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Tinto Talks #17 - 19th of June 2024

Welcome everyone to the 17th Tinto Talks, in this Happy Wednesday, we will give you further information about the most secret game you could ever think of, the one with the codename Project Caesar.

Today we will delve into the depths and mechanics of how the population system of the game actually works.

As a recap, we have 6 different social classes, with Nobles, Clergy & Burghers viewed as upper class, while Peasants, Tribesmen & Slaves make up the other three. Every location has a population, and each combination of social class, culture and religion creates a unique “pop” in the game. That Pop may contain 1 person, or 250 Million, but it is still referred to as a “pop”.


pop_browser.png

Design copied from an old game I made a decade or two ago… UI is a bit placeholdery, but i like the browsing capabilities..


Population Capacity
Each location has a population capacity which depends on quite a lot of factors. The core of it is vegetation, topography and climate, while the amount of buildings and development increases it as well. If your population is higher than its current capacity, then there is a very large impact on its migration attraction and population growth.

While there are no restrictions on how many peasants, slaves or tribesmen there can be in a single location, the amount of upper class pops there can be is limited, and depends on what infrastructure there exists for that type of pop. Of course, if their estates have money, they tend to want to construct buildings that increase how many they are to further increase their power in the country.

There are reasons why you want upper class pops, and not just always creating an egalitarian “all are peasants” society, and that is when the capital economy developing during this era depends heavily on burghers, so you want to have a fair amount of those. You also want clergy of your national religion as they will help with stability, and having nobles of proper culture will help with your diplomacy and warfare.


burgher_capacity.png

Having levies raised from a specific class, reduces the maximum population there can be for that certain class.


Promotion & Demotion
If there can be more pops of a certain social class, pops will promote to become that class over time. While there is a base value, promoting to some classes like nobles will just be a fraction of that each month. If you wish to speed this up in your country, you can use a cabinet member to increase it. There are many factors that impact how quickly pops can be promoted, some are affecting your entire country, some others are more local, like during Devastation or a Lack of Control. Demotion happens when you have pops over your capacity, and will happen much, much quicker than promotion.

promotion.png

16 peasants will be promoted every month to become what is needed in Kalmar...


Population Growth
Only peasants and tribesmen grow organically on their own, but all types of pops can die off from negative growth.

Overpopulation, Lack of food, War exhaustion and Devastation have a significant negative impact on population growth, while having access to free land & lots of food increases the growth.

Not to forget, the population can die directly from diseases and warfare as well.

pop_growth.png

Peaceful and nice, the population should grow nicely here…


Assimilation
Assimilation is a very slow process, and pops will assimilate to the primary culture in core locations if they belong to a culture that your country does not appreciate. Societal Values and Lack of Control have a significant impact on this, but there are buildings and other things that can impact it. In most majorly populated areas the natural growth of pops will outpace the assimilation. However, there is a cabinet action where you can increase assimilation in a specific province.

monthly_assimilation.png

Sadly this is a slow process in this location, 3 pops will assimilate next month..

Conversion
Converting pops works similarly to assimilation, but there are two major differences. First of all, there are mechanics and systems that sometimes change the religion of pops from what your country may desire. Secondly, there is normally no conversion, but you have to actively enforce religious conversion in a province by using a cabinet. The amount of the population that convert each month depends on what type of buildings you may have, your societal values, laws you can enact, or the privileges given to the clergy. If your clergy is very powerful as well, conversion is quicker.

monthly_conversion.png

103,26% of 0 base conversion is still going to be 0 pops.

Migration
There are several ways for pops to migrate, multiple ones regarding the colonization aspect of the game will be talked about in a later Tinto Talks. There is also content that does migration, where events, disasters or other scripted content will set up specific migration from one place to another.

However, there is also a natural migration mechanic, where the population will move between locations. Pops will move away from locations that have a negative migration attraction, and will go to one with higher migration attraction in the same market. Upper class pops are usually allowed to migrate, while not many countries allow their peasants to move freely.

As for other things, you can use your cabinet to control this, where you can have one member of the cabinet leading an effort to expel people from one province, severely reducing their migration attraction, while another one could attract people to another province. You can also construct buildings in lowly populated locations to attract pops to move there.

migration_attraction.png

The price of stone in Kalmar is not inviting, but it's calm and plenty of land is available..


