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Tinto Talks #8 - 17th of April 2024

Hello, and welcome to the eighth iteration of Tinto Talks where we talk about what we are doing in our very secret future game, with the code name Project Caesar.

Btw, on a completely unrelated note, Paradox Tinto has just announced our new expansion ‘Winds of Change’ for EU4. Go check out its cool contents and trailer!




This week we’ll continue talking about the economical part of the game. Last week we talked about the different items in the monthly budget, and now we’ll continue with explaining some of the core concepts of the economy. Please be aware that all images here are tooltips or parts of tooltips, and some are very much Work in Progress!


Loans and Bankruptcy
Let's start with Loans, which will work a fair bit differently than any other previous Paradox GSG. At first glance, it is kind of similar to previous games, where you can take a loan, you get money, and you pay interest on it for a set period of time. However, in Project Caesar, there are some new changes. Take a look at this WiP tooltip for taking a loan:

nCUH7H-1ErsukKQS9473NBnKTsR05CWHRCYIaB9ntYszKs6rU5K0qzaJ1m4OimczgJtGgcJqfhzX94L9kRwi7qoi-A3J1yaQWyPzYx7e0NjbAXY3eGRsd27ZKVoXYabnz0OG_kwl1t3lpUCMsjzapNE

Yeah, 10% interest is perfectly fair…

In this game, you are not borrowing money from an abstract national bank, but instead, your internal loans are taken from what the estates have made available. The estates invest money they have, not only in immediate gains for their own power, or other ways that benefit the country, or other [REDACTED], but they also invest in having money available for the country, where they will benefit from the interests.

If there is no money to borrow from the estates available and you have no ducats left, you will go bankrupt, which is a little bit more severe than in, let's say EU4...

There is also another way to get gold, you can send a diplomat to one of the banking countries, like Peruzzi and Bardi, if there is one that you know of within diplomatic range, to request a loan. Make sure you don’t forget to pay them on time, or default on the loans, or you may never be able to loan from them again.


Core Concepts
So let’s continue, by taking a look at the tooltip for a location, so we can quickly have a reference to some important aspects in the rest of this development diary.

av2ohVCnmA8MfMHXUexuoSX7wbs5Tz0VGuP-pAGPyjo6bS_yDc4UK0pp8B0jRMDkvwXAwx9uI2Cegs3jpcIKdyR7v0kO5WtLCTD9taUF98vYzSaED6YUjOgV-oXjxgVsswlfOqlUqMoRYs8a5eu-w5k

Enjoy the nice placeholder icons, sadly the forum does not allow for nested tooltips, like the game does…


Food
If you notice the line of food above, you see that Kalmar is not self-sufficient in food, and needs to rely on the rest of Östra Småland for food, unless they buy it from the local market.
kib0U5HlyH-L2LLv71VDVZ6iOxXPS4YyDFTAS18O4FmhFnZi9XNoC67LnjO32Gnpqls7-nhY53fDQBCG3XOKR6fX1lVaOCOmLA-n2Vhq8ivty4UmijPYiazrqSpNAV5eSxchS3SvzMXPY5N266lbeV0

Even the small town of Kalmar needs food from nearby locations…

Primarily, there are a lot of burghers here that consume a lot of food. There are also a lot of modifiers that impact how much food the location produces as well.

If the granaries in Östra Småland are close to full, we would sell their surplus to the local market in Riga, but only get about 56% of the profit, as we only have 56% control in Kalmar. If the entire province lacks food, we would have to buy food at 100% of the current price in that market. The price for food is different in each market, and depends entirely on how much food is sold to that market.





