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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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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I don't understand why tribes or cossacks are estates. Cossacks are obviously best represented be army-based countries and tribes should be a rebranding of nobility for certain countries. What's the point of project ceasar if we're just going to cannibalise bad design choices from eu4? This would be such a good opportunity to be the first paradox game to represent cossacks decently.

What is the soldier class? The way they're described makes it sound like they're not actually soldiers, they're just peasants who could be levied as soldiers; I don't understand why it would work like that. What about actual professional soldiers?
 
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I think it's more like:
- peasants: not work in buildings
- laborers: work in buildings
Both are unskilled

Eh, given that promotion time, say low skilled probably proper for laborers?
It is more like:
- peasants: work with the soil for a living
- laborers: work without the soil for a living
And both have skills to some extent.
 
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I understand and really like the split of the peasant pop in three from a balancing perspective but considering that now laborers exist and realistically are what will become the middle class in the future with the industrial revolutions why do they also work in RGOs? I get for the balancing but beside that peasants already produce food through subsistance(which is mainly through farming I suppose) why do they need to go through a promotion and change pop to work in a wheat or rice RGO? It makes sense if it's working in a manufactury or in any production building as that would entail abandoning the previous farmer life in the countryside for a job in a city but beside that it's weird
I suggest to keep peasants(and slaves) as the only pops that can work in RGOs and have some sort of "employement rate" for peasant who fill vacant places in RGOs faster than their promotion into laborers and soldiers as the change in job is not that drastic, in a way so that only a certain number of peasants can be hired per month(and maybe have some advances that increase it), slaves should not be affected by this so that they can always be prioritized into working in RGOs
I also suggest having laborers working in most production buildings in greater numbers(especially in late game buildings) rather then bourghers and have the latter mainly work into commercial buildings
 
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I understand and really like the split of the peasant pop in three from a balancing perspective but considering that now laborers exist and realistically are what will become the middle class in the future with the industrial revolutions why do they also work in RGOs? I get for the balancing but beside that peasants already produce food through subsistance(which is mainly through farming I suppose) why do they need to go through a promotion and change pop to work in a wheat or rice RGO? It makes sense if it's working in a manufactury or in any production building as that would entail abandoning the previous farmer life in the countryside for a job in a city but beside that it's weird
I suggest to keep peasants(and slaves) as the only pops that can work in RGOs and have some sort of "employement rate" for peasant who fill vacant places in RGOs faster than their promotion into laborers and soldiers as the change in job is not that drastic, in a way so that only a certain number of peasants can be hired per month(and maybe have some advances that increase it), slaves should not be affected by this so that they can always be prioritized into working in RGOs
I also suggest having laborers working in most production buildings in greater numbers(especially in late game buildings) rather then bourghers and have the latter mainly work into commercial buildings
As far as I know, becoming a worker when your parents were farmers was much more difficult in the Middle Ages. Usually, the feudal lord had to approve it so that you could go to the town to work and give up one peasant who would pay tax in the form of the food he would grow. You didn't have to just move between lordships, everything had to be paid for somehow in the form of taxes and trade-offs. Of course, if there were normal political conditions and no natural/international disasters.
 
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As far as I know, becoming a worker when your parents were farmers was much more difficult in the Middle Ages. Usually, the feudal lord had to approve it so that you could go to the town to work and give up one peasant who would pay tax in the form of the food he would grow. You didn't have to just move between lordships, everything had to be paid for somehow in the form of taxes and trade-offs. Of course, if there were normal political conditions and no natural/international disasters.
That usually only applied for sefs and not every peasant was a serf back then, also that further proves my point in that becoming a labourer(town/city worker) should take more time for a peasant than going to work in a RGO(farm/mine)
 
As only the peasant (and tribesmen?) are checked for 'birth rate' adding two more should not have much of a performance check (there will still be two more 'death rate' checks and the added promotion). Pops only promote if there is an available 'building'.
My concern was that adding soldiers and labourers is actually multiplication of numbers of possible combinations of estates-religions-cultures pops in ~25 000 of land locations.
So I am happily surprised it has 0 performance impact or I got this separation wrongly.
 
Well, before we added the cossacks, tribes and dhimmi estates from feedback
Now I'm curious about how the Cossack estate will work and when it will appear. I assume it will contain the same pops as Commoners estate. If so, what will decide which estate a given peasant or soldier belongs to? Will there be any difference between Zaporozhian and Don Cossacks?

And final plea. Please don't make Cossacks into some special cavalry or give any bonuses to cavalry. For the majority of the game's timeframe, Cossacks were primarily (overwhelmingly so) infantrymen armed with an arqebus and "rogatina" (winged spear) from behind a Tabor (wagon fort).
 
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.