Literacy
Each pop keeps track of its own literacy as well, and there are buildings, advances, laws and other things that impact how quickly it can grow and how high it can be. The average literacy of a country has an impact on the research speed of that country, and the literacy of a pop has some impact on its satisfaction. However, there is also an immediate impact on the location of the average literacy of all of the same social class. Amongst other things, the average literacy of the nobles in a location has an impact on how quickly control can increase there, and the average literacy of slaves in a location increases the unrest of the location.

literacy.png

Literate Burghers will definitely make you richer over the long term..


Population Needs
Each pop has its own needs for goods, and if they can’t get all of those goods, their satisfaction will be lower. The goods that a pop requires depend on their social class, their culture, their religion and where they live. They also may start caring about goods when they know about them, as the demand for tobacco will only appear in Europe when the pops actually know about it. Obviously people in colder climates want more lumber or coal, while a Jain pop is not wanting any fur at all.

pop_needs.png

I am not entirely sure why these burghers want mercury…

Satisfaction
The population needs impact their satisfaction in two ways. If they can't get the goods that they want, it's a penalty to their satisfaction. However, the prices of the goods also affect their satisfaction, as if the prices are high, then satisfaction drops, but if you can get the goods they require cheaper in the market they live in, their satisfaction will increase, but their literacy impacts how much they understand the price impact though.

Satisfaction also depends heavily on the status of their culture in the country, the religion they belong to, and how satisfied their estate currently is. There are other ways to make pops more satisfied like certain buildings, or the good old method of stationing armies.

Pops with low satisfaction will join and start supporting a rebel faction.


satisfaction.png

Of course, these poor pops lack one of the most important things in life.

Even though pops may not be upset enough to rebel, their satisfaction has other impacts, as the average satisfaction of all pops in a location has an impact on prosperity and control.


average_satisfaction.png

Here even the paradox maths check out!


Stick around, as next week we’ll be talking a bit about laws!
 

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In the replies to TT13 it was confirmed, that you can not change how you view different religions. (3rd question)
View attachment 1152628
Meaning this
View attachment 1152629
can not be changed by the player.
this is sad, i really hoped for us to finally see a muslim friendly naples/sicily. hopefully they change idea and allow for certain missions to change the religious opinion
 
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In the replies to TT13 it was confirmed, that you can not change how you view different religions. (3rd question)
View attachment 1152628
Meaning this
View attachment 1152629
can not be changed by the player.
Hmmm. That’s kind of unfortunate. I hope there’s at least something kind of like the dynamic relationships between different schools of Islam in EU4.
 
Bit late but will it be possible to grant different rights to different cultures within the same social class (for example granting freedom of movement for peasants of one culture but forbidding the another)?
 
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Bit late but will it be possible to grant different rights to different cultures within the same social class (for example granting freedom of movement for peasants of one culture but forbidding the another)?

That would be a really cool mechanic. If not in base game i hope mods allow it.
 
Hi there! A side note on the 'tribesmen' pop concept, and why we chose it. The design vision for them is more or less what has been stated: people with a parallel social organization, which is not exactly the same as that of the majority of their country; in game terms, it means that they can't work on RGOs, buildings, etc. We discussed internally what would be the best possible term for them, and we obviously took a look at the trends in Social Anthropology research. We decided to go for 'Tribesmen' for the pop and 'Tribes' for the estate as they're still useful anthropological concepts; however, they obviously need to be used with caution, as the state of the art is not the same today as it was in the 1950s and 60s; a good starting point to know more about the controversy that is the Wikipedia page, as usual.

And precisely because of that, we've tried to be careful about how they're described as a game concept:
This seems handled just about as tactfully as is plausible.
 
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Im not sure whether this question has already been asked because this thread is now very long, but I feel like there should be some distinction between burghers (higher class town inhabitants) and just normal (middle class town inhabitants - in MEIOU & Taxes 3.0 called residents).

Great TT btw:)
 
Im not sure whether this question has already been asked because this thread is now very long, but I feel like there should be some distinction between burghers (higher class town inhabitants) and just normal (middle class town inhabitants - in MEIOU & Taxes 3.0 called residents).

Great TT btw:)
I guess they are also called peasants - even non-farming peasants.

Or do you mean a class between low (peasants) and higb (burghers)?
 
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Will there be any good substitution? Cotton or Wool can both be used to spin into cloth, so when Cotton becomes available people need less wool. Coal or wood can be used for heating. Masonry or wood can be used for building houses. The choice of beer, wine or liquor normally depended on what was available. Sake is popular in Japan where Rice is common. Wine is popular in Italy, France or Spain where grapes grow well, etc. Of course, nobles can demand more variety (as a kind of luxury), but for most demand they naturally substitute for each other.
 
