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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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The sense i get reading the comments is that Control bundles up many kinds of inefficiencies:
- Internal disunity in the estates.
- Expenses to logistics and direct administration
- Missed opportunities from neglect and corruption

All the reasons you may want to set up an autonomous local administration instead of trying to run it from your capital, boiled into one mechanic, in a sense.
 
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PLEASE PLEASE PLEASE do not do the cringe decision that most games do where you have to hold the mouse down to click on a button. It's so annoying for players. If I didn't want to click the button, I wouldn't have opened the screen and clicked the button. There's nothing worse than denying a player their satisfying button click by making them wait a second before it actually takes effect.
I hate this too. Currently playing Forbidden West and resetting your skills is so tedious as you have to hold every skill --of which there are ~140-- for around 3 seconds to enable each of them.

Letting us confirm our picks or choices is a much better UI/UX design than "hold for 3 secs please, we absolutely want to waste 3 secs of your time".
 
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First of all this is one of my favourite DDs so far, I love every single concept and mechanic introduced, and Johan's dedication in responding to fan feedback is truly admirable

Some questions re raw materials: Are there natural disasters such as floods, draughts etc affecting grain production and is there a concept of overexploitation of timber

Shipbuilding in the UK caused serious deforestation damaging both local ecosystems and affecting future lumber production so it would be interesting to see that in the game
 
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I find it interesting that people are so against the concept of local economies ceasing when the government does not have control.

This isn’t ahistorical at all. Areas that had armies move through them were devastated as the armies ate and stole everything in sight. Additionally, especially in rural areas, actual money was not prevalent. Payments made by peasants were often payments in kind, meaning there was not money to tax a lot of the time. Additionally, due to the spread out nature of the time, an area without a government was less likely to develop itself and more likely to stagnant as they did not have easy/safe access to resources from other areas. A lack of control implies bandits and lawlessness on the road.

Going to Johan’s other point about rebels. A territory that is conquered and abandoned is a territory that is not held long. Local nobles or bandits would establish areas and either hoard wealth or call themselves independent. Additionally, there’s the risk of villages/towns declaring themselves freeholders with no financial commitment to the crown.

One comment was interesting though. Johan responded and said that having 0 control implies a country moved their army away too. This implies that you can create some level of control with local garrisons, in addition to buildings
 
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I know it's a little unrelated to the topic of the tinto talk but are the little animals on the map of eu4 i.e moose in stockholm gonna be in game or no? (game picked only as an example with no implications of "project Ceasar" being eu5)View attachment 1118419
"It seems, in your hunger... you ate them."
 
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What are the odds of there being multiple resources in one location?
 
For cultures, will Albanians be grouped with the Slavs again? What about Turks with Arabs, Romanians and Hungarians, or Bretons with the French? Please say no
Whats wrong with the bretons and the french ?
If this were ck2 i'd understand but in 1337 britanny has been under french influence for close to a 1000 years.
 
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I love the fact that the "unlimited investment money" from banks is long gone and now we have to rely on actual banks and estates.

Personally, I am wondering about specific Turkic eyalet mechanics. Related to this DD; Ottomans required some Balkanic eyalets whom close to capital to pay their "harach" in gold+/janissary soldiers and provide livestock in yearly basis. (The boyar estates produced cattle and grain that was exported to Constantinople at fixed prices set by the Ottoman government.)
Will we have the chance to enforce our subject/eyalet to forfeit their livestock/food stocks to our country?
Will some subject types be able to declare wars to their weaker neighbors and conquer lands as we have colonies in new world in EU4 and lower titles in CK3? Few Sanjaks in Ottomans were rather granted the privilege of going out and "conquering" lands in the name of their sultan. (In 1533, Barbarossa was appointed Kapudan Pasha (grand admiral) of the Ottoman Navy by Suleiman the Magnificent. He conquered Tunis in 1534 as he was the Sanjakbey of Algiers)
 
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which implies you have even moved away the army that you have used
If armies present in a location/province contribute to the control, do fleets do the same? And if yes, do fleets need to be stationed (harboured) in a location or they can just be present at a costal sea zone nearby?
 
The problem is that we still don't know everything. Like development and standard of living stuff. Does it exist in the game? Or not? You can't argue about the importance of local 'out of control development' unless you can answer that question.

Also, about estates. I think control also can be said to represent the power of goverment to influence the estate in the particular location, therefore kinda simulating their independence from the state.
 
its not poor, just not any wealth used by the conqueror
I understand the design decision but I think it needs to be communicated better in the tooltip. Currently, it looks like low control makes a region poorer, which can affect our decisions during the game, like not considering a region because its master has low control over it leading to a "low" base tax.
 
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I understand the design decision but I think it needs to be communicated better in the tooltip. Currently, it looks like low control makes a region poorer, which can affect our decisions during the game, like not considering a region because its master has low control over it leading to a "low" base tax.
I think the "value" of a location is contingent on the infrastructure it has built up and the preexisting population, independent of any amount of control. Control is just the extent that you can realize this value.
 
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.

I was planning to ask this separately, but as this is such a convenient "what would the estates use the money on?": armies.

Dependent on the place we're discussing, it would make a lot of sense for the estates to be able to either hire mercenaries or form their own armies at least into the 17th century and possibly much later. And, these armies could be used to either support the crown army or not.
 
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I have a entire Tinto Talks scheduled that is called "Winter"

Hopefully this takes into account regional differences, i.e., the parts in the world where winter was the time to campaign, because oh-so-conveniently this frozen river makes for a nice highway as opposed to being an interminable swamp :=)