle with having unified market, how will Project Cesar deal with connecting trans-atlantic empires. Cause the way it works in victoria its just that goods teleport from south america to europe, just a bit mkre costly. Will project cesar have some kind of logistics system?
 
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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
 
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i like to play paradox games tall and those non rgo resource buildings look very interesting, is the intention that they will just get u by in a pinch or are these a viable replacement for conquest if we lack a resource entirely.
 
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I really don't like that estate's buildings are solely a bad thing... I can see that becoming an unnecessary annoyance over time, if that is really the case and I didn't misread anything
 
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