Will there be any good substitution?
It depends:
Cotton or Wool can both be used to spin into cloth, so when Cotton becomes available people need less wool.
this will likely work through different Production methods (see TT9)
1725217188789.png

The choice of beer, wine or liquor normally depended on what was available.
It was confirmed here by Johan that this will not be possible.
Sake is popular in Japan where Rice is common. Wine is popular in Italy, France or Spain where grapes grow well, etc. Of course, nobles can demand more variety (as a kind of luxury)
Pops only demand Goods they know of. (see here)
Depending on the pops culture, religion and social class, the kind of goods they demand as well as the volumes they demand them in may vary. (see here)
 
It depends:

this will likely work through different Production methods (see TT9)
View attachment 1182318
That helps a little with finished goods, but it doesn't really cover pop demands (do they ever demand wood vs coal for heating?) or what buildings require to build or maintain (building out of wood vs masonry).

It was confirmed here by Johan that this will not be possible.

Pops only demand Goods they know of. (see here)
Depending on the pops culture, religion and social class, the kind of goods they demand as well as the volumes they demand them in may vary. (see here)
Thanks for digging those out. I think that is very disappointing - but not as bad as having a game with an algorithm that means its unplayable slow. I wish Johan had said enough about how that algorithm works for others think about it and potentially make suggestions.

Pops only demanding goods they know of is a very partial fix. As soon as they learn about tea and get a smidgen into the market it sounds like all your pops (of the right class/religion/social class - so almost everyone) will demand it. Unless done carefully it means exploration can hurt your people.
 
That helps a little with finished goods, but it doesn't really cover pop demands (do they ever demand wood vs coal for heating?) or what buildings require to build or maintain (building out of wood vs masonry).


Thanks for digging those out. I think that is very disappointing - but not as bad as having a game with an algorithm that means its unplayable slow. I wish Johan had said enough about how that algorithm works for others think about it and potentially make suggestions.

Pops only demanding goods they know of is a very partial fix. As soon as they learn about tea and get a smidgen into the market it sounds like all your pops (of the right class/religion/social class - so almost everyone) will demand it. Unless done carefully it means exploration can hurt your people.
I think that's an interesting gameplay element honestly.
 
I think that's an interesting gameplay element honestly.
Having no substitution might be interesting gameplay mechanic. However it is unrealistic (substitution is and was commonplace) and it is also prone to be a big source of micromanagement. In a game like this I prefer to look at the grand strategy rather than deal with minutia.

Imagine needing a unique type of resource to build your next building that isn't produced so you have to setup a merchant just for it. Then once the building is done you cancel the merchant. That might be a nice special mechanic if it was used sparingly, like for getting the stain glass for your new cathedral. But need to do it because you are building a basic church and your builders are refusing to use the piles of masonry they have because they are waiting for wood will just frustrate me.

You could kludge around this by having a basic wooden church and a basic masonry church, but then selecting the right one is micromanagement.

Each to their own of course, but micromanagement easily goes from fun to gindy when playing the same game repeatedly.
 
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That helps a little with finished goods, but it doesn't really cover pop demands (do they ever demand wood vs coal for heating?) or what buildings require to build or maintain (building out of wood vs masonry).
There is no Quote for this, but I can imagine that the Goods your Pops demand will also change over time due to specific Advances (e.g. coal/fine cloth becoming more important over time, while something like lumber/fur gets less important).

although thats just my assumption based on "I think it would make sense".
Having no substitution might be interesting gameplay mechanic. However it is unrealistic (substitution is and was commonplace) and it is also prone to be a big source of micromanagement. In a game like this I prefer to look at the grand strategy rather than deal with minutia.
I wouldn´t be too worried about a lack of substitution increasing micromanagement.

For Pop consumption you have to keep in mind that lacking a Good will "only" decrease pophappiness.
Also the more Goods your Pops demand, the less important each singular Good will be (if you lack 1 out of 10 goods its 10%, if you lack 1 out of 20 goods its 5% *assuming all Goods are required in the same quantity), so I imagine lacking a few luxury Goods will not be a problem in most cases.
Furthermore the amount of Luxury goods needed by pops seems to be relatively low (in the screenshot the 3,350 Swedish Burghers require 0.06 Wine, so one Unit of Wine could support roughly 55,800 Burghers)

As for constructing buildings:
Of the ones we know of (trough the Saturday building threads) most of the common ones only require Lumber and Masonry.
Some "higher class" buildings Glass (only two we know of right now: The Church and the Wharf) or Paper/Books (the Library).
and just capital exclusive buildings luxury goods like Gold or Fine Cloth (Royal Court and Chancery).

