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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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Does the import of goods stop during wars? Say you have a pretty small country on your border that doesn’t produce tar, but they import it from you. Can you declare war and blitz their castles while they haven’t resecured a source of tar and all their castles aren’t functioning?

we will talk about trade next week, but things are not always instant in the game.
 
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Oh its trully become complex and realty-simulative. That's interesting! But if it will be too difficult to new guy ,or bros who first contact this kinda game but interested in, to learn the rules and cost too much time on learn? I hope it wont be some barrier stuff in front of new bros who want to join.
 
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Are the buildings built in locations with no owner tied to the new colonisation system?
Are the buildings built in other countries treaty ports? Like the Dejima port in Nagasaki for the Dutch?

yes and yes
 
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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.
Johan, for modding exist a way for make "tanks" or special units resistance killable by only other units?
 
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including filters like this..
These filters sound amazing. However, is there a way I can click a box in a given location to make it "invisible" to the filters? For example, I want every other location to be managed automatically, but these few, despite also being included in the filter settings, I want to manage manually.
 
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Wood Pulp Paper?!?! Which was invented in 1843??? :D
No, certain types of wood were absolutely used to make paper earlier than that, but as far as I know that was pretty rare. The vast majority of paper was made from rags and other (non-wood) plant fibers.
I guess that's a common problem in a game like this - if it was done, you can't say it's not historical to include it, but since it wasn't common, it should be balanced in such a way that you wouldn't commonly do it in the game, or only unlock it very late.
 
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Estates build something I don't want, I close or destroy it, they build it again, I close it again, etc?

You can't close estate buildings.

and destroying them makes them upset.
 
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Screenshotwise, the text "Building Type" is redundant - it's clear you're looking at a building based on the header on the left side. I think you could easily get rid of it.
 
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In EU4, Britain was given the right to extract any material it wanted from colonial territory. Technically, this is the right of every country. cloth, wool and paper (outside of mining) can be mechanically altered in various terrains. Are you reconsidering this mechanism or will provinces have a fixed material value?
 
Any chance of dynamic change of the vegetation aspect in a Location through human action? Lumberjacking for a long period, transforming plains in farmland and stuff like that.

maybe. depends on the code technology i hope is ready soon.
 
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So can you just use wood to mass produce paper right from the start? Sure, there was some paper making that used what can be called wood (like bamboo in China or some Europeans doing it in the 18th century), but large scale paper production from wood wasn't a thing before 1840. Would be very strange to have that available as an option in the 14th century.
Agreed, the modern wood pulp paper was invented in 1843. My best guess would be it's a late game tech.
 
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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 ...

Why is this a 'macro game'? Plus it even has automation mentioned.
 
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>Stockpiles confirmed

Was the food item in the budget buying/selling food from the stockpiles?

>Zone of Control
Always found this a cumbersome mechanic, sorry you can't reinforce the battle happening one province away, you have to go back the way you came and circle around 5 provinces to get there. I really hope you reconsider this.

>Destroying castles
Castles were very effective up until the canon, when they quickly became pretty useless. After a good enough canon tech castles should pretty much always be destroyed in a seige
 
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