Taxes
We mentioned taxes in last week's Tinto Talk, and specifically mentioned Tax Base there. The tax base of an estate is based on the total of all their Tax Base in all the locations they are present in.


aGfWyrqBlFKjmUSP_b-3bnRVeXPVVdZj8xLUgyu48qKLbW66a_hWwg7Z36YmC9E4zPYOI-CsSwPZFitdxahwe5-xuTPdp_YCA1sF_4g0aiBL_3y9Eetnak6lZfL67ql0e1ioCL1hbXYE3EmJ5-NYYaI

Quickly find the error in the text in this tooltip!

We are slowly increasing our control over Kalmar up to 58.2%, so the tax base will be slowly increasing, and if we would get it to the 100 maximum, it would be even bigger.

As you can see here, the nobility and the burghers have a fair bit of power here, and the peasants have basically none. Currently, we are able to tax more from the burghers each month, and could probably go above the 25% tax rate we have currently set on their estate.

To clarify, only the money that is in the “potential” row exists, and anything you don’t tax on that goes to the estates. So you get 0.05 ducats there (perhaps more, but Paradox rounding), and the remaining 0.37 goes to the estates.



Raw Materials
As you noticed in the tooltips above, we talk about Raw Materials and Resource Gathering Operations. Every location has one raw material possible that can be extracted, this includes things like lumber, stone, grain, amber, or copper. Of course, there are other ways to get access to the raw materials than merely owning and controlling a location.

Only peasants and slaves will work on gathering raw materials, and how many will work with it depends on how big of an infrastructure you have built up for that. Pops that are working with this will not be producing food, unless the goods are food related.

The maximum size of an infrastructure that can be built up depends on population, development, technologies, and societal values.


goa9yXee37SXwcMqzUuhChETBoZB7CLw9Q1xfT6Z4x60C1pcSOkvvUSKfdi__IrWjZbby4oVOI-LAvFOhxYbWT8LrF_kWbFBh7PQpAw3OYZjr6E17qfS9k2XZkA5LZ-7NlTD2bcbk3_0JWIOY3rHklI




We mentioned buildings in one tooltip earlier, and next week we will talk about how they work in Project Caesar.
 
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I dont know if I missed it, however you mentionted, that the loans work by taking money from estates. Jews were know to have lent money for lords (and later expelled). So my question is, will jewish estate ir smth like that exist to represent this?

Had to look it up, was unsure if earlier or later but I was sure it was damn close to 1337: burning of the templars. Yet another king unable to pay their loans.
And a mere quarter century before.. might be more than a few of those poor fellows around that escaped the burnings.
 
In terms how subject nations are shown in the map, will it look similar to CK3 (where you have to click on a country to see its vassals) or EU4 (where you can see all the nations and their vassals on the same map)?

closer to eu4
 
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so is construction more like an edict where funding is provided to expand that type of infrastructure in an area or are these buildings built more directly by the player/crown

its a building you have started as a player.
 
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1. Is it correct way of understanding this economic system: estates produces and sell goods/food/anything that makes money and state get taxes from those sales (depending on control). State itself doesn't produce/sells anything.

Sounds pretty good.

2. What exactly means "may never be able to borrow from them again"? If the game time takes hundreds of years and your county failed to pay off a loan to another county in 1300s, does that mean you can't borrow money from this country after like 400 years? That may not be the most realistic.

3. Is there a way to prevent taking a loan, or at least have an options to choose from were you take the loan? Since loans are taken from estates and it increases their influence, eu4-style automatically taking loans might be problematic. Option to get a loan from another country and not from estates (if you want to contain their influence) could be better. Anything like a warning, alert, default option, or radical budget cuts - stop paying for everything that makes you nder balance and taking consequences of it, like deteriorating army and starving people.
 
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If occupying a location that has a granary during a war can you loot the food stored in the granary? Or does it just increase the supply limit of an area.

we will talk about logistics in a later dd
 
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I hope severe naval blockades will be absolutely devastating. It should cut off most (sometimes all depending on where) trade and therefore cripple a nations economy and the ability to feed itself if they are reliant on imports.
 
