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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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Does standard of living exist?
For example you still could have impoverished pops or rich pops depending on economy.
If prices and taxes are low, wages are high, then you could have fairly rich Burghers.

If timeline ends in 1836 if not 1800, then you get most of first era of Vicky 3, and you would be able to abolish serfdom and remove sizable fraction of subsistence farms, or whatever least productive farm you have.
You might even have one or two opulent Nobles in London.

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Also what happens if I produce more or less goods than I need?
Do prices keep changing indefinitely? Are stockpiles infinite? Are goods created/destroyed in most severe case?
In Vicky 3 you can produce 100 wood and use 150 wood without any problem - its just more expensive. Output falls to min of 50%, if you don't make or import any input goods.
In reverse case goods are cheaper and excess is simply destroyed - some money also is destroyed in process too.
With discrete goods either last users of goods shut down until they can get it, or they all are functioning at 66.6% potential.
 
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Yeah, this is pretty bad. So what this basically means is that if the state (as in the centralized entity of the government) has 0% control a location, the people over there effectively don't exist economically.

This is contradictory to how the game itself works, if the state isn't present (0% control), all the political influence of those pops will go to the estates. I don't see why this isn't true for the money as well. The 0.34 the state isn't able to tax should go to the estates as well, proportionally to their influence in the area.

That is, unless there are other measures for the local economic production (their monetary output) that isn't reflected on taxes, and that goes to the estates.

So let's say, there's 1.5 income from the local economy (production buildings, trade, etc etc), but the state is only able to tax 0.42 (or 0.76 at 100% control), so the remaining 1.08 does go to the estates, with the possible exception being with trade and tariffs, which I imagine are also affected by control.
Indeed. Currently, increasing the control means it reduces the money which goes to « rebels » while increasing the money to both the crown AND ESTATES.
Which does not make sense.
 
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I saw monuments wouldn't be in the game, could there potentially in the future be an update or expansion containing the ability to build custom monuments similar to what was added to Imperator in one of their last updates?

I think it could be a cool addition and would also make it feel more immersive, as if you for example played as x insignificant country that didn't historically build any great monuments. But in your run, you changed history so that the country became a great power with vast resources to build such a thing.

That is at least something I find lacking in EU4, where you might be doing a colonial game as Ternate, Hawaii, etc. and you have vast influence in the world, but you can't build a monument unique to your country and culture due to them not having a historical monument added to the game.
 
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How will dynamic events play out in PC's system of sliders and gradual changes? Will events change from things like plus 1 stab to plus 25 stab equilibrium for 10 years? Although I know PC is trying to shift away from "click button, get instant change", I am a bit worried about "click button, watch grass grow for 20 years". "Click button get change" is satisfying, even if it is too prevalent in eu4.
 
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 ?

they would enrich themselves locally, and make their houses nicer etc.
 
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