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Tinto Talks #54 - 12th of March 2025

Hello Everyone and Welcome to another Tinto Talks. This is a Happy Wednesday, where we talk about our yet unannounced game with the codename Project Caesar.

The main reason for us to do these Tinto Talks is to gather feedback and improve the game. What you have been telling us really matters, and now we will talk about some important changes that have happened during this last year. When we talk about external feedback here, it's primarily from people reacting to Tinto Talks, and when we say internal feedback it's from people at Paradox and our partners playtesting it.

This first of four talks on feedback is about improvements to the economic system of Project Caesar.

Goods Rework
We added five goods and removed two by merging some goods, all from great feedback and suggestions we got.

First of all, we listened to your arguments and split spices into three, with Saffron for Europe and Middle East, Pepper for Asia, and Chili for the Americas. We talked about naming them with generic terms, but these names we went with felt more immersive.

Dates were merged into Fruits, and Soybeans was merged into Legumes. This was because we want to make sure Goods add interesting depth and flavor to the economy without cluttering the system, and we thought there are better candidates to split up.

We also added Beeswax to simulate everything from honey to candles. This was heavily requested by the community, and this is a common raw material around most of the world.

Two new produced goods were also added in Pottery and Furniture. Pottery is produced mainly from clay, and is demanded both by Pops and many buildings producing alcohol. Furniture requires lumber to be produced and is primarily demanded by pops, while some administrative buildings require a small amount of furniture regularly as well.

pottery.png

Goods tooltips show market related information when applicable. Here Riga has a +7.94 surplus of pottery so it could be nicely exported.

Some goods got increased base prices like Lumber and Salt, and many demands for goods have been changed from feedback, both external and internal. Salt as an example is now required for maintenance of auxiliary regiments and for market buildings.

Productivity and Specialization
Something that was suggested at many places was to improve specialization and make different locations more unique when it comes to the industry. This we have achieved by four mechanical changes.

First of all, we added in a soft building cap, where every town can support 25 building levels, every city 100 building levels and each development point in a location adds another building level. Each level above the cap increases building costs in that location by 10%. This, besides making you want to diversify your cities, makes the decisions to go from guilds to manufactories to mills something you want to strive for. It has the added benefits of adding some minor diminishing returns for investments for the very rich, and adding another incentive to get cities where possible.

Secondly, which ties into this specialization, is the fact that every single level of a building adds another +1% production efficiency. This serves to represent economies of scale, so if you have a town with a level 8 Brewery, you produce +8% more beer than having 8 towns with a level 1 brewery in each.

Thirdly, we added a mechanic that we have used in previous games, and added benefits to having raw materials produced locally. If you have access to the input goods in the same province as a building is in, you can now get up to 10% more production efficiency for the building.

Finally, we halved the base amount of levels of RGO you can have in a location, which were tied heavily to population and development, and then gave rural locations a +100% boost to RGO levels. This naturally makes the choice of where you build your towns and cities more interesting.

produced.png

This level 3 Brewery in Cambridge has access to what is nearby, but not enough lumber and tools... The lack of market access impacts throughput a bit though.

Minting
We reworked the minting and inflation mechanics to be more tied into the production of precious metals. In Project Caesar we have two precious metals in Gold and Silver, but a mod could have as many or few as they want. There are three different impacts from these precious metals on minting though.

First of all, the amount of gold and silver that you produce has an impact on the income you get from minting new coins (ie, more actual metals used for coins instead of lost in “transactions”).

Secondly, the production of gold and silver as a percentage of your total goods production of your economy will increase inflation.

Finally, minting requires access to gold and silver, and if a country can’t get it from their market, then they can’t produce more money.

minting.png

Hungary has a fair amount of gold and silver produced, so they can benefit nicely from it. Banning the exports of gold and silver in the Precious Metal Distribution Law has some nice benefits to income from minting, even if there are drawbacks.

Population Changes
One thing we noticed through testing was how the entire Raw Materials economy could basically ignore deaths as long as you had enough peasants around, because living peasants would just instantly fill the vacancies created by deaths. We decided to change that by splitting peasants into three different pops: Laborers, Soldiers and Peasants. Laborers and Soldiers are still lowerclass pops, and belong to the same estates, but they need to be promoted from peasants to fill vacancies in RGOs and buildings..

Peasants now represent the common people over whom we rule. Most of them live on subsistence farming, or in our villages.

