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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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its a building you have started as a player.
1. Does that mean that estates will nether expand infrastructure on their own (which they should, especially the burghers, if they aim to develop their own business)
2. what level of micromanagement will be necessary to expand your infrastructure in your 5000 locations empire if it’s a state commanded building ?
 
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Intro to Tinto Talks 100:

Hello, and welcome to the 100th iteration of Tinto Talks where we talk about something so ineffable and mysterious, we ourselves have forgotten it's name.


(I think the intros are my favorite part of every Dev Diary ever :D)
 
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So obviously Control is a partial abstraction that we will go along with when playing the game, and we're only trying to understand what goes into the rationale for the mechanic.. From Johan's comments it seems like Control is not only the Crown's Control, as i had previously understood, but the Crown's + Estates' control? Would, say, a christian monastery work as a local source of (Church Estate) Control?
 
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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.
A province with 0 control is like it is not part of the country therefore the estates of the province do not contribute to the country. Since the estate pool is “country level” it cannot get wealth from estates that don’t contribute. Basically I imagine that those estates are not controlled and not part of the country and will do their own things (potentially rebels?) that cannot be captured by the country’s estate wealth.
 
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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?

yes
 
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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.
It make sense if we consider estates to be part of the state as much as the Crown, but they are an internal faction

While local nobility in low control are independent and not part of the noble estate

The mentioned rebels don't seem tied to an estate, but rather are secessionist
 
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Sound good to me.
 
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I was hoping that the goods production system would be similar to Vicky 3 but we got Vicky 2 instead :D Not complaining though. Vic 2 rules, I'm just not a fan of "one territory produces one resource" thing but I also understand that it would be a nightmare to assign more than one resource to a location. Hopefully, cities will produce all sorts of crafted goods!
 
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they would enrich themselves locally, and make their houses nicer etc.
So, going back to my Riga example.
- while under Riga state with 100% control (as the capital), 0% of the local wealth went on house decoration and 100% was split between the crown and the estates. The estates used it to fund buildings, commercial navies, expand trade, commercial ventures…
- the day after the Swedish / Russian conquest of Riga, because of distance from capital, controls drops to 42%. Local pops suddenly decide to spend 58% of their wealth into house decoration ?
- this « lost » money doesn’t enter the estate coffers anymore, and thus stops participating in the economic development of the province. Suddenly the estate lose 58% of their wealth ? In a previous TT, you said the estates would pursue their own agenda and use their money to increase their economy, but now they lost 58% of their ability to do so ? Which means less local castles for the nobles, less trade ships for the burghers, less farming infrastructure for the peasants…
 
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Is Gotland playable? I have no ulterior motives behind this question, ignore my profile title.
 
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The small size of Java for its huge current population never ceases to amaze me.
However, I would have expected smaller locations based on previously shown maps. These are barely as large as those in northern Sweden...
 
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.
Nice! I hope that food surplus will be a good way to increase population growth.
 
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Imagine playing as the Fuggers, Bardis and Medici
Does this mean that these banking countries will be separate from sovereign "states" - that is, will they be diplomatically separate in some ways but geographically tied to another country (like the Peruzzis in Florence)? Can we play as them, or are they just interactable?
 
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Project Caesar is not EU V, it's actually the second expansion of Victoria III, a timeline expansion of a mere 500 years, the rest is pretty much the same XD
 
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Medieval government loans did not have interest, the banking families would loan state actors money in exchange for a share of that "countries" tax revenue.
Until they repayed the debt, this mean less money in income,less possibility to repay the debt because your income are siphoned....etc