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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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in theory one could design such a system, but that would be far more complex, and I care about performance
Allowing the estates to collect their tax base ignoring control but then having the state tax them based on control doesn't seem at first glance to be a more complex or less performant system.

Perhaps I am missing something though of course, I am far far from informed enough to say that with confidence
 
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in theory one could design such a system, but that would be far more complex, and I care about performance
Wouldn't having a non taxable "local community" estate with its own agenda solve the performance issue?
This way money is not vanishing, and local development is not stalling when control decreases.
 
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I hope I am not getting annoying by continuously posting about this, but I'd like to remind you again about the Principality of Muzaka which you seem to have forgotten to add.
 
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Omg I'm so glad that the raw goods will be useful for something else other than selling them and making gold. I hope this will lead for cool effects for example, you can tell that another country might be building a massive armada because the price of lumber has skyrocketed in that market from the country purchasing it.
 
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in theory one could design such a system, but that would be far more complex, and I care about performance
Thanks for answer! I get it and I get the point of the control system and I think it will be enjoyable, but if a whole system detailing the *undetectable by the government wealth* is too much, maybe we could just hope for some small additional mechanics that do not create a stand alone new system but perhaps align with the existing ones and allow for at least some form of portraying the economical growth of locations with low control although they are not part of the estates?
 
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Allowing the estates to collect their tax base ignoring control but then having the state tax them based on control doesn't seem at first glance to be a more complex or less performant system.

Perhaps I am missing something though of course, I am far far from informed enough to say that with confidence

What would the estates use the money on?

The current design where estates can do things in your country that is beneficial to you would have to be scrapped, as control is not something you need, you could just keep conquering and estates would instantly benefit from anything.. So no construcing or building?

Investing in a bigger loan pool for the country? same as above.

Funding a rebellion? yeah, but if they are happy and have all privileges?

ok, they could invest gold to make more power to themselves, but so would all estates then.. and you'd just be a nice figure head conquering the world.
 
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Why do Christain nations have to pay interest on loans when the Church's dogma forbade ursury?
I believe it is charging interests which would be considered ursury, not paying it. However, it's not so bad indulgences can't make up for it. Build a church or a hospital, and one can be forgiven a lot of interest :)
 
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Thanks for answer! I get it and I get the point of the control system and I think it will be enjoyable, but if a whole system detailing the *undetectable by the government wealth* is too much, maybe we could just hope for some small additional mechanics that do not create a stand alone new system but perhaps align with the existing ones and allow for at least some form of portraying the economical growth of locations with low control although they are not part of the estates?
Pop growth modifier?
 
I nerd-sniped myself about sustainable calorie consumption and basically found Project Caesar team is thinking sensibly. Good for them, and I leave the below comment as a testament to my own silliness.

So is this to say the "food" is kind of a general abstraction of "household goods"?

I know meat is more labour intensive to produce than grains, but let's say nobles eat 3,000 calories a day at 1/100 (entirely carnivorous meat, assuming 10% efficiency at each level of the food chain) the production efficiency of peasants (entirely grains), who eat 1,000 calories a day, which feels like the maximum sustainable difference. So 1 noble consumes at most 300 times the number of food units consumed by peasants.

If 5,242 Kalmar peasants eat 6.87 food units a day (note, this seems very close to unsustainable, even without the "town" modifier and the reduced share of peasants compared to Tarragona from DD#3 - noice), that would imply that there are between 0.7 (nobles eat 300 times the amount of food peasants eat) and 198 nobles (nobles eat the same amount of food peasants eat).

Oh wait hang-on that's totally consistent with it just being food. Damn.
 
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The dogma forbade a lot of things which were handily ignored whenever deemed necessary.

There is a difference between "ignored" and "worked around".

thats bcs you have to spin and weave to produce cloth

To be fair, as the medieval period gave way to the early modern period weaving became the archetypical labor for the putting-out system.

Edit: For some reason the forum won't let me use more than one developer-quote in a post, what the hell.
 
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control determines base tax. crown power determines your cut. then there are sliders
Actually I think Johan explained it in the Control thread

Crown power does not plays a part in taxes. Its the taxes sliders and estates influences (ignoring crown power)

Crown power seem to matter for direct estate management rather
 
Maybe if we are adding new estates after all, there could be special types of inherently disloyal estates? For example my empire has conquered far away lands that are not well controlled and administrated, so the local nobles there create a party that will negotiate with the state as a new estate. They will gain most of the economical benefits from those lands but could be swayed and later integrated into the one and only mine noble estate. This will portray the economical growth of the uncontrolled lands and will allow the player to do something with it on more grander scheme by negotiating with the special kind of negative estate that benefits from low control unlike the loyal, royal estates that benefit from high control and administration.
 
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