Laborers represent the people who work manual labour in our town, cities and rural locations. They work the land to create, harvest and gather the raw materials that are the backbone of the country, or work as unskilled labour in mills.

Soldiers represent the common people that provide the manpower for our armies and garrisons, as well as sailors for our navies.

pops.png

Genoa has a rather diverse group of people.

Promotion has been reworked as well, where not all types of pops promote as quickly. Pops promoting to clergy and nobles promote at 10% of the promotion speed, while pops promoting to Burghers promote at 50% of the speed. Pops becoming Laborers though, promote at 150% of the speed.

promotion.png

Laborers are easier to train…


We also changed how pop demands work, and made the demands scale by development of a location, so pops in more advanced parts of the world will now demand far more goods. This creates a constant growth.

We also changed a bit on how the economy works for pops and estates, and pops are now no longer getting their goods entirely for free, but instead the estates will now pay for the goods that the pops need, with the money they have left after taxes. The amount they spend per pop scales by control of the location, so it is balanced compared to the income they get. This severely limits the snowball effect of having rich estates invest in making themselves and the country richer.

nobles_spend.png

The nobility has needs and spends money on them!


Another problem that was identified through testing was that basing the distribution of income in a location on the political power of the estates was that in almost all cases the commoners got nothing and the nobles got everything, which meant that you never wanted to tax your commoners but wanted to squeeze everything out from the nobles. While being an admirable goal, it does not reflect historical reality as much, so how to solve this?

Well, before we added the cossacks, tribes and dhimmi estates from feedback there was a 1-to-1 direct connection between a specific poptype and which estate they belonged to, so the estates could get exactly the amount of money their pops were generating. And since we did not want to do something performance crippling -like splitting pops into 1 per building- we went with pooling all income in a location and distributing it by political power. Now though, that has changed and we instead distribute it per a fixed fraction per pop in the estates, so commoners and burghers get money you want to tax from their work.

tax_base.png

1337 is a bit early to embrace the reformation so I can tax the clergy, but we could build up the city more so burghers are more taxable…







Next week we’ll go into changes that have been done to Politics, Proximity & Societal Values.
 
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If I am, this is the kind of thing that makes peacetime actually fun and worthwhile. Players who are obsessed with squeezing as much as they can out of their nations will probably love it.

Peacetime is pretty good yes :)
 
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Please don't us RGO. is is not a word please use words gamers can understand, and if you really want to use it make when you have your mouse over it it shows:_ "Resource Gathering Operation"

We used RGO for our games for 20+ years now. About as long as we used words like CB
 
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First of all, outside of the topic of this post, I love the new additions and I'm grateful to the devs for the adjustments and additions. That said, I'm going to leave any particulars of other aspects of the post to other people and focus on spices.

First of all, we listened to your arguments and split spices into three, with Saffron for Europe and Middle East, Pepper for Asia, and Chili for the Americas.
To put it lightly, I'm not the biggest fan of how you decided to split the spices, as I don't really see any improvement in several regions of the world over just having one good, but hey, it is an improvement for Europe (Sort of... I'll get to that) and that will sate most players who don't find much interest beyond playing in Europe. For me the real benefit of this announcement is that with three goods, it should be able to be easily, and massively improved by mods changing those three goods and their locations, even if this is the final form the goods take so far as official development goes.

To put into perspective what I mean by this not being an improvement:

Asia contains the most spice-rich places in the world, and it still contains only one spice good. How does that affect things? Imagine you're playing a sultunate in India, you're rich in Pepper - it's a historical export of great import. The other huge spice trading region of the area is Indonesia, and its kingdoms should trade with your own for spices... right? Well, no. They also just have vast amounts of pepper, and if both regions are producing export quantities of spice, as they should, there's absolutely no reason for the highly lucrative trade between them to take place, or reason to value the other's land - unless supply and demand are totally broken. There's no reason to trade spices with Southeast Asian nations, either, because they don't have the cinnamon you're lacking. There's no reason to trade for spices from China or Korea, because they don't have ginger... they also have pepper.

The majority of intra-Asian spice trading is outright non-existent in the current system

Despite its historical importance and massive size, especially in the early period of that this game presents, the Asian spice trade will be absent outside of selling to China and Japan, which presumably will not have enough pepper in their core territory to meet demand, and possibly unlucky SE Asian kingdoms lacking enough of their own. For a taste of how large an omission this is: more spices are being moved between polities in Asia than being sent to Europe until several hundred years after the game's start date. This setup neuters the spice kingdoms of Asia almost entirely, and their unique value to one-another. This change really only benefits European, Middle Eastern and American gameplay, and only to a certain degree in those former two cases because...

