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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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Can nations be "created" from having no core?

Like if Dackefejden in Sweden succedes could there be a country of "Småland" or would it just be a peasent revolt that lowers control in that area? If you choose to answer, no need to be specifically about Dackefejden, it could be about a burgher revolt in a german city with no unique culture, tag/core, would that city maybe create its own new citystate?
 
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yes, because they are now excpeted to be part of the Swedish estate, and not the russian estate any longer..
Even in 1800, the major powers still relied heavily on local estates, be them of their culture or not.

Especially since, in terms of game design, every human belongs to one pop, which is the association of a culture and an estate, meaning the remote population and estates of your empire still can have a different culture than the one from your capital
 
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The rebel funding system looks at it yes, but its not a 1 to 1 transfer. The money simply does not exist, but rebel logic checks on control and taxbase to calculate progress.
Ok that makes sense thank you.

So a food making building for example, it sells it's food - the money used to buy the food, that exists right? So it is at the point of purchace that it stops existing? Such that it can be true the profit doesn't exist?
Or does the money never exist before we arrive at the tax base calculation?
 
Even in 1800, the major powers still relied heavily on local estates, be them of their culture or not.

Especially since, in terms of game design, every human belongs to one pop, which is the association of a culture and an estate, meaning the remote population and estates of your empire still can have a different culture than the one from your capital

It does not matter.

The design is like this for a reason.

If we let the estates have the gold, we have to disable part of the simulation, and simplify the game, as the entire system breaks apart, as we can not allow the estates to use the economy system together with the country..

OR we could remove the entire proximity and control system, and the drive to create a nation state as well, and just paint the map and tax them.
 
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they are not really part of the country or the estate if they are that far away.
But shouldn't they also get the money? Sure there are not part of the state or the estates because of the distance and low control, but it doesn't mean that those nobles from far away can't be efficient in the local province. Why would the money/base tax/economy *not exist* there? Sure - not for the state, but why not for the local communities there? Perhaps there could be another system apart from he state and estates that could represent that.
 
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The color here is quite similar to EU4:
(In 1337, West Java is also ruled by Sunda and Majapahit?)
3000.png

EU4 JAVA.jpg
 
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I have a few questions. I understand that peasants produce less in that location because some of them are dedicated to stone production, but isn't that a bit counter-intuitive? Because the whole thing about peasants being peasants and not slaves is that so long as they pay rent they have rights to produce enough food to subsist on the land (provided natural disasters don't throw a monkey wrench in that plan). However, if there's an entire collection of peasants who underproduce food precisely because they're being forced to produce stone runs counter to how I understand feudalism functioned. Rather, based on systems of labor rent, rent in kind, or money rent, peasants gave a portion of their surplus labor to those that demanded it from them.

Will these systems be simulated? And if so, how will underproducing food as a consequence of dedicating too much (forced) labor to stone production reflect on the attitude of the peasantry?
Mentioning again in case it gets lost
 
But shouldn't they also get the money? Sure there are not part of the state or the estates because of the distance and low control, but it doesn't mean that those nobles from far away can't be efficient in the local province. Why would the money/base tax/economy *not exist* there? Sure - not for the state, but why not for the local communities there? Perhaps there could be another system apart from he state and estates that could represent that.

in theory one could design such a system, but that would be far more complex, and I care about performance
 
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Will the banks communicate? I.e if we don't pay off 1 banks loans they will tell others so we wouldn't be able to take from them too

An "agressive expansion" for bank behaviour? :p
 
The idea of a landless country is incredibly exciting to me. My speculation is that this must be tied to some sort of special use of subjugation? For example, a trade league like the Hanseatic League being a "landless country" per se, but it has a special relationship with its league members that are, in a sense, its "subjects," that perhaps pays the Hanseatic League "country" some income?

Given how it seems goods work with markets, the need to directly produce the goods yourself in your own land isn't necessary so long a location in your market produces it. That creates an incentive for the landless Hanseatic League to expand and protect its market so that it can sustain its access to goods, which it can buy from the market with the income it receives from its members.

Then for banking families, they're likely a "subject" connected to a particular city-state or location?
 
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