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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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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.
It feels very reasonable to expect that if "mines" are the resource gathering building for stone-producing provinces, then there will be a corresponding RGO for wood - but if anything, I would guess that expanding it would lead to deforestation over time, not a bigger/more resource-rich forest.
 
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About the loan system. It is well known that Islam forbids loans with interest, have you consider the possibility to give Muslim countries and kingdoms some sort of penalties for taking them?
 
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Ooh, this is looking good. I was really really hoping for a resource system and resources that can be exploited, traded, and used. I hope buildings use them and labor as well, in some way. So far it seems like Victoria II RGO/pop system with Victoria III markets. Sounds quite nice. I don't like a 'province' having only one trade good, it's unrealistic, but I suppose since the provinces are split into locations and each location can have a good, it *works*.

My only concern here is the take loan button, it looks like from the image there you left click and hold to take the loan. I am not a fan of that. This is another example of what feels like "mobile" controls/UI. Should just be a button you click.
 
idk if anyone else asked this and there is so many replies to this post so sorry if it's been asked and answered before.
Since we went into loans and those loans come from the estates, that makes sense in the early game as most nations did not develop a credit institute nationally until much later. So will we be able to get a tech or progress to a point where we instead of taking loans from the estates or banking states, will we be having a credit institute that we take loans from instead? Late game that makes more sense to me at least.
How it could work, if I was to speculate, would be closer to the prosperity of the nation dictating how much you could borrow. But I don't know, would be a good progression to me at least
 
idk if anyone else asked this and there is so many replies to this post so sorry if it's been asked and answered before.
Since we went into loans and those loans come from the estates, that makes sense in the early game as most nations did not develop a credit institute nationally until much later. So will we be able to get a tech or progress to a point where we instead of taking loans from the estates or banking states, will we be having a credit institute that we take loans from instead? Late game that makes more sense to me at least.
How it could work, if I was to speculate, would be closer to the prosperity of the nation dictating how much you could borrow. But I don't know, would be a good progression to me at least

all johan said about that is that we will "have fuggers and other fun stuff". So yeah no details for the moment and we will have to wait and see when they reveal it
 
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Hi, late to the party and sorry if these were answered previously. One, with colonizing do the population that goes to the colony actually come from your lands, or is it magic like EU3 and EU4 as examples. Two, Is there cultural intergration/cultural development. Meaning One culture becomes another after time, or can meerge together to make a new unique culture? Thanks.
 
I'm really looking forward to trying not to implode as Yuan
 
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I understand PC includes Disease. My question is what would be the interactions with the desease?
* Can the player fight it?
* (For Science) Can the player promote, direct, or foment it ?
What do we know about this?
 
Two questions on Estate Investments:

1. Will there be a UI to see how my estates used their money?
2. Will I be able to influence their investments (even if not directly)?
 
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Are vassals and PU juniors allowed to take loans outside of their estates and overlord?
 
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I'm really looking forward to trying not to implode as Yuan

Yeah. Trying *NOT* to implode will be quite fun. Of course, once you stabilize you will be the most powerful nation.

But I am not sure if Khanbaliq (modern-day Beijing, literally northern capital) is a good place for the capital at that time period. Maybe moving it to a better place would help?
 
@Johan not sure if I should @ you when asking question but I've got one regarding diplomacy and relations.

Will there be an option to declare hostilities with a country WITOUT a war? Basically what I mean it will allow either side to fight each other on neutral land or sea (attack their units, undeveloped colonies, ships, trading ships etc) on any land not owned by either of the side without any war, war goals etc? It could ignite relations between countries and give the players an option to threat a war if they don't cease hostilities (or offer money as a bribe). Or anything similar to what I described? It would also give more meaning to diplomats which would try to ease the tension between countries to avoid full scale war for example.

EDIT: also the closer to the borders of said country that you attack, the higher negative impact would it have.
 
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@Johan not sure if I should @ you when asking question but I've got one regarding diplomacy and relations.

Will there be an option to declare hostilities with a country WITOUT a war? Basically what I mean it will allow either side to fight each other on neutral land or sea (attack their units, undeveloped colonies, ships, trading ships etc) on any land not owned by either of the side without any war, war goals etc? It could ignite relations between countries and give the players an option to threat a war if they don't cease hostilities (or offer money as a bribe). Or anything similar to what I described? It would also give more meaning to diplomats which would try to ease the tension between countries to avoid full scale war for example.
For water I think some form of privateering might return to the game, but for land I don't see your question/proposal working at all. Project Caesar isn't CIV6 or Millennia where you send your agents out into the wild. So that would leave you with sending your army into a third country to duke it out with the army of the other country, which outside the scope of a war sounds both unrealistic and honestly, stupid.