So for most of your building needs it looks like you will be fine with Lumber, Masonry and a little bit of Glass.
Thanks for digging those out.
Happy to help!
 
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Isn't Written Alphabet a pleonasm?

Does the population system take into account some sort of population pyramid, or does it function on the assumption that every person in the game is a genderless 30-something that can automatically take any occupation dictated by the government or opened up by the market? For instance, if there is X population in a location, can I theoretically raise X levies, or is there some way to account for the women, children and elderly?

How about the minimum viable population? Will a population of just one individual be able to grow? Will a population of 2 individuals (presumably fertile and of the opposite sex) grow over the long term without experiencing the dangerous effects of inbreeding?

In those cultures where the keeping of eunuchs was a historic practice, will this be reflected through reduced fertility among specific parts of the population?
 
I hope literacy is given a more complex treatment than "writing system exists, people learn it."

Scripts exist on a spectrum of difficulty. On one end you have scripts such as Hangul, which can be learned in hours and mastered in days. On the other end you have scripts such as Tangut, which almost seem to have been designed with inconvenience in mind. You can complicate this picture even further, with all languages being better suited to some scripts than to others - learning to write in Turkish genuinely became easier once the Latin alphabet was adopted, and both Hangul and syllabaries would be pretty useless for English - but that would be going too far. Instead you should assign each culture its own script (Latin for the Portuguese, Arabic for the Egyptians, Chinese for the Japanese, Maya for the Mayans, etc.) and grade each script into one of 3 or 4 difficulty classes. The more difficult a script is, the harder it is to promote literacy for that culture.

It should be possible for a culture to change its current script for one from a different difficulty class. Hangul, which I've already mentioned, was introduced about a century after the starting date, but failed to catch on due to opposition from the Confucian intelligentsia - a scripted event should give a Korean player the choice of promoting it, suppressing it, or even suppressing but later reviving it. Imagine a Catholic Vietnam dropping Chinese logographs for its current alphabet, specifically designed for it by the Jesuits, centuries earlier. In fact, it should be possible for cultures possessing no script (and therefore no literacy) to adopt one from a culture that they trade with or from a religion that they've converted to.

(Edited to remove repetition.)
 
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Overpopulation, Lack of food, War exhaustion and Devastation have a significant negative impact on population growth, while having access to free land & lots of food increases the growth.
This is a morbid thought, and it's still 12 days until Halloween, but whatever: Will lack of food be mitigated by having a culture that practices cannibalism?
 
This is a morbid thought, and it's still 12 days until Halloween, but whatever: Will lack of food be mitigated by having a culture that practices cannibalism?
Cannibalism has never been a significant large scale source of food historically and was mainly done for religious reasons. Humans take way more nutrients than they provide, so killing people and eating them is pales in comparison to killing them and eating their food/taking their farms/hunting grounds. Not to mention that people who die of starvation definitionally don't have much meat.
 
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I believe that there should be another social class - the lumpen, which includes criminals, vagrants, prostitutes, mentally ill people, etc. This social class should reflect the development and devastation of a province.
 
In this TT Johan wrote "... pops will assimilate to the primary culture in core locations if they belong to a culture that your country does not appreciate ...". However in other TT (#30) Johan wrote "... A location becomes a core automatically if it's integrated OR colonial, and at least 50% of the pops are of the primary or accepted cultures of that country ...". If nothing changed in between, assimilation occurs only in core locations, but a location to become the core, it needs to have >50% primary or accepted. So how to get into that >50% without assimilation? Is it only by proclaiming accepted culture (which will not assimilate then)?
 
In this TT Johan wrote "... pops will assimilate to the primary culture in core locations if they belong to a culture that your country does not appreciate ...". However in other TT (#30) Johan wrote "... A location becomes a core automatically if it's integrated OR colonial, and at least 50% of the pops are of the primary or accepted cultures of that country ...". If nothing changed in between, assimilation occurs only in core locations, but a location to become the core, it needs to have >50% primary or accepted. So how to get into that >50% without assimilation? Is it only by proclaiming accepted culture (which will not assimilate then)?
Maybe with immigration?