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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:

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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.

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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.
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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.


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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.


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We mentioned buildings in one tooltip earlier, and next week we will talk about how they work in Project Caesar.
 
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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..
So what does control actually mean then? Is it the state reach and licit economy or is it the entire existing economy? Or does low control increase the potential tax base and thus functions as a local wealth mechanic?
 
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You previously described that the uncollected taxes in a low-control state go effectively to "local strongmen" and the like. Is there any reason why those local strongmen aren't the pops belonging to the estates themselves? A robber baron is still a baron, after all.
 
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I wonder what will trade look like in EU5, I hope it will not be based on static trade directions
as i understand markets/nodes are dynamic in the sense they expand and shrink. prices are dynamic depending on control and availability. you have materials/goods you buy from and sell to markets/nodes. all sound pretty cool
4
 
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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!
yeah unrelated, I'm sure you wouldn't have shared the trailer of the vic3 dlc if it was released, but you shared the eu4 dlc trailer.
 
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Will there be an inherent comparative advantage in the game based on geography/existing resources or can a country change/focus on any good to achieve dominance of it in their local/nearby markets?
 
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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?

they are not really part of the country or the estate if they are that far away.
 
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Thank you as always @Johan ! I look forward to these posts every week :)

Do we know what the Raw Materials do yet? Are they just a trade good like EU4, or are they involved in Buildings now? Would we have stockpiles?
 
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But that means that low control counties decrease the estates power by decreasing their income, that doesn't seem right. Shouldn't the estates want lower control?
It's because control is a measure of the presence of law/order in the location. If it's at 0, it's a lawless hellscape overran with biker gang cannibalising everyone. The estates don't want that, nor does the crown.
 
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You previously described that the uncollected taxes in a low-control state go effectively to "local strongmen" and the like. Is there any reason why those local strongmen aren't the pops belonging to the estates themselves? A robber baron is still a baron, after all.

yes, and they use it for themselves locally, which is just local minor stuff not simulated.. and the rebels use money to fund their secession
 
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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..
So even if I’m super tolerant toward their religion and culture, and they are super happy, 58% of the local wealth would still go funding the rebellion (or be wasted if there is not), just because the location is far from my capital ?
While the burghers / nobles / peasants (who should be the ones rebelling if unhappy) would not benefit either from this money ?
 
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If banks exist without land, then there are institutions that exist without land like universities. Would this be how institutions spread or is there another way of getting institutions?
 
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On an also unrelated note, would you guys be kind enough to make Victoria 2 completely open source and give people full access to how it works and everything? Oh and also make the game free like you made CK2 free :)
 
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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..
Given that the rebels belong to either the peasantry, local nobility or clergy, i don’t get why the estates should not benefit from the extra share of wealth that sums up to 100%

(To clarify, since every single human pop belongs to an estate, why should rebels be treated outside the estate fund)
 
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Two late questions.
1. Regarding control, I saw the capital was white and it was assumed the capital had full control by default. If so, is this also the case for one location minors? Or do they have work to do to get full control?

2. Are australian minors playable? IMO a more historically grounded game in the vein of eu4 will portray them, of perhaps all people groups, the worst. Will still play them if they are in the game lol.
 
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Why isn't cloth a raw material? Spinning and weaving were literally cottage industries, with the first automated looms appearing only in the 18th century.
 
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amazing tinto talk! so if buildings need access to materials i wonder maybe ships also require it too? i imagine easy-to-build galleys with ordinary material demand and cool expensive galeon requiring special types of wood
 
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So control does not means more tax straight to the state but through the estates first? Who can then be taxed at higher rates due to greater control? For example at 100% control the estates take in 0.75 of tax revenue which at a 40% avg rate gives the state 0.30 ducats?

In regards to the 0.75 ducats possible at 100% control, does that 0.36 possible gains disappear into the ether until maximum control is assumed? I'm confused as to how control can increase not only tax income but the tax base as well, surely that comes from buildings and RGO development... and pops?
 
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