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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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Okay so I'm assuming a 'level 8' brewery means essentially that you've built 8 breweries in a city right? Is there a cap on how many buildings I can put on a location? Could I have a city with a hundred castles in it? I feel there should be a sort of upper limit to the number of same buildings you can put in. Also while it could be fun to envision better defenses in a tile equating to additional castles in that region, mechanically I think it works better as one building you have upgraded. On a similar note- while probably outside the scope of release, I think it'd be real fun if buildings could be customized. An example being a fort on a coastal tile being 'upgraded' with a naval battery to prevent raids. Maybe one might not be preconditioned on the other- say I could place either a fort or naval batter on the same tile, just that they are treated as sort of a larger complex. Customizing castles might be more of a Crusader Kings mechanic, but it'd be real cool to include at some point in Project Caesar as well. While resource buildings probably don't need a lot of customization (perhaps mills or waterwheels could get added later on after some tech investment) political buildings are another option.

Also- I'd argue that pop's should be able to promote into clergy faster than the nobility, the nobility was very closed off with blood ties while most clergies didn't have that restriction and in medieval europe at least, was one of the only forms of class advancement available until the rise of the 'middle class'.

On the topic of minting- will the use of copper or platinum be represented in any way? While platinum maybe thanks to exclusion to South America would be represented as gold or silver (with maybe a local modifier), I think copper is already represented. It should allow a MUCH smaller ammount of wealth production but represent the use of copper coins. I think the timeframe would also cover the advent of paper money in China, so maybe they get an upgrade that allows the conversion of paper resources to money?
 
i've not seen anyone caring much about a few buildings at max rurally.
So do rural locations have a hard cap, soft cap, or no cap? I was confused since they went unmentioned vs a soft cap of 25 for towns and 100 for cities.

Edit: wait, I’m getting that rural locations have a base soft cap of 0, but each point of development increases this by 1 up to the 100 max, while towns and cities add an additional 25 and 100 slots respectively. Am I correct?
 
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I just hope that this will give a sturdy base for M&T-like economy mods, so that all provinces will be able to produce different kinds of resources at the same time and pops working then would be getting paid according to the profitability of the industries.

Regarding the taxing the poor, what about just jacking up the costs of taxing the elites? The taxes could, after all, also depend on the political power of the taxed group.
 
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So do rural locations have a hard cap, soft cap, or no cap? I was confused since they went unmentioned vs a soft cap of 25 for towns and 100 for cities.

Edit: wait, I’m getting that rural locations have a base soft cap of 0, bit each point of development increases this by 1 up to the 100 max, while towns and cities add an additional 25 and 100 slots respectively. Am I correct?
From the original construction TT: Some buildings can only have 1 level, some have a fixed cap, and some have a cap that scales with the population or development, and so on.

There is no building slots, you can build as many buildings as you want. The game tracks total building level. In fact for some institutions you need building level of 250 in your city.

So at 0 development in a rural location you can build as many buildings as you want, but for each new level it's +10% building cost. At 100 dev, you can build up to level 100 before reaching the +10% penalty.

Towns, 25-125

Cities 100-200.
 
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Also people (including myself) have mentioned before but not in this thread that if beeswax is added then there should be something to represent the domesticated bees used by the Mayan's so I hope they get a few beeswax provinces.
 
No copper for minting coins? Aside from Sweden copper currency, copper was used for minting coin throughout history, the United States Penny started as copper coin, and Oman have a history of minting copper coins (fulus/fals) alongside of gold (dinar) and silver (dirham) coins
 
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View attachment 1264539
Genoa has a rather diverse group of people.

This may already h ave been said, but I'm unhappy that the clothes worn by the people in the labourer icon don't match the black of the pop type in the pie chart. The soldiers could do with wearing red more prominently too?
 
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Very good changes imo, i have 2 questions tho.
1. Why not add cloves too if you added saffron and chillies ?
2. Whats the performance impact when adding 2 more pop types ?
1 - limits are good.
That is abolutely awful and absurd answer to Goran's question. The game still fails to fundamentally depict spice trade and colonization as such. There HAS to be separate "Spice island" spices that Europeans and other Asians want. The whole point of splitting spices should be the creation of "Spice island" only spices (Cloves or Nutmeg) over which Western Europe would start competing when their Aristocracy grows wealthy enough. Why would Europeans in that kind of world even bother colonizing Indonesia and Phillipines when India is good enough? Why would they call that area "Spice Islands" when they can get what they need from India? Holding onto this made-up bulls*it "limit" is just stupid when the game fails to depict the time period it is set at.
 
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No copper for minting coins? Aside from Sweden copper currency, copper was used for minting coin throughout history, the United States Penny started as copper coin, and Oman have a history of minting copper coins (fulus/fals) alongside of gold (dinar) and silver (dirham) coins

Maybe copper coinage can be a cultural advancement for some cultures in different eras.
 
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.
Maybe I should go back and read the dev diary about pops. Does that mean building/workplace is not an "attribute" that makes up a pop? Like in victoria 3, I assume this reduces massive the amount of different pops?
 
