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Tinto Talks #27 - 28th of August 2024

Welcome to Tinto Talks number #28, another Happy Wednesday, the day in the week where we give your information about our almost entirely super secret Project Caesar, so we can listen to your feedback.

This week, we will delve into more details about buildings, and how buildings are not just something you do inside your own borders, but something you do outside them as well. We usually call these types of buildings ‘foreign buildings’.

Common Foreign Buildings

One common building many countries can build in foreign towns and cities is a Trade Office, which requires that the owner of that location has an opinion of at least 100 of your country. This is one way to get a foothold into another market. The caveat is that the merchant power is relying entirely on the maritime presence it can provide,

trade_office.png

Time to build in every port, town or city….

Another building that you can build in capitals of countries of the same rank or above is an Embassy. They increase your diplomatic capacity by +0.10 and lift the fog of war over the location, but it is rather costly in upkeep, requiring lots of paper and jewelry.

Not all foreign buildings can be built in an owned location though. And some require that the location has no current owner to be allowed to be built.

One such building that you want to build in any area where you are doing a colonial charter is a mission. This is a building that will convert 100 pops every month to your state religion if the building is fully staffed and has access to its goods.


mission.png

Saving souls for God!





Unique Foreign Buildings
There are many unique foreign buildings in the game, many depending on what type or which country you may be playing. Today we will show off a few of these unique ones that make some countries play differently.

While the Hanseatic League has multiple buildings they can build, one of their truly unique is their shipwrights, as this can be built in any port of their subjects, giving sailors to the owner of the building, while also increasing the ship building capacity in the location.

If you play a banking country, you can always place a banking office in any town or city, which will give you a small amount of merchant power, while also giving you a fair amount of gold.

Military Orders in the Catholic faith can set up an Order Commandery in any location in another Catholic country, if they have negotiated a Sponsorship. If a country agrees to Sponsor a Military Order, they will gain religious influence and prestige every month. Each of these commanderies that you build will give you some gold and manpower.

order_commanderies.png

Each does not give much, but it all adds up…


Destroying Foreign Buildings
For the foreign buildings in your country that require good relations to build, you always have the option to destroy them if your opinion of that country goes below 0, and you are at peace again. This will obviously lower their opinion of you further, and give them a casus belli to be used against your country. Other buildings may require a peace treaty to be removed though.



While this may be very interesting and fun, I realize that this Tinto Talk is a bit short, so let's do some more information here..

Recent Changes
We constantly update and tweak the game from feedback and such, and today I was gonna show off a few examples of what we have changed recently, mostly due to the great feedback we have been given.

First of all, we have added a small staging time to all explorations, where they need to prepare, and require resources, tying the exploration mechanics closer to the economy system of the game. For the first few months of an exploration, there will be a type of construction in the closest location that fits, requiring goods to progress.

exploration_staging.png

You can’t go sailing without a lot of rum can you?


The cooldown on assigning generals to armies was not too popular when we talked about it, so instead we now have a system where it takes time until you get the benefits of a new general in your army. This time is connected to the travel time it takes from your capital to the army, and some extra time for the character to get up to speed. This will make assigning generals and admirals much more of a strategic choice.


One topic that has been raised in various map talks we have had has been the lack of ethno-religions. Now we have made it so we can lock some religions from allowing their pops to be assimilated before they can be converted.

ethno_religions.png

Yes, there is more than one israelite religion…

Stay tuned, as next week, Winter is coming…
 
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Very cool information about buildings!

One topic that has been raised in various map talks we have had has been the lack of ethno-religions. Now we have made it so we can lock some religions from allowing their pops to be assimilated before they can be converted.

View attachment 1180299
Yes, there is more than one israelite religion…

Stay tuned, as next week, Winter is coming…

I'm very opposed to this. It feels like if anything it should be the opposite- you can only religiously convert those people when they've been culturally assimilated. For example, Egypt has a 'Coptic' minority following a Christian religion. In our world, the Copts were fully Arabised and integrated into mainstream Egyptian society during the time span of the game. By the 18th-19th century, there was limited distinction between an Egyptian Christian and an Egyptian Muslim in terms of just culture and they were linguistically identical, and we later see this in the role that Copts played in Egyptian politics throughout the Khedivate and later the Sultanate of Egypt.

I'm not too sure about Jews having to be converted to be assimilated as well, when there was a slow and gradual process of Jewish assimilation into the culture of some countries during the Age of Enlightenment. History shows this also happened during the Classical age with most of Jewish people in the Near East becoming Hellenised. All while keeping their religion.

Would rather have this feature be removed than kept as it stands. Another option I mentioned is to prevent religious conversion until the culture is assimilated, though that might come with its own issues.
 
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Love ethno religion change

It's not clear to me who get benefits from foreign country

Who gets merchant power of trade office

Who get ship capacity of ship right? Can the hansa use it to build their fleet?
Can there be several ship capacity in a location but from different owner, so each can build at same time with different speed?
 
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Does the mission building always convert 100 pops, or can it be slowed down by local modifiers, like local culture, religion and laws?

Great chage regarding generals. Are the leaders locked in assigning during this "travel" time?
 
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Are you still going to hold onto the requirement for colonies to have the same religion as their parent country? This means that we can't have the situation like in history where Britain sent their religious minorities to the thirteen colonies, making the colonies mostly filled with quakers and other protestants. It would allow for interesting gameplay, since it would be a choice the player would make: fill the colonies with people you're sure are more loyal, or grow faster by sending less loyal people (since religious minorities probably wont be as loyal) and have more chance of a revolt down the line.
 
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Are there any foreign buildings you can use to mark your sphere of influence?

For example: large parts of French America and Spanish America were not exactly owned by those countries, but rather claimed as part of their holdings while landed natives continued to live there. Maybe there could be some kind of outpost foreign building which prevents other Europeans from colonizing there just to mark your sphere of influence?
 
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1) Are there any other foreign buildings connected to colonization? When I heard this system was going to be in PC, my first thought was that it would tie into the colonization system.

2) So foreign buildings can give benefits/penalties to both the owner of the building and the owner of the location?

3) Who pays for the construction cost and maintenance of the building?
 
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Where do the goods for the buildings in foreign nation's come from? Your own markets or the locations markets? If the owner of a market embargoes you in a place where you have a foreign building in a different nation, how can it get goods?

the market the location is
 
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View attachment 1180300
You can’t go sailing without a lot of rum can you?
Couldn't stop seeing that it says "available" liquor is -2.48. I'm not sure if crafting has been talked already in grain detail (pun intended), but how can it be a negative availability? What happens when you don't have enough of that material for all the maintenance of buildings?
 
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What will the locations' building slot UI look like if there's foreign buildings? Will you be able to see other countries' foreign buildings? What if everyone has one there, wont it be messy?

What if your own location has for example 20 other countries' foreign buildings in it...?
 
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