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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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should their not be a value for available fresh water? it's the ultimate limiting factor to the max population of a location

the effect of river flowing through and coastal seems a bit weak, do all rivers provide the same bonus? i assume that rivers like the Rhine and Nile would have an bigger effect?

you said that Kalmar has a lower food production because it produces stone instead of fish, but should fish not be produces by a fishing port building? it sounds like fish is a raw material

can you change what raw material a location produces?

i don't know how often, but do mines not produce multiple raw goods iron, copper etc in real life?

will we be able to found or own national bank later in the game?

how will unusual locations like Tenochtitlan(the aztec capital) or venice work?

when are you gonna talk about rivers and lakes? rivers and lakes are important for sieges, logistics, trade, control, river warfare, available fresh water, building water infrastructure(irrigation canals, canals, locks, dykes and dams, various types of ports)
i think that major rivers should be locations even if they are not navigable by large warships
 
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Finally another snippet of the map, btw Indonesian here and really really excited to play majapahit
It seems that in 1337, the ruler of Majapahit was the Indonesian one in Civ6.

It should be a really, really sweet startup.
 
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Surely the 'Take Loan' mouse click instruction infers other inputs will be possible... consoles anyone?

Not sure if that's been covered already! Though hopefully a better port than CK3! Hype
 
I just mentioned this in a different thread, but when it comes to money vanishing in low control provinces, maybe I'm less upset about the abstraction itself than the ahistorical justificaiton that Johan gives about "Law and Order". If you said that economic activity is informal and possibly non-monetary, or than improvements are made in a way that are not legible to or appropriable by the state, I think that would make sense and is historical. The idea that provinces will "suffer" just because they aren't controlled by the central government ignores the fact that people can and do maintain order without the king (and that historically people actively moved to peripheral areas because the government had less control over it). In fact that there are places in the world that prospered not in spite but because of the fact that the state had low control. Those people did not have much influence outside of the local level, but they prospered in their own way and made improvements to their land. Since those improvements were not always the kind that could easily be co-opted by the state, maybe the current system does make sense in its own way and it's just the justification that annoys me.
 
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@Johan A question related to the UI. In the talk you should us the Kalmar location and that it has a net deficit in food, that is great and I like that granularity. But can we select a entire region, in this case Östra Småland, and see what locations have a net deficit in food etc and and what locations have a net surplus? To me that would be beneficial as you can then see where the food is coming from in the region and where it is going/needed. Instead of having to click on each region and figuring it out. These Tinto talks are great and I can't wait for the announcement on the game and it's subsequent release
 
@Johan A question related to the UI. In the talk you should us the Kalmar location and that it has a net deficit in food, that is great and I like that granularity. But can we select a entire region, in this case Östra Småland, and see what locations have a net deficit in food etc and and what locations have a net surplus? To me that would be beneficial as you can then see where the food is coming from in the region and where it is going/needed. Instead of having to click on each region and figuring it out. These Tinto talks are great and I can't wait for the announcement on the game and it's subsequent release

Yes, you can see that.
 
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@Johan

Will slaves be modeled like in Victoria 3? Movable pops based on economic demands abroad? How will slaves be kept in the New World and not brought to flood European towns and rural locations?
 
Is the Swedish peasantry serfs in Project Caesar? I'm confused; serfdom never existed in Sweden during the Middle Ages. Is this an oversight? The +5% food production tipped me off.
 
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Will we have territorial controls over colonies and vassals? For example, can I annex the territory of Newfoundland and Labrador from my Canadian colony?
If I've been reading the posts so far, yes this is technically possible but not necessarily desirable due to the issues of exerting control. It does seem like there won't be "magic" colonial vassal creation at least.
 
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Expand forests: In terms of raw materials. It cool that we can expand mines, but would be awesome if we can expand forests. And maybe after we expand forest beyond a point we gain a different terrain type, with maybe defense bonuses. And increased food cause hunting.

Tax/Land reform : At one point in history the Habsburgs surveyed Lombardy, this gave them a new tax system in which they knew the potential wealth of each family as well as potential resources of the land. Would be awesome to have that possibility in game. It could also be a way to decrease the power of the nobility.

Population movement : Would be nice to have something like the imperator mechanics.

Population exchange: In peace treaties (or war goals) we could have population exchange or maybe just expulsion. Fx the French can kick out the English after the war. On the other hand the British can place the new peoples in a region that needs manpower or use them for cultural conversation.
 
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Is the Swedish peasantry serfs in Project Caesar? I'm confused; serfdom never existed in Sweden during the Middle Ages. Is this an oversight? The +5% food production tipped me off.

no
 
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