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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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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.​
I am confused, so building doesn't pay any wages? How do workers pay their bills then...
I don't think they have bills

He never said the game model the wealth of individual pop

And I don't think it's needed for the game
 
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Very excited about everything I´ve read! However, I do have one concern. I hope project Ceasar ... EU5... won´t involve too much micromanagement. If I want to make an unit. Then, I will have to acquire more wapons. If I want to build this. Then, I have to acquire this and that. The aspect I love about EU4 are the conquest, realistic feel (not that it is more realistic than project Ceasar XD) and the grand strategy, not the micromanaging. If that is the case, I will also happily put 3000 houres in EU5
 
I might be way off, but this in-game artwork for the monastery building:
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Is it in any way connected to the Jvari monastery in Georgia?

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I know there are many churches with similar designs, but even that random small extension looking part I circled out looks identical.
If so, should I expect already some unique flavor for Georgia in the game, already at launch?

:D
 
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1. Will you be able to unlock better production methods in later stages of the game?
2. Do these also differ in quality instead of quantity or give secondary effects, like producing cannons with iron instead of copper will let you make better artillery or gives artillery combat bonuses?
 
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I'm loving it!

Buildings, Base Materials and Goods are all looking great, forming a very good economic system for the game.
And it seems it interacts very nicely with the Estates too!
Using some very nice developments from Imperator and Vic3! (Imperator anniversary update is very suspicious heh)

I can't wait to hear about politics! It seems unfortunately that there will only be state leviathans and no character to represent their respective Estates, Realms and etc. like in Vic3. But I hope very much to be wrong, as that really gave some color and breath into the game, not just numbers and names.

Either way, economy and politics are the founding sisters of any society. And I'm very satisfied with what I'm seeing from the former!
 
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will these buildings and resources be easy to automate/leave in the background for times when you are focusing on other things? I like the involved nature of the system but during wars, I don't want to micromanage everything.
 
As I understand it, prices of goods will change depending on supply and demand. How will you prevent buildings flipping back and forth? What I mean is, couldn’t there be a loop of paper cheap -> close paper mill -> paper expensive -> open paper mill -> paper cheap again?

Even if the building doesn’t turn up to 100% immediately, there could still be a loop between 0% and whatever the first step is.
 
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Common misunderstanding, europe was very developed and full of population in 1337, dark ages in modern history don't exist and, if anything, that definition is applied from the 6th to the 8th century
We all know that feudal lords were has very much influence in '-especially central- Europe. As Johan mentioned 2 weeks ago, Hungary is a powerful country in start of the date of 1337 especially to its neighbours. But even Hungary is a strong country to its europenian neighbours, how much is it strong when you compare to Golden Horde? The important thing is here that the people and leaders in europe were not out for conquest. As a result of this reason even the byzantine empire which were the strongest state in europe couldnt stand against Ottomans. People get me angry because i talk historical facts :D
 
Yoo
Edit: why do I get dislikes lol? Is it because of Ottoman Empire you cant cope :D
Yes it is actually. I dont know if they understand what i'am talking about they just shooting disagree reaction. Africans pips are equal with all other tech groups except western american and eastern in the last ages in Eu4. I mean how is that possible. :D
 
Oh glorious Johan, are you able to tell us whether this will be using the Clausewitz engine? Can we expect to see more multi-threading and less monocore-reliance than in previous games?
 
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