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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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To clarify, only the money that is in the “potential” row exists

Maybe the words 'currently', 'potential,' and 'maximum' could be changed so that it's easier to understand the meaning of those three lines.
 
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feudal subjects for all practical purposes, with local administrators and governors.
Are there feudal subjects whose leaders can be changed at will (perhaps in exchange for a decrease in estate loyalty), and also each time when the previous leader dies? I'm thinking this kind of approach could be used for regions which are although integral parts of the realm, they still have their own appointed governors/viceroys (for historical or geographic reasons). In the case of Hungary for example, Transylvania or Slavonia comes to mind.
 
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I like what I read overall however I concur with some comments that the Tax Base breakdown is rather unintuitive. I get it that it makes sense to people developing and testing the game, and that there may be tooltips explaining each item, but at the first glance it's very ambiguous trying to figure out what exactly is Current, Potential and Maximum mixed with the control percentages. And such things matter in UX. In addition, a total representing the overall tax collected from all estates in the location should also be presented.
 
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For releasing subjects, how much fidelity do we get at the size of the subject that we release?

Do we always release subjects at the size of provinces, or can we release territories or mere locations instead (if I'm remembering the nomenclature).
 
Plenty of quite beautiful implications here. First off, I adore the fact that low control means lower pwsc. The "peace enforced" comment on the other hand implies to me that (a) there are set war goals for before the war and (b) once those war goals are achieved peace may immediately be enforced?
I could see, in a bid to combat the need for total war to conquer border provinces, that the ability to enforce a peace (basically a de facto reality that a different state has taken control of a location) be much easier to do for low control/low war score.
 
We had money not disapearing, and it didnt work.. it made it far better to just conquer stuff and not build up infrastructure.

The core of the game -systems has been semi-playable since autumn of 2020, and we have tested so many things so far.
Since 2020! Awesome to hear that it’s been in the world for so long. This really could be the greatest strategy game since chess.
 
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I have question's about the "weather" while modifiers for that exists in paradox games, they never really reflect reality well, especially in EU4.

War's in winter, late medieval era should be super-costly or with huge attrition/both, also attrition being "capped" in EU4 was something i really didn't like, if you have a stack of 50k soldier's and send them to siege Moscow in winter, attrition should be much higher than 3/4%.

There should also be system that calculate amount of food harvested depending on Summer/Winter situation in certain year.
For example many historian's suggest Little Ice Age of XVI/XVII century to be one of the major reason's for mass rebellions, wars across Europe in those centuries.
 
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To be fair, isn't that kinda the case? Wasn't that the very system (conquering for the sake of getting money out of it) the sorta thing that propelled Timur's empire to such heights (and ultimately led to its swift demise when the wealth was all spent and everyone was too busy fighting each other to actually go and get more), and the Ottomans as well? Were the Ottomans not literally "conquer the Balkans and use the loot to fund conquests in every other direction, run out of space to conquer due to running up against a sufficient-enough 'wall" (i.e. Austria) that no more loot is to be gained in that direction, then spend years reconfiguring the economy to account for the fact that these conquest gains were no longer a thing"?

Conquering very much was lucrative in this time, but once you run out of stuff to conquer... well, things aren't gonna go too well for you with a whole lot of stuff you're having to pay for and no actual income generation to maintain any of it.
i think they just want to make it so playing "tall", not just being a warmongerer 24/7, is actually a viable way to get rich, kinda like how the dutch did (granted they fought plenty of colonial wars and the like).
 
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Yes.

the cost for taking something in peace scales with their control

The only thing I would add is to take other things like the same culture or being a core of a nation too. Like - when You try to take London from England it should be harder even if control is currently close to 0 (because of wars or whatever). Still, the idea is brilliant, I never thought of that.
 
Is the "paradox rounding" referred to in the "tax" section just a tooltip thing, or is it actually affecting the calculation? How realistic are the numbers shown?

Because from what I can see in that screenshot truncating is removing around 0.012 ducats, which is a considerable (over 20%) petcentage of the actual tax.

If it's not just a tooltip issue, is the "lost" tax at least going somewhere (to the estates) or is it just lost?
 
For releasing subjects, how much fidelity do we get at the size of the subject that we release?

Do we always release subjects at the size of provinces, or can we release territories or mere locations instead (if I'm remembering the nomenclature).

provinces as default for a new one. but can always give them any province or location you want afterwards.

all the cores you own for specific tags.
 
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Are there feudal subjects whose leaders can be changed at will (perhaps in exchange for a decrease in estate loyalty), and also each time when the previous leader dies? I'm thinking this kind of approach could be used for regions which are although integral parts of the realm, they still have their own appointed governors/viceroys (for historical or geographic reasons). In the case of Hungary for example, Transylvania or Slavonia comes to mind.

There is a lot of unique and different types of subjects with different rules
 
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I have question's about the "weather" while modifiers for that exists in paradox games, they never really reflect reality well, especially in EU4.

War's in winter, late medieval era should be super-costly or with huge attrition/both, also attrition being "capped" in EU4 was something i really didn't like, if you have a stack of 50k soldier's and send them to siege Moscow in winter, attrition should be much higher than 3/4%.

There should also be system that calculate amount of food harvested depending on Summer/Winter situation in certain year.
For example many historian's suggest Little Ice Age of XVI/XVII century to be one of the major reason's for mass rebellions, wars across Europe in those centuries.

I have a entire Tinto Talks scheduled that is called "Winter"
 
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provinces as default for a new one. but can always give them any province or location you want afterwards.

all the cores you own for specific tags.
Ah, I suppose that makes sense (I refreshed my memory on the nomenclature; confused province for area and territory for province). So you can't release what would effectively be "city-states" en masse (not that you'd really want to), but you can release subjects that are still fairly small (assuming provinces aren't more than 5 locations or so, on average). Makes sense to me.
 
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Ah, I suppose that makes sense (I refreshed my memory on the nomenclature; confused province for area and territory for province). So you can't release what would effectively be "city-states" en masse (not that you'd really want to), but you can have subjects that are still fairly small (assuming provinces aren't more than 5 locations or so, on average). Makes sense to me.
I agree - I think province-level subjects give us enough granularity to represent power devolution while not making it too unwieldy and annoying to deal with a mass of different subjects.
 
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The game simulates the benefits a country can get out of land. I am pretty sure that Portugal instituted local systems for control in Goa to benefit from it, but considering the distance, there were less efficiencies and many pockets lined before the government in Lisbon saw their share. Many of the overseas territories of european powers were basically feudal subjects for all practical purposes, with local administrators and governors.


My question here though is "what is the economic output, that the government and the estates is not taking, used for, in a gameplay aspect ?"
And the answer is local economic development.

To put it a little bit more bluntly than I did previously: there is a very big difference between a province having no order: being completely ravaged by mobs, and no central authority: a province being far away from a capital that struggles to exert its own policies on it.

The first case is a disaster for development, the second one isn't necessarily. With the earlier example of Riga I think it is fair that its old local power brokers don't automatically fully join the ranks of their Swedish conquerors, but if order remains in Riga it shouldn't kill it economically for its new conquerors to be disinterested in it: collecting little in the way of taxes and giving little in the way of investment. That should if anything mean the situation remains closer to Riga having remained independent in practice.

I hate to sound negative here, though - I love pretty much everything that has been presented so far and I am massively hyped for this project. There is of course also the caveat of me not knowing how the economy works in practice to the same extent as you.
 
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