Saffron..
If you're representing the West African peppers (The most commercially important spice from sub-Saharan Africa in this time, bar none) as Saffron, the entire Saffron trade is going to be devalued to some degree compared to reality because West Africa is not a historically Saffron producing region, while presumably you're actually making the pepper coast one of the most valuable areas in the world - given that there seem to rightfully only be a handful of saffron locations outside of Iran.

The pepper coast should produce pepper.

On the other hand if you cut back on the 'Saffron' nodes in the gulf on Guinea, enough that it doesn't matter... well then the region doesn't matter, when historically the Pepper coast was highly important for Portugal's early spice-trading, exploration and undermining of Venetian monopolies on pepper. It makes no sense to group them this way, and if the comment this was replying to was misread, and Johan just meant the saffron grown in North Africa is represented by Saffron I'll be glad.



Now, yes, with three goods representing a dozen or more spices, you are always going to have to make big compromises to their representation, but the compromise made in the system you've described is a huge one, and for only a little benefit to a handful of regions despite tripling the number of spice goods. Entirely cutting out the enormous value of Asian spices to most Asian nations is a enormous negative that has not been addressed by this change. Sure, you'll never entirely accurately depict the Asian spice trade with just three goods, but you could massively improve its representation with two goods in Asia, even if you can't add one additional spice.

My suggestion to improve it would be to have peppers in one good (folding chili peppers into it, perhaps - an odd move to the modern palate, but with historical precedent - hence the name) and having another entire good for other, usually similarly priced non-saffron, non-pepper spices, aromatics as we labeled them in the community discussion on this topic. As an example, India might have high amounts of peppers, and few aromatics, while Indonesia has the opposite, driving the two to trade for what they're lacking, or to sell on to other nations at a profit. America would have peppers and a tiny number of aromatic locations (vanilla), and West Africa would have pepper.

To summarise the suggestion:
  1. Saffron: Should represent saffron alone, and be present in varying quantities from Europe to Kashmir.
  2. Pepper: Should represent long, black, melegueta and chili pepper, as well as potentially other, lesser known peppers, and should be present in central America, West Africa and Asia.
  3. Aromatics: Should represent those spices which are neither of the above, but are similar in pricing and regional rarity. Vanilla, Cloves, Nutmeg, Cinnamon and ginger all fit into this category. Apart from some small, but valuable number of vanilla nodes in Mexico, most of these would be in Asia, with the greatest concentration in Maritime Southeast Asia

What I've described uses the same number of goods as what's described in this talk, just three, but with a world of improvement for gameplay outside of Europe.

Sure, there are some downsides - as I've said, you can't avoid that when you're working with the constraint of just three goods. Some people might prefer if Chili were not tied to peppers, as to the modern tongue they make little sense to group (Though I'll argue that even in the modern tongue that grouping makes more sense than having half the spices be represented under pepper, or putting vanilla and chili in a group even if the Aztecs fall).

Some might insist on cloves getting special treatment, but I'd argue that only their successful monopolization made them important, and owning the huge number of aromatic spice locations in Indonesia should about approximate that as best three goods are able. That said, looking at historical pricing - which you can find more information on in the above community discussion thread, they hover around similar prices to the other goods I've placed in the aromatics category and my personal opinion is that any regionally exclusive, clustered spice could have been monopolized. Again, no three good system can portray how any one of those spices might have been monopolized without massive downsides to other aspects by separating them out individually. And again, obviously my suggestion would not give as much nuance to the spice trade as adding more goods would bring, but I think it would be more than acceptable with these improvements.

I believe that what I've described above is one way to get as much flavour, gameplay and effect out of three spices as you can possibly wring from them, with as few downsides as possible for the benefit it brings. If any of the devs could explain what the current setup brings to the table that I might have missed, or where my suggestion falls short, I'd love to hear it.

We talked about naming them with generic terms, but these names we went with felt more immersive.
As an aside, and this is a personal preference: I don't find the names more immersive if by Saffron you mean saffron and melegueta pepper; by Chili you mean chili and vanilla; and by Pepper you mean black pepper, long pepper, cinnamon, cloves, nutmeg, mace, ginger, cardamom and others... Seeing spices in the wrong places and going "Oh, by pepper, in this location they mean it's actually cinnamon," is less immersive to me, not more. Having a more generic name admits that it might not be 'pepper'.

