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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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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?
Caste system, if present should be a religious mechanic tied to hinduism, a muslim india, for instance, shouldn't be burdened by the caste system.
Best way to abstract it imo, would be to make hindu pops have a much slower promotion speed.
 
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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.
Love to see mechanics that stop snowballing, honestly. This whole "estates pay for pops" thing actually makes the game feel way more organic and grounded. Like, it’s not just estates magically making infinite money anymore. Proper good change. we’re not gonna see exploiters abusing this unrealistic potential. Thanks.
 
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Can pop needs goods be organized via sub tabs so you can opt to check goods by specific categories?


They could sacrifice amber by fusing it into precious gemstones and make a good for the Spice Islands.
 
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- 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.

From what I understand of the mechanics, changing it to fruit does the contrary. European pops have a fruit demand, which they can either fill with local fruits (I think there are fruit-producing locations in Europe) or with fruits imported from the Middle East. As such, they can potentially ignore the fruit production in the Middle East and just rely on locally produced European fruits.

For dates, unless they explicitly coded so that only Arabs demand dates (which would be silly), Europeans would always try to import dates from the Middle East to fulfil their demand for it. As would any Africans, Indians, Chinese and Native Americans that get access to Middle Eastern markets.
 
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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.
If M&T was able to hack it in EU4, it should be much easier for EU5.
 
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I came across some insights and wanted to share them here:

Once, @Le Vengur asked:
And just to throw in another possibly unanswerable question: Did Portugal prefer Bronze or Iron guns?

Sweden, having large copper mines
preferred Bronze well into the late 1600s. Nearby Denmark being made of sand and chalk stuck to Iron. As a result Swedish ships would prioritize gunnery as the Bronze guns would be less likely to explode and shower the gun deck with iron splinters. Denmark would accordingly prefer boarding. Did the Portuguese have a preference (beyond naming all their ships Nossa Senhora something)?
And @Conde de Montanelas answered:
That's actually an easy one to answer, and it's bronze! (for the heavy guns, swivels were almost always iron)
Portuguese classical historiography sings praises to our bronze guns over the Muslim iron ones in the Indian Ocean. Can probably be explained by having some fairly large copper deposits in the south of the country, plus naval artillery was a national priority until the loss of independence (so no costs spared there). Indeed the last galleons of the 1670s still mounted bronze guns.
A few days later—well, today—I was reading the dev diary, and @Johan said this about minting and inflation:
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.
Alright, so after seeing all this—how’s this gonna play out in-game?

Now, I ain’t no historian, but when building ships as Sweden, are we actually gonna need copper? And Denmark—will they just be stuck with iron? Also, for Portugal, are their ships just automatically getting bronze cannons?

And will we actually get to pick between copper or iron for artillery/naval units? Hey, that would be sick.

Maybe bronze cannons hit harder, cost more, and are more durable, while iron ones are cheaper but more unreliable—less durable?

And if you're at war, you’d wanna focus most of your copper on cannons, but in peacetime, you’d need it for minting coins instead.
  • In other words, during long periods (especially late-game) of military conflict or expansion (which, let’s be real, always drags on forever), the demand for bronze cannons could mean chucking most of your copper into weapons, leaving way less for coinage. But in times of economic growth and booming trade (like the Age of Global Trade), we might actually prioritise minting over warfare.

I wonder if this will actually be represented in the game, which would make everything feel way more organic—rather than just pressing those

Recruit Unit
buttons in an arcade-style way. :(

-Apologies, the button here is not clickable—I don't know how to add it in here.
 
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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?
While some class movement did occur in India, largely due to marriages, it was much more restrictive. I'd say that Hinduism should come with a massive debuff to pop-promotion, which should in turn mean that the lowest classes are more susceptible to conversion. Muslims straight up had it easier than most untouchables. This may in part contribute to India's religious diversity as pop's will often prefer to be muslim, buddhist, or jain.
 