[...] The majority of intra-Asian spice trading is outright non-existent in the current system [...]
[--> 1.]
My suggestion to improve it would be to have peppers in one good [...] 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.

What I've described uses the same number of goods, just three, but with a world of improvement for gameplay outside of Europe. [...]
[--> 2.]
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'.
[--> 3.]
I've taken the liberty to cut down the well articulated but lengthy post to what I'd consider the points put forward.

1. Having no intra-Asian spice trade would be a shame indeed. Not just for the commmerce (and coin) it represents but it wasn't just goods and coins that went back and forth but also ideas (among them religions), which was not always welcome but certianly more so than diseaes that also followed traders. Depending on what is and will mechanically be tied to PC's trade system the absence of historical trade would be dearly missed.

[Meat of my post ahead]
2. I quite like the suggestion. Having said that I would like to put forward a mechanical twist that could work alongside that proposed change or go without it but work in a similar direction:
Goods that have a similar broad purpose (e.g.: increase the taste of meals, treat diseases, but especially look good/novel/interesting/fashionable) can be sold in a different market - not because their application is new or revolutionary but because it shakes the local supply up/gives it a twist. With that in mind certain goods could have an additional property [Market Center Origin]. Those goods would then always get a foothold (meaning get sold) in a different market despite it having access to to the same nominal good already.

For some technical suggestion: make the share the good gets proportional to the ratio of the prices of the goods in the origin market and the new market, meaning
MarketShare = (price:MarketCenterTarget)/(price:MarketCenterOrigin)*x, x probably within a range of 0.05-0.3 (many people just like what they know better).
It's also probably sufficient to not remember and track the real original Market Center, as for those goods the novelty factor is what counts, mostly. So no need to keep the goods separated for the puposes of tracking should there be cascading trade.

Among those goods that could use this proposed mechanic and were presented in TT#44 and have not been rebranded by today's TT, I suggest (somewhat ordered by relevance to this proposed mechanic):
  1. Fine Cloths
  2. Jewelry
  3. Spices (currently: Saffron, Pepper and Chili)
  4. Books
  5. Dyes
  6. Medicaments
  7. Fruit
    and potentially, if there's interest in reducing the variety of some goods to 1
  8. Gems, Pearls and Amber = grouped together as "Shinies" for lack of a better term
  9. Wine and Beer = non-destilled alcohols
Further building on this mechanic there could be a "crazes" for a newly arrived good in market, meaning a relatively speaking higher value for x (for some reason I am thinking of tulips here...), that settles over time, meaning x gets smaller to its nominal standard value. Events like e.g. "A New Fashion at Court" could put the value of x to the "craze" value occasionaly for some specified goods.

3. I agree, if you know what the supposedly generic goods saffron, pepper and chili are supposed to represent it can be actively harmful for immersion. It would probably be better to go with more abstracted group terms like the proposed aromatics (mostly taste-enhancers) and spices (taste+preservation).
 
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I assume not with how its progressing but will you be able to sell of your gold and silver to other nations and receive recourses/money in exchange and not receive the inflation penalty. This would make historical sense as the Spanish sold to the Qing mass amounts of Silver which they received things in return for without getting Project Caesars representation of inflation. With the current trade/market system it may not be possible to implement but I thought it was something to point out if possible.
 
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.
Is this how all pops purchase their goods for consumption?

I.e., their purchasing power depends on the amount of control over the region?

And so pops in far-off, low-control areas simply don't consume as much goods in this game?
 
Holy, great work on most of this! I have a few concerns regarding Raw Goods tho.

- The spices splitting is weird and making it largely continentally based is both ahistorical and incredibly odd, I'd recommend looking at this post to split them up in a way that makes more sense and would (at least partially) simulate the intra-Asia spice trade.
- Merging dates with fruit is understandable, but I think they should be unmerged as Europe getting mass amounts of fruit from Arabia is simply nonsense. Thus dates as a separate good would avoid this entirely as it would likely be valued far lower and desired far less outside of Arabia. Sure dates would not be a very good RGO to have but the specification is necessary to prevent fruit getting mass exported from Arabia as a stand in for other, non dried, fruits. Also the difference in perishability should hit much harder on fruits than on dates, yet another reason to differentiate them.
- Not merging amber with gems is also an odd choice, this one should be the first to go if RGOs need to be merged and frankly this should happed regardless given the lack of differentiation between amber and gems nearly everywhere outside of northern Europe and the fact that they can serve the exact same purpose and they can be interchangeable.

I do really like the estates splitting into more manageable categories which makes it possible to be demographically ruined by a war as well as the additions of pottery, furniture, and beeswax. This plus the ability for estates to now buy their own goods makes this economic system awesome. Just fix the spices, unmerge dates, and merge amber and we got super vicky 2 (better than vicky 3).
 
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  • 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.

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.
that makes me wonder—if there's a caste system in the Indian subcontinent, does that change how pops can even move up and down? Like, would some be completely locked out of certain classes, or just have even slower speeds?
 
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