Update: Now that cloves are added, I have further thoughts as always, but it is a marked improvement even if I still feel it could be better.
You can read them here, if you like.
 
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Hello Everyone and Welcome to another Tinto Talks. This is a Happy Wednesday, where we talk about our yet unannounced game with the codename Project Caesar.

The main reason for us to do these Tinto Talks is to gather feedback and improve the game. What you have been telling us really matters, and now we will talk about some important changes that have happened during this last year. When we talk about external feedback here, it's primarily from people reacting to Tinto Talks, and when we say internal feedback it's from people at Paradox and our partners playtesting it.

This first of four talks on feedback is about improvements to the economic system of Project Caesar.

Goods Rework
We added five goods and removed two by merging some goods, all from great feedback and suggestions we got.

First of all, we listened to your arguments and split spices into three, with Saffron for Europe and Middle East, Pepper for Asia, and Chili for the Americas. We talked about naming them with generic terms, but these names we went with felt more immersive.

Dates were merged into Fruits, and Soybeans was merged into Legumes. This was because we want to make sure Goods add interesting depth and flavor to the economy without cluttering the system, and we thought there are better candidates to split up.

We also added Beeswax to simulate everything from honey to candles. This was heavily requested by the community, and this is a common raw material around most of the world.

Two new produced goods were also added in Pottery and Furniture. Pottery is produced mainly from clay, and is demanded both by Pops and many buildings producing alcohol. Furniture requires lumber to be produced and is primarily demanded by pops, while some administrative buildings require a small amount of furniture regularly as well.

View attachment 1264543
Goods tooltips show market related information when applicable. Here Riga has a +7.94 surplus of pottery so it could be nicely exported.

Some goods got increased base prices like Lumber and Salt, and many demands for goods have been changed from feedback, both external and internal. Salt as an example is now required for maintenance of auxiliary regiments and for market buildings.

Productivity and Specialization
Something that was suggested at many places was to improve specialization and make different locations more unique when it comes to the industry. This we have achieved by four mechanical changes.

First of all, we added in a soft building cap, where every town can support 25 building levels, every city 100 building levels and each development point in a location adds another building level. Each level above the cap increases building costs in that location by 10%. This, besides making you want to diversify your cities, makes the decisions to go from guilds to manufactories to mills something you want to strive for. It has the added benefits of adding some minor diminishing returns for investments for the very rich, and adding another incentive to get cities where possible.

Secondly, which ties into this specialization, is the fact that every single level of a building adds another +1% production efficiency. This serves to represent economies of scale, so if you have a town with a level 8 Brewery, you produce +8% more beer than having 8 towns with a level 1 brewery in each.

Thirdly, we added a mechanic that we have used in previous games, and added benefits to having raw materials produced locally. If you have access to the input goods in the same province as a building is in, you can now get up to 10% more production efficiency for the building.

Finally, we halved the base amount of levels of RGO you can have in a location, which were tied heavily to population and development, and then gave rural locations a +100% boost to RGO levels. This naturally makes the choice of where you build your towns and cities more interesting.

View attachment 1264541
This level 3 Brewery in Cambridge has access to what is nearby, but not enough lumber and tools... The lack of market access impacts throughput a bit though.

Minting
We reworked the minting and inflation mechanics to be more tied into the production of precious metals. In Project Caesar we have two precious metals in Gold and Silver, but a mod could have as many or few as they want. There are three different impacts from these precious metals on minting though.

First of all, the amount of gold and silver that you produce has an impact on the income you get from minting new coins (ie, more actual metals used for coins instead of lost in “transactions”).

Secondly, the production of gold and silver as a percentage of your total goods production of your economy will increase inflation.

Finally, minting requires access to gold and silver, and if a country can’t get it from their market, then they can’t produce more money.

View attachment 1264540
Hungary has a fair amount of gold and silver produced, so they can benefit nicely from it. Banning the exports of gold and silver in the Precious Metal Distribution Law has some nice benefits to income from minting, even if there are drawbacks.

Population Changes
One thing we noticed through testing was how the entire Raw Materials economy could basically ignore deaths as long as you had enough peasants around, because living peasants would just instantly fill the vacancies created by deaths. We decided to change that by splitting peasants into three different pops: Laborers, Soldiers and Peasants. Laborers and Soldiers are still lowerclass pops, and belong to the same estates, but they need to be promoted from peasants to fill vacancies in RGOs and buildings..

