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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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There are already olives iirc, that rapresent both olives themselves and olive oil (in the same way as beeswax represents honey and wax)
But there is animal fats, butter, olive oil, whale oil etc, so olive clearly doesnt represent other type of oil
 
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yes, you can do that for the location building cap, but production buildings and RGOs themselves have a hard cap that scales to development from what they showed us in the past, that means that there's a limit to them and I'd prefer if it was removed by having them scale infinitely with development
Ah ok. I missed hard cap part. If you don't mind can you point me to it. I am blind ..
 
Ah ok. I missed hard cap part. If you don't mind can you point me to it. I am blind ..
From TT 9 construction/buildings
Screenshot_20250313_113237_Chrome.jpg

I guess it doesn't say hard cap but I still think it's the case, also the population affects it as well and that has a (soft)cap as well which surpassed reduces pop growth and migration attraction incentivicing emigration, it kinda says the same for RGOs in another dev diary
 
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But there is animal fats, butter, olive oil, whale oil etc, so olive clearly doesnt represent other type of oil
Yes, but some degree of abstraction is always necessary: butter and lard can be just food, because they were not easy to conserve, so they were not so easily traded. Whale oil can be produced through some culture-climate specific buildings...
 
It was a 45 minute task to add them back in as we had the art from before. Indonesia now have cloves and rest of Asia Pepper.

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That's great! Is it going to be possible to produce spices without the need of RGOs with buildings like plantations? In the slavery TT you mentioned that plantation exist but only for Tobacco, Sugar and Cotton, what about tea, coffee and spices? Also I hope that plantations are buildable only in specific climates otherwise I don't see much profit into colonizing places like Brazil and the deep south if I can just build them in Europe
 
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That's great! Is it going to be possible to produce spices without the need of RGOs with buildings like plantations? In the slavery TT you mentioned that plantation exist but only for Tobacco, Sugar and Cotton, what about tea, coffee and spices? Also I hope that plantations are buildable only in specific climates otherwise I don't see much profit into colonizing places like Brazil and the deep south if I can just build them in Europe
If you've discovered and are growing the spices in at least one location, It should definitely be possible to grow pepper in tropical and semi-tropical climates, and especially possible with chili, given how quickly it was spread to Africa and Asia. Of course by grouping chili and vanilla, there's an issue in that vanilla could not be grown outside of central America until the 1800s when methods were found, while chili was easily transported, thus the growing price of vanilla over time while chili became more accessible. Clearly there's no plan to portray that difference, though. The biggest difficulty worth talking about in that case comes with the less widely grown spices which are portrayed like saffron and cloves.

Realistically there should be nothing stopping someone from growing cloves somewhere other than Indonesia, if they can get saplings, but it feels like there'd need to be a whole mechanic around that to enable the alt-history potential of it happening earlier than it did. Perhaps you'd need to own or occupy a location with cloves to plant it in a suitable climate (Madagascar and Sri-Lanka, historically)

Saffron on the other hand requires getting bulbs, but more than that is just immensely difficult to grow and harvest in quantity. I don't know how you'd represent that, other than by having growing it be such a huge investment that you'd almost never be able to start a new saffron operation, perhaps one at most over a whole game. After the startdate, very few places I can think of started growing saffron. It started to be grown in Essex shortly after the game's start, was brought to Pennsylvania, 13 colonies and Kozani, Greece in the 17th century. I'm probably forgetting some locations, but that should give an idea of the difficulty.
 
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It was a 45 minute task to add them back in as we had the art from before. Indonesia now have cloves and rest of Asia Pepper.

View attachment 1264984
LETS GOOOOO

Really happy about the Spices split. A more biology/taste based one could have been cool, but also would be less intuitive, and the geographical one should work great for the period
 
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not planned,.
Hold on. What about the echanges when the Europeans start colonizing the new world. North america should get quite a lot of wheat and livestock RGOs as well as horses while the old world would introduce potatoes to boil, mash and stick 'em in a stew.
Similarly livestock in new zealand or mauritius will become extinct in the game's time period.
 