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What about the Aztecs and such who did not use or see gold as minting resource till the Spanish arrived?
I say that nations should require Mint buildings to turn raw resources (gold, silver, copper, paper) into currency. This should have a multiplicative effect on the ducats these raw goods produce in your country. Aztecs and the like should lack the ability to make mints until some sort of Currency institution is embraced by their nation. They should still make ducats (as a measure of 'wealth' available to the government) but they'd make way more with some Mints.

This same institution should also have government buildings produce a small ammount of currency as well- which is increased if they import gold or silver (this in turn could be a reason why China would import a lot of New World Silver).
 
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I say that nations should require Mint buildings to turn raw resources (gold, silver, copper, paper) into currency. This should have a multiplicative effect on the ducats these raw goods produce in your country. Aztecs and the like should lack the ability to make mints until some sort of Currency institution is embraced by their nation. They should still make ducats (as a measure of 'wealth' available to the government) but they'd make way more with some Mints.

This same institution should also have government buildings produce a small ammount of currency as well- which is increased if they import gold or silver (this in turn could be a reason why China would import a lot of New World Silver).
I've suggested for max amount of minting capped by such buildings with perhaps a base cap freely given to each country. It doesn't directly produce ducats but instead a building that produce a modifier. The newer building type and efficiency of production method could improve with tech and so on. With current mechanics it would make so that of economy of scale and local input goods it'll make countries that produce the materials having easier time to avoid loss of their minting income.

Idk if it's possible but would be nice to have different worker type depending on which estate is given the responsibility for minting.
 
I love this tinto talk, it's great to see what's been changed.

I still kinda want some kind of good to represent whale oil, what with whale hunting being a very important part of the global economy towards the end of the game. I want to set up whaling stations worldwide on all the small remote islands.

But perhaps I'll have to wait for mods, which isn't a bad thing.
 
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Magnificent work, an excellent game is taking shape, especially due to the increasingly realistic simulation of actual processes and interconnections within society throughout historical periods. I have two questions that I hope might provide some food for thought for further enriching the game:
1. Will individual Pops have access to the capital of banks? And if they do, will this affect their expenses, in addition to their income, through interest payments and loan repayments?
2. If the state starts taking loans from its population, will this turn the population into a 'Building based contry'?
 
Why did you guys keep steel as a good? You told me that bronze wasn't in game because it could be abstracted as copper+tin so why hasn't the same been done for steel? I'd much rather see dates, soybeans or even a fourth spice than steel
 
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Maybe cloves and nutmeg "peppers" can be made more desirable with some RGO/location modifiers or buildings, so there is actual incentive and value to trade with (mainly) Maritime Southeast Asia over the the Indian pepper "pepper"? If that would even be more performance friendly than just adding them as a separate thing? Not ideal in terms of historical trade simulation, but acceptable imo.
 
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I love this tinto talk, it's great to see what's been changed.

I still kinda want some kind of good to represent whale oil, what with whale hunting being a very important part of the global economy towards the end of the game. I want to set up whaling stations worldwide on all the small remote islands.

But perhaps I'll have to wait for mods, which isn't a bad thing.

Yea, we need oil as resource!
 
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Everything here looks awesome except one big issue: 1 % production efficiency per building level is way to good.
Example: you need roughly 10 level more of Trade good X, where should you build it?

Option 1. in your mega Trade good X city (currently level 50)
Option 2. Synergy location (get +10% for having all raw goods).

Option 1: goes from 50x1.49 (74.5 production) to 60x1.59 (95.4) [a massive increase of 20,9]
Option 2: 10x1.19 (+10 synergy + 10 levels) = 11.9

This will obviously create megacities that focus on very few goods as going from building level 50--> 60 --> 70 --> 80 just snowball more and more.
Proposal: nerf it down to 1% per 5 levels, so a soft cap town (level 25) gets +5% and a soft cap city (level 100) gets 20%. also fixes OCD issue of having 99% at level 100 :p
This will make finding synergy much more important and will create more regional hubs of goods (instead of mega Trade good X city 2000)
 
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