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Don’t have time for usual long analysis, on a break this week. Looks like we have a of RGO system, food is layered on top, and though we didn’t really mention manufactured goods, the implication lingers. All good news, thought this part was interesting.
If the granaries in Östra Småland are close to full, we would sell their surplus to the local market in Riga, but only get about 56% of the profit, as we only have 56% control in Kalmar. If the entire province lacks food, we would have to buy food at 100% of the current price in that market. The price for food is different in each market, and depends entirely on how much food is sold to that market.

100% control of a province implies you own 100% of grain stores. Interesting mechanism, don’t really love it. But easy to understand, that probably makes for better gameplay
 
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Given that a population will either sell excess food to the broader market or buy from the broader market if it doesn't produce enough food for itself (or starve if there's no food to buy, presumably), how does population growth work? I would assume that a population would grow assuming it's not literally starving, but what are the factors of their growth in a given location?

growth, migration, promotion etc will be talked in a later dd
 
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So location have Vicky 2 style RGO.
Can it have multiple raw materials, like states in Vicky 3 have several raw materials per state?
1713361714666.png
 
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Is base food production always based on the land where the province is located? Or are there other factors? I can see the modifiers obviously, but I'd think that provinces with open sea could potentially fish for enough food even if the province itself isn't producing much (think Iceland).

Or are there things you can do to increase food production not based on the province, like investing in fishing industry or focusing on technology that improves fishing?

I love playing island nations
 
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The "potential" money is not taxable nor the estates gets it.. it currently goes straight into the rebel-funding pool for that locations potential rebels..
Sorry for harping on it, but in a previous DD you described control being mostly affected by the distance from the capital/communication distance. Why would nobles far away from the capital keep less of their income? Shouldn't they be more powerful?
 
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So you get 0.05 ducats there (perhaps more, but Paradox rounding), and the remaining 0.37 goes to the estates.
I think at the beginning of the game there will be a lot of provinces with low income. Maybe it is better to multiply gold by 10 times? That way a lot less will be lost to rounding.
 
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Hello, and welcome to the eighth iteration of Tinto Talks where we talk about what we are doing in our very secret future game, with the code name Project Caesar.

Btw, on a completely unrelated note, Paradox Tinto has just announced our new expansion ‘Winds of Change’ for EU4. Go check out its cool contents and trailer!




This week we’ll continue talking about the economical part of the game. Last week we talked about the different items in the monthly budget, and now we’ll continue with explaining some of the core concepts of the economy. Please be aware that all images here are tooltips or parts of tooltips, and some are very much Work in Progress!


Loans and Bankruptcy
Let's start with Loans, which will work a fair bit differently than any other previous Paradox GSG. At first glance, it is kind of similar to previous games, where you can take a loan, you get money, and you pay interest on it for a set period of time. However, in Project Caesar, there are some new changes. Take a look at this WiP tooltip for taking a loan:

nCUH7H-1ErsukKQS9473NBnKTsR05CWHRCYIaB9ntYszKs6rU5K0qzaJ1m4OimczgJtGgcJqfhzX94L9kRwi7qoi-A3J1yaQWyPzYx7e0NjbAXY3eGRsd27ZKVoXYabnz0OG_kwl1t3lpUCMsjzapNE

Yeah, 10% interest is perfectly fair…

In this game, you are not borrowing money from an abstract national bank, but instead, your internal loans are taken from what the estates have made available. The estates invest money they have, not only in immediate gains for their own power, or other ways that benefit the country, or other [REDACTED], but they also invest in having money available for the country, where they will benefit from the interests.

If there is no money to borrow from the estates available and you have no ducats left, you will go bankrupt, which is a little bit more severe than in, let's say EU4...

There is also another way to get gold, you can send a diplomat to one of the banking countries, like Peruzzi and Bardi, if there is one that you know of within diplomatic range, to request a loan. Make sure you don’t forget to pay them on time, or default on the loans, or you may never be able to loan from them again.


