• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.
  • 29Like
  • 8
  • 4Love
  • 1
Reactions:
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
 
  • 40Like
  • 8Love
  • 4
Reactions:
  • 30Like
  • 6
  • 1
  • 1
Reactions:
  • 54Love
  • 34Like
  • 14
  • 7
  • 2
Reactions:
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.
'd not go with less than 32gb for anything these days anyway.
 
It seems like buildings have tiers. 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.
 
  • 37
  • 12Like
  • 1
Reactions:
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?
 
  • 67Love
  • 35Like
  • 13
  • 1
Reactions:
So you know how in EU4 for example I can just sort buildings by income they would provide when built. Is this possible in Project Caesar as well? I really don't want to micromanage or think about it much. I see big green number, I build. I like having the buildings, I just don't want to think about them too much.

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".
 
  • 58Like
  • 8Love
  • 8
Reactions:
Are you saying that as a dev or as a player? I min-maxed my build for PDX GSGs, but so far with 16GB of RAM the worst bottleneck I've had was with the graphics card, or lack thereof. Upgrading to a GTX 960 (this was in 2021 for reference) fixed that though.

Eitherway, what I'm asking is, all else equal, could I expect significant performance improvements from doubling my RAM at this point? Or is that for running Excel spreadsheets and two dozen browser tabs on another screen? I don't need a concrete answer for this game, but for the rest of your catalogue I'm genuinely curious.

(this is me as a player of games)

I upgraded from 8 to 32gb a year ago.. my "older" gaming pc (autumn 2020, about 1K€) at home is a AMD Ryzen 3 3100 4-Core Processor, NVIDIA GeForce GTX 1650, that now has 32GB ram. So kind of similar I guess.

Just checked Media Markt, and discovered you get much better pc's for below 1K these days.

Now, I can't comment on the requirements we will have when the game is released.. but I have always had my principle of never spending over 1,000€ on a gaming pc, and I want them to last 4-5 years.
 
  • 50Like
  • 14
Reactions:
  • 18Haha
  • 7Like
  • 6Love
  • 1
  • 1
  • 1
Reactions:
Does the UI allow operating on many building for such purposes? For example, can you change all Paper producing buildings to start using some PM or does it have to be done one by one? Or can you change the PM of all buildings for some specific goal, i.e. to maximise the price of X good in Y market etc.?

Yes, you can operate on X amount of buildings at the same time. I showed PART of the filters the buildings UI has earlier. can show it here again.

1713971243284.png
 
  • 27Like
  • 5
  • 2Love
Reactions:
  • 45Like
  • 45Love
  • 3
Reactions:
I haven't played imperator so forgive me if this is a dumb question, but 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
 
  • 40Like
  • 6
  • 1
Reactions:
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
 
  • 65Like
  • 16
  • 2
Reactions:
Will there be building slots like in EU4/CK3? I can foresee myself being absolutely livid if these autonomous estates waste a limited slot on some random building I don't actually want.

no
 
  • 43Like
  • 28Love
  • 4
Reactions:
I love this, it provides a much deeper simulation and hence gameplay for peace time.

Quick question though: 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.
 
  • 39Like
  • 5
  • 2Love
Reactions:
  • 36Like
  • 4
  • 1Love
Reactions:
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?

yes
 
  • 48Like
  • 14Love
  • 6
  • 2
Reactions:
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 ;)

well, i don't live in Sweden anymore... :)
 
  • 20Haha
  • 13Like
  • 1
Reactions:
@Johan
You mentioned here production methods are about reducing the number of buildings, but 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.
 
  • 39Like
  • 15Love
  • 8
Reactions: