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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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As a representative of the Tusi community, we would very much like to see how eastern Tibet looks like - we have tons of rare sources on the region and would love to help with making that region as accurate and as flavourful as possible!
Incredible work Johan!
 
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1. Will we be able to confiscate the wealth of an estate (for example if they attempted a coup or something)?

2. Will we be able to force the estates to contribute to the war effeort in the name of national survival or something like that?
 
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Like a lot of people, I initially thought the idea of part of the potential tax base just disappearing from the economy seemed odd. However, as Johan has mentioned a few times, the money that stays are effectively money that benefits the country/you as a player. There can be plenty of other things that the money actually goes to which is not simulated. Imagine a province/location which is conquered by a country with a far away capital, resulting in low control. That means that day to day the power of the central government will not really be felt but rather it will be local nobles or burgers who will exercise day to day control. However, different groups of local nobles or burgers are likely to be competing over who gets to fill the day to day power vacuum left by the central governments lack of control. We could see the "missing" money as going to fund such internal wrangling or be the result of lower productivity in the province because resources and time are spend on such local infighting. However, this is all hidden from you since it goes on when the central government is not looking, you just see the lower (declared) output that you can tax. So while the system might be an abstraction for gameplay purposes you can certainly defend also from a "story" point of view if you remember that the economy only simulates wheat is visible/relevant for you as the central government, not every transaction between every person, in every province.
 
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the medici bank has some unique mechanics yes.
Will this evolve over time - will medici get replaced by Rothschilds (or something similar). Can you promote the formation of banking entities with national policies (thinking Walpole / Pitt and "Sinking Fund")
 
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Quite disappointed to see us regress to a 1 location-1 resource EU4 style set up. Vic 3's system of multiple potential resources per single location would have been perfect for representing things like the introduction of cash crops to new colonies...

But I guess the additional granularity of 1 resource locations and the clear distinction between raw and manufactured goods in PC is a still a massive upgrade.

Interested to see how the food=excess workers mechanic works out. Seems like a really nice way of modelling subsistence economies!
 
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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
This is entirely false. Of course it is ahistorical.

Firstly, the role of the state before this last grew in power, was more or less fulfilled by local powerholders (nobles, communes, etc...). Security and control existed, they were just private things.
(Because of malthusian mechanics, unsecurity grew at some point in several areas of medieval Europe and eventually caused the hundred years war itself (a lot of cheap soldiers to hire + rise of violence = necessity for the nobles to wage war). It's only in THIS context that the state consolidated it's control in countries like France (that's why France developped an early modern state). But most of Europe wasn't having this malthusian dilemma.)

Secondly, during the era covered by the game, private development made by local elites was still the main reason of development everywhere, and the state was 95% of the time just a powerholders among its vassals (feudalism).
In Italy, cities profited from the void of power left by the Church and the Holy roman empire to develop more freely. The absence of control was a factor of development here (the reason is : more freemen with less taxes to pay --> more growth in the rural areas, more surplus, and in consequence more things to trade. Litterally the early stage of capitalism).

Last argument. The devs admitted themselves that it was a counscious decision to preserve performance, not something that made sense historically speaking.

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Sources :

Jean-Christophe Cassard, L'âge d'or Capétien (1180-1328), Belin, 2021
 
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Oh @Johan, God of development,
It would be a joy for me to know if hybrid and divergent cultures mechanics will be present in Project Caesar, in a similar way and manner as in CK3. I think they should be.
If your answer is "I can't reveal that info yet", my second question is: do you plan to tell us about culture mechanics soon?
Thank you very much.
 
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Areas that had armies move through them were devastated as the armies ate and stole everything in sight
i think the opposite was the case. areas that an army passed through prospered because an army was an immensely hungry machine and everyone sold whatever they got to the army. they dictated the price too
 
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i think the opposite was the case. areas that an army passed through prospered because an army was an immensely hungry machine and everyone sold whatever they got to the army. they dictated the price too

Throughout history, invading armies often seized resources and valuables from the territories they occupied. This practice was easier than relying solely on foraging or other means of acquiring provisions, especially in unfamiliar or hostile territories.