Peasants now represent the common people over whom we rule. Most of them live on subsistence farming, or in our villages.

Laborers represent the people who work manual labour in our town, cities and rural locations. They work the land to create, harvest and gather the raw materials that are the backbone of the country, or work as unskilled labour in mills.

Soldiers represent the common people that provide the manpower for our armies and garrisons, as well as sailors for our navies.

View attachment 1264539
Genoa has a rather diverse group of people.

Promotion has been reworked as well, where not all types of pops promote as quickly. Pops promoting to clergy and nobles promote at 10% of the promotion speed, while pops promoting to Burghers promote at 50% of the speed. Pops becoming Laborers though, promote at 150% of the speed.

View attachment 1264538
Laborers are easier to train…


We also changed how pop demands work, and made the demands scale by development of a location, so pops in more advanced parts of the world will now demand far more goods. This creates a constant growth.

We also changed a bit on how the economy works for pops and estates, and pops are now no longer getting their goods entirely for free, but instead the estates will now pay for the goods that the pops need, with the money they have left after taxes. The amount they spend per pop scales by control of the location, so it is balanced compared to the income they get. This severely limits the snowball effect of having rich estates invest in making themselves and the country richer.

View attachment 1264537
The nobility has needs and spends money on them!


Another problem that was identified through testing was that basing the distribution of income in a location on the political power of the estates was that in almost all cases the commoners got nothing and the nobles got everything, which meant that you never wanted to tax your commoners but wanted to squeeze everything out from the nobles. While being an admirable goal, it does not reflect historical reality as much, so how to solve this?

Well, before we added the cossacks, tribes and dhimmi estates from feedback there was a 1-to-1 direct connection between a specific poptype and which estate they belonged to, so the estates could get exactly the amount of money their pops were generating. And since we did not want to do something performance crippling -like splitting pops into 1 per building- we went with pooling all income in a location and distributing it by political power. Now though, that has changed and we instead distribute it per a fixed fraction per pop in the estates, so commoners and burghers get money you want to tax from their work.

View attachment 1264536
1337 is a bit early to embrace the reformation so I can tax the clergy, but we could build up the city more so burghers are more taxable…







Next week we’ll go into changes that have been done to Politics, Proximity & Societal Values.

Is development capped at a 100 like in CK3?
 
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The changes are really great, but I have a concern about one of them:
We decided to change that by splitting peasants into three different pops: Laborers, Soldiers and Peasants.
It looks like an overkill to me, I’d expect a significant performance impact for a really minor issue.
It also looks quite irrelevant for the game time frame before the industrial revolution, make it way too Vicky3-style and I think it is ok to be abstracted for performance reasons.
Especially Soldiers are already represented by the Manpower pool. I do not get the difference.

Otherwise thanks for the feedback and changes!
 
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as long as you made olives being a good that can be used for lighting (which was quite commonly used in the middle east too) I am happy with this

like really, making olives (and thus olive oil which olives do represent) be the cheapest good in the game was... "oof"

so, I hope that gets fixed

for the rest, these are all nice fixes. I am quite excited for the next talk, given that more than one societal value felt "wrong"
 
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Love the changes. A little disappointed you didnt mention any changes to the distribution of ivory. Ivory harvesting in Iceland and in Siberia(dug out from perma frost) would exclude some interesting economic flavor from both of those desolate regions. Ive given up hope on whales being a resource but would love to see Ivory represented in those regions. One way you could maybe do this is by having location modifiers so wild game and/or fish RGOs in select locations have a modifier that produces ivory as well.
 
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Just wanted to say what an amazing and I think rare thing this entire Tinto Talks project has been (and will continue to be). Johan is truly the king of game developers because he seems to be the most willing to listen to feedback and make changes. Thanks to all of the Tinto team for striving to make the best game possible in collaboration with the community.
 
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The pop icons for burghers and laborers look very similar right now, can you make the colour of the burgher's coat more bright and the laborer's one more dark and chage their hats a bit more please?
 
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not planned,.
Why though? I thought one of you guys mentioned something about it a long time ago, is it not possible because of engine limitations like deforestation? I was kinda hoping it was going to be a thing, like if I reach the Americas and I manage to get maize I can swap a bunch of wheat locations with Maize and produce it in Europe
 
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