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Just to add some numbers to my assertion that the high base price of salt is a mistake:

In 1450 Frankfurt, you could buy one liter of salt (so ~3 pounds) for 2 Heller. A carpenter would on average earn 40 Heller per day, so salt was very cheap.
In London it was 2 pence for a liter of salt, the equivalent of 7 Heller.
Even compared to the relatively high price of salt in London, spices were way more expensive: 18 pence for a pound of pepper (60 Heller), 182 pence (600 Heller) for a pound of saffron, 16 pence (52 Heller) for a pound of sugar.

Table for easy comparison, prices per pound in the 15th century:

Salt (Frankfurt)0.22 pence (0.67 Heller)
Salt (London)0.67 pence
Pepper (London)18 pence
Saffron (London)182 pence
Sugar (London)16 pence
(The exact numbers don't really matter since obviously prices varied a lot and there are no complete sources for average prices in this time period, but I think the difference in scale between salt and spices should be obvious)

Salt was not an expensive good that had a high value per volume like spices or fine cloth. It was consumed in large amounts by everyone. It makes no sense for it to be a high base price good - its price should only be high in markets that don't have much salt production.

The screenshot showing the consumption of nobles looks absurd with salt at #2. Salt is a typical example for a good that was used by everyone across society, not something that wealthy people would spend all their money on.

The reason for why you could get very wealthy by producing/trading salt is exactly the fact that it had so much stable demand throughout society. Walmart or Aldi aren't known for their expensive luxury goods, but their founders are billionaires.
 
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Very happy to see the changes to do with population, however now that these pop types have been split up I have a question about pop promotion/demotion and how that will function. Furthermore, I think an interesting addition flavour wise to countries would be the different ways in which pops can promote, for example kings in Europe under feudalism frequently made use of their right to appoint soldiers to the nobility for good conduct on campaign, until that privelage was removed from them by the existing nobility, who did not like new, poorer members of their class who were furthermore loyal to the king first and foremost. I imagine that in more tribal societies a similar mechanism would function, based on success in battle, providing further incentives for pops to become soldiers in the hope of social advancement.

I would imagine that such a mechanic could add a lot of decisions for the player, by waging war frequently utilising such a privelage they would be growing the size of the noble estate, creating potentially a significant power block they will have to manage (or make use of) further into the campaign. Furthermore, the choice and timing of removal of such a privelage could also add interest/replayability (not that a lack thereof is an issue).

Cant wait for the full release
 
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Having buildings produce more goods if their input goods come from nearby makes no sense imo. A blacksmith would produce the same amount of tools with iron from his local village as with iron he got from far away. I also don't like that this makes players try to hyperspecialize locations if they want to play efficiently, which didn't happen historically. Every town and city, while some were more focused on certain products compared to others, produced a wide variety of goods.
 
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Having buildings produce more goods if their input goods come from nearby makes no sense imo. A blacksmith would produce the same amount of tools with iron from his local village as with iron he got from far away. I also don't like that this makes players try to hyperspecialize locations if they want to play efficiently, which didn't happen historically. Every town and city, while some were more focused on certain products compared to others, produced a wide variety of goods.
It's an abstraction since the game doesn't simulate lower shipping cost for nearby goods.
 
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If you go through with these changes and with these game mechanics, I just hope it doesn’t divide the community, since it has so many aspects of paradox games i don’t like playing or don’t play often… That being said, I am SUPER excited for this game, but also a little scared… EU4 looks way simpler than this and sometimes that could be a good thing you know? With simpler I don’t mean the map being so big and scattered or so(I LOVE this upgrade and I would love tons of flavour ofc), but more the economic aspect, population, culture mechanics are (from what I’ve heard) very similar to the Victoria and Crusader kings games. I have to be honest with you when saying that I personally don’t like this approach on paper. If this is how you want to create a jack of all trades game fusing communities together, then I just hope the game will actually be for everyone and not for no one (if you know what i mean), but I hope I am wrong… (also, please don’t cap the development at 100, that’s just odd). I believe in you paradox!
 
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No - distance matters for moving goods between markets, but not within a market.
Yes, that is enough, input goods from farther away should only have the effect of smaller profits since you have to factor in the transport cost. I get abstractions are needed but magically producing more from the same resources just because they come from closer nearby is an abstraction that just doesn't make sense.
 
1 - different food output and different usage.
2 - I am biased.

Can you give an example of different usage? As of yet it appears that all the 'grains' are used the same. Would it be possible to have all the 'grain' RGOs resolve to a generic grain good and differing food rates?
 
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