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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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Am I the only one who doesn't like this? It looks overcomplicated and honestly I doubt AI can manage it.
I mean seriously guys, no stone = fort is disabled? Really???

PS: If I want to play Victoria, I will buy Victoria.
 
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Can people stop using terms like "RGO" or "PM" like if it was obvious what it means? So hard to read some messages. Not sure what Prime Ministers have to do with this dev diary.
 
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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.
Is this feature fully implemented and working, or is it in the pipeline, and might get canned and never mentioned again?
 
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will weaponry be generalized or will guns and cannon be a separate good? Historically non-gunpowder weapons were fairly interchangeable, but gunpowder weapons were regularly imported as a matter of state policy. The West African and Japanese situations won’t make sense if importing European firearms until you can establish domestic production (assuming you can, IIRC most of West Africa remained import dependent indefinitely) isn’t represented, or is abstracted as you importing more of this generic “weaponry” good to compensate for an increased demand Vicky 3 style.
 
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Are market stockpile limits on a per good basis? I.e. we cannot fill the whole stock limit with wood and suddenly have 0 space for stone, causing supply chain situations.

How long between the lack of goods and the effects of lack of goods on buildings? Would it immediately drop production level or trend towards it slowly so that I have time to fix the situation? Vic3 suffers a lot from sudden changes in the market and it would be good to have mechanisms to alleviate shocks, assuming stockpiles are not enough.

Is there a priority order for good demands? I.e. current consumption takes priority over building new buildings and population consumption before buildings consumption for instance.
 
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I see clay and stone, will there be bricks? The tallest building in the World from ~1549 to ~1647 (tower reconstruction) is the St. Marien-Kirche in Stralsund (St. Mary Church) which has a Brick Gothic architecture style. As an other prominent example there is Malbork Castle even if both were built prior to the start game. If there are bricks, can there be used as an alternative for stone? Similar to the different Production Methods?
 
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This new game looks great, I hope the learning curve won't be to steep. When i started playing EU4 like eight years ago the thing that really helped me learn the game was using console commands when features seemed difficult., after playing for 1444 hours I finally understood the game and play mostly without. Will console commands be available for this new game?
 
70 goods? Proper supply chains? Evolving production methods? This is greater than I could have dreamed of. Bless you Johan. Bless you.

I stand by what I said in the last diary though. If we have Vic 3 lite style buildings. Please can we have vic 3 lite style resources? Multiple potential resources per territory would fit so much better than 1 fixed resource per territory
 
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I may have missed out something. I remember last week tinto talk we had the UI showing Kalmar's raw material was stone, but today's talk seems to show that we can construct multiple rural buildings to extract raw materials in a location.

So was the UI only showing the predominant raw material being produced? Or we can only have one type of producing building in a location?
 
not easily.
Hmm, well, I’m glad that it seems to be a possibility. It’d be a good mechanic to have for wars with rivals— if you don’t want to conquer land from them, you can cripple their economy. Also gives you additional incentive to protect your own land, which I like.
 
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