Cultural and religious differences often exacerbated this tendency. When invading armies encountered populations with different cultural or religious beliefs, it could lead to further animosity and a sense of entitlement to take what they wanted. This has been the norm in numerous conflicts and conquests throughout history.
 
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Oh @Johan, God of development,
It would be a joy for me to know if hybrid and divergent cultures mechanics will be present in Project Caesar, in a similar way and manner as in CK3. I think they should be.
If your answer is "I can't reveal that info yet", my second question is: do you plan to tell us about culture mechanics soon?
Thank you very much.
I think it should only be present in the New World.
 
What is "develop?"

In the situation where you have 0% control.. (which implies you have even moved away the army that you have used).

Then I suspect, due to population size of Goa, and richness of it, it would take less than a year or two before you see a rebellion there, probably backed by Bijarpur or whoever is friendly and big nearby.

The drawback here is that when you conquered Goa it probably cost you lots of warscore. For someone else when its close to 0% control, the conquer cost is close to 0% as well, so unless you can quickly get back there, you'll get a peace enforced on you rather quickly.

Do docked ships give control? In European controlled Asian outposts or even in the West African ones, there were surely more sailors stopping by and a local administrator rather than an army stationed there. Unless stationing 100 well equipped guards is good enough.

Allowing religious freedom should help stop control reduction as well right? It was understood by the East India Company that Hindus and Muslims in India should not be proselytized as it could result in their expulsion from trading with the people living in the Indian subcontinent. This was at a time when religious tensions were high in England. Will that sort of duality be present in game?
 
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A bit out of topic, but there Will be a language mecanics? In the Sense that you adopt a tong to you country or court, or even be able to alow your provinces and subjects to be more happy and less disloyal by alowing them to use their native tongue?
 
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A bit out of topic, but there Will be a language mecanics? In the Sense that you adopt a tong to you country or court, or even be able to alow your provinces and subjects to be more happy and less disloyal by alowing them to use their native tongue?

It should be tied to culture as that would be too granular to have on its own. It only exists in CK3 because gameplay revolves around character to character interactions. The way to approach it would be to have a primary culture, accepted cultures, and then discriminated cultures like in EU4.
 
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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 ?"
in my understanding this output should be used either to simulate the locals' conflict with the ruler - and this part is done in Project Caesar by increasing the chance of rebellion - or, if there was no rebellion after all, the money would have been used on improving the locals' standing in another way. whatever this way was, it would still have had impact on the "official" (controlled) part of the economy.

if they spent it all on luxuries, perhaps there should be increased demand for food in the province, or better yet for luxury goods (if these are present in the game). perhaps the price of goods like silk and amber should be increased in the respective market?
or maybe, if the local nobles keep a larger share of their money outside of government control, this should influence the cost of estate interactions? after all, you'd have to offer bigger bribes to the nobility if they already had extra undisclosed wealth due to your lack of control.
what if the local estates spontaneously built buildings that benefit them? or increased the gathering of goods? landowners in a poorly controlled province could easily expand farmland or mines - even if this meant sharing some of the income from these unauthorized expansions with you in the form of tax (they would still get to keep the rest).
or maybe commoners would be more inclined to migrate to provinces with lower control where they could avoid taxation?
things like these could even be handled through events if simulating them is too performance-heavy.

i think much of the debate over this system has to do with the accumulated effects of long-term low control, or rather the lack of said effects.
sure, if you have 0% control in Portuguese Goa for two years, you'll face rebellion or foreign conquest very soon; that's a satisfactory outcome. but what if you have 55% control in the British Midlands over the course of 25 years? would local development stagnate on account of reduced government intervention or would the locals take matters in their own hands and build up the Potteries anyways?
 
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