Core Concepts
So let’s continue, by taking a look at the tooltip for a location, so we can quickly have a reference to some important aspects in the rest of this development diary.

av2ohVCnmA8MfMHXUexuoSX7wbs5Tz0VGuP-pAGPyjo6bS_yDc4UK0pp8B0jRMDkvwXAwx9uI2Cegs3jpcIKdyR7v0kO5WtLCTD9taUF98vYzSaED6YUjOgV-oXjxgVsswlfOqlUqMoRYs8a5eu-w5k

Enjoy the nice placeholder icons, sadly the forum does not allow for nested tooltips, like the game does…


Food
If you notice the line of food above, you see that Kalmar is not self-sufficient in food, and needs to rely on the rest of Östra Småland for food, unless they buy it from the local market.
kib0U5HlyH-L2LLv71VDVZ6iOxXPS4YyDFTAS18O4FmhFnZi9XNoC67LnjO32Gnpqls7-nhY53fDQBCG3XOKR6fX1lVaOCOmLA-n2Vhq8ivty4UmijPYiazrqSpNAV5eSxchS3SvzMXPY5N266lbeV0

Even the small town of Kalmar needs food from nearby locations…

Primarily, there are a lot of burghers here that consume a lot of food. There are also a lot of modifiers that impact how much food the location produces as well.

If the granaries in Östra Småland are close to full, we would sell their surplus to the local market in Riga, but only get about 56% of the profit, as we only have 56% control in Kalmar. If the entire province lacks food, we would have to buy food at 100% of the current price in that market. The price for food is different in each market, and depends entirely on how much food is sold to that market.





Taxes
We mentioned taxes in last week's Tinto Talk, and specifically mentioned Tax Base there. The tax base of an estate is based on the total of all their Tax Base in all the locations they are present in.


aGfWyrqBlFKjmUSP_b-3bnRVeXPVVdZj8xLUgyu48qKLbW66a_hWwg7Z36YmC9E4zPYOI-CsSwPZFitdxahwe5-xuTPdp_YCA1sF_4g0aiBL_3y9Eetnak6lZfL67ql0e1ioCL1hbXYE3EmJ5-NYYaI

Quickly find the error in the text in this tooltip!

We are slowly increasing our control over Kalmar up to 58.2%, so the tax base will be slowly increasing, and if we would get it to the 100 maximum, it would be even bigger.

As you can see here, the nobility and the burghers have a fair bit of power here, and the peasants have basically none. Currently, we are able to tax more from the burghers each month, and could probably go above the 25% tax rate we have currently set on their estate.

To clarify, only the money that is in the “potential” row exists, and anything you don’t tax on that goes to the estates. So you get 0.05 ducats there (perhaps more, but Paradox rounding), and the remaining 0.37 goes to the estates.



Raw Materials
As you noticed in the tooltips above, we talk about Raw Materials and Resource Gathering Operations. Every location has one raw material possible that can be extracted, this includes things like lumber, stone, grain, amber, or copper. Of course, there are other ways to get access to the raw materials than merely owning and controlling a location.

Only peasants and slaves will work on gathering raw materials, and how many will work with it depends on how big of an infrastructure you have built up for that. Pops that are working with this will not be producing food, unless the goods are food related.

The maximum size of an infrastructure that can be built up depends on population, development, technologies, and societal values.


goa9yXee37SXwcMqzUuhChETBoZB7CLw9Q1xfT6Z4x60C1pcSOkvvUSKfdi__IrWjZbby4oVOI-LAvFOhxYbWT8LrF_kWbFBh7PQpAw3OYZjr6E17qfS9k2XZkA5LZ-7NlTD2bcbk3_0JWIOY3rHklI




We mentioned buildings in one tooltip earlier, and next week we will talk about how they work in Project Caesar.
63FDB0F078E925A9FCEA2AD8E9ED33D4.jpg
 
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