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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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Like many others, I'm so, so happy to see that EU5 will be leaning much more into the series' 'simulation' side. So much potential on so many fronts, both for future expansion and in accounting for both minmaxers and roleplayers. Thank you for the great work, guys, things look fantastic thus far!
 
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So incredibly excited for this, thanks as always to @Johan and the Tinto team!!

Two questions about buildings.
Will there be a system of them being damaged by enemy armies? Assuming Hordes may raid and raze, forcing me to spend resources to re build.
Also, will all buildings be useable by all people's? e.g. if I conquer a location with a building I may not normally be able to build, would I still be able to operate it?
 
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In EU4, most of the players are not even aware of the dozens of features of the diplomacy tab, it seems to be just a tool to create a cause for war. There may be better diplomatic mechanisms in play, for example increasing the value of harmony between large and small countries. Additionally, alliance groups can be established rather than just a few countries getting an alliance (I don't know if it has a history).
 
Do the estates also build "normal" buildings, i.e. those not exclusive to the estates?

yes. If their satisfaction is >50% then its a diceroll checking vs their satisfaction if they should build somethign that is a good building for the country, or one that is just for them.

keeping estates happy and rich can help you build up your country.
 
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How do estates guarantee inputs for their buildings? I supoose us as the crown are not in charge of that. If they dont have enough trade raw goods to keep their buildings running, do they lose their benefits too?

The worst estate buildings have no input goods they require.. Just to stop the player from easily ignore them.

For the other things, we will talk about it next week
 
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Does control affect production from buildings? If so releasing vassals would be best and do your vassal's products also show up in your market like Vic 3's market system?
 
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I’m definitely going to get downvoted for this - but I’m a little worried. Micromanaging production buildings, product chains and pop employment isn’t really what I want from Europa Universalis.
I like lots of things about this DD, but micromanaging such a deep system might take the focus away from the diplo/war/conquest gameplay and on top of that challenge the AI a lot (?).
I know that the pop/building management in Stellaris made me stop playing after its micromanagement rework, I hope the "good enough" automated solution actually works with so many dependancies due to production chains. Especially once your Empire grows larger across multiple continents.
 
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I love the artwork for the buildings and trade goods. But can we change the icon for pops? They are horrible and you cant tell which one represents really. I much prefer the art for the estates icons. Much more visual and easy to tell whuch estate is which
 
Will there be a fix for the issue in EU4 where the AI would go through player-built fortresses? These guys are fine with pushing carts with owls through the blockade of provincial fortresses, I hope that won't be a problem in Project Caesar.
 
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click the automation button, and its fine enough
Sorry, just to confirm, is it possible to make the default setting ‘automated’ for new buildings / new locations? Or will I have to click the automation button each time for each new building?

One thing I hated in Imperator was running through the list of provinces everytime I conquered anything to find it and then automate trade.
 
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Going to be honest, I think selectable production methods veers into "I really did not need or hope for this for not-EU5". My immediate reaction is that it feels like an unnecessary level of detail, compared to where I expect the focus to be.

That doesn't mean it can't work though! I just hope micromanaging these is not the optimal way to play.
 
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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.
 
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Probably my anti-Vicky-3 bias but such a "micro" concept as buildings with production mechanics in a macro game like Project Caesar seems to me to be just feels unbalanced; it just doesn't quite fit to me.

Well, at least on paper. Who knows how it'll be in actual gameplay ...
 
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I take it that certain buildings and production methods will be locked behind technology?

Also, will coal be available throughout the game or unlocked later in the game like in eu4?

yes to the first.

and coal exists from the start, but has far less uses early
 
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