I'm curious now what the Americas look like and if goods can change dynamically. Coffee really hit in the 18th century but in EU4 it appears in the 1400s.

Also will pops be classed in groups like in the new Stellaris 4.0 update? Excited to see any optimization at launch for those of us with sort of mid gaming PCs/laptops, so we can get to the end game crisis without a reactor meltdown!
 
Saffron..

As much as I hate throwing up European history references to validate things in Africa, it seems misguided to categorize one of the most highly sought after and trafficked peppers of the early spice trade as a "saffron". West and West-Central Africa should have peppers.

Johan just meant the saffron grown in North Africa is represented by Saffron I'll be glad.
Well I won't, because that would imply the rest of the continent received little to no attention when planning this feature. :mad:
 
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A few suggestions only based on my own view:
1. The buff or advantages for having raw materials produced locally: this can be reliazed in a more systematic way by setting the local goods output to first satisfy local industry requirement, then satisfy local POP consumption, and lastly sell to the market, similar to M&T.
2. Minting and inflation: as I raised earlier, if we have a enclosed economic system (i.e. no magic money and money not disappearing in the air), then inflation will be automatically reflected as a natural result of minting, and no need to add additional debuff for it. The more money you mint into the global economic system, the higher the price will be if the productivity does not change.
3. Raw Materials economy could basically ignore deaths as long as you had enough peasants around: I don't see why this will happen, if more peasants are filled into RGO or other industries instead of producing food, then food price will rise and the farms will attract peasants back, unless you have an ugly "subsistence farm" that is outside of the supply and demand system and only serving as a pool of cheap labors. A better way to replace subsistence farm is to cap the market access of POP and industry by local commerce capacity, so that not all goods can be sold to the market and not all needs can be bought from the market. But within a location, the supply and demand principle should still work to balance the workforce between materials production and food production, if #1 is implemented and if workforces are allowed to move across different buildings, RGO and food production. In that case, there is no need to breakdown peasants to soldiers and labors, though I don't specifically oppose this kind of granularity.
4. Talking about soldiers, if we have soldiers, do we still need manpower to represent the number of population with basic training? What are their difference?
5. Pops are now no longer getting their goods entirely for free: quite curious on how this could be implemented in previous version. There was no supply and demand system?

In summary, when there is a problem I think it's better to compare the economic system in game with reality, and to solve those problems by enahancing the system as a whole, instead of looking the issues piece by piece.
 
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My concern was that adding soldiers and labourers is actually multiplication of numbers of possible combinations of estates-religions-cultures pops in ~25 000 of land locations.
So I am happily surprised it has 0 performance impact or I got this separation wrongly.
I don't think a lot happens at the pop level.
death check, is there anything else that iterates every pop? Maybe assimilation/conversion. promotion and demotion are at the location level which they have to split across the existing pops I would think.

Pops don't have wealth, don't shift associations. Needs are handled at the location-estate level
 
3. Raw Materials economy could basically ignore deaths as long as you had enough peasants around: I don't see why this will happen, if more peasants are filled into RGO or other industries instead of producing food, then food price will rise and the farms will attract peasants back, unless you have an ugly "subsistence farm" that is outside of the supply and demand system and only serving as a pool of cheap labors. A better way to replace subsistence farm is to cap the market access of POP and industry by local commerce capacity, so that not all goods can be sold to the market and not all needs can be bought from the market. But within a location, the supply and demand principle should still work to balance the workforce between materials production and food production, if #1 is implemented and if workforces are allowed to move across different buildings, RGO and food production. In that case, there is no need to breakdown peasants to soldiers and labors, though I don't specifically oppose this kind of granularity.
I believe they wanted a bit of hysteresis or inertia on 'jobs'. So when a new level of RGO/building is formed the peasants don't instantly move. Same with things where peasants at RGO/Building die. By making a 'Laborer' which takes the place of peasants at RGO/ production Buildings it provides the desired effect. This matches what they do for Burgher, Clergy, Nobles already. New Burgher 'jobs' open up either through death or new building, Peasant start promoting to Burgher to fill the slots. This mechanic is already explained in the game.

4. Talking about soldiers, if we have soldiers, do we still need manpower to represent the number of population with basic training? What are their difference?
Same thing here as with laborers but for manpower buildings that employed Peasants. The didn't want instant filling of jobs

5. Pops are now no longer getting their goods entirely for free: quite curious on how this could be implemented in previous version. There was no supply and demand system?
There was supply/demand it just wasn't being paid for (as pops do not have wealth).
 
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What a shame. I'm sure the Castilian players would love for the game to be in Mexican Spanish, or Portuguese players if their translation was Brazilian
:rolleyes:
Most games are localized into Brazilian Portuguese over European Portuguese for the exact same reason most games use US English. And afaik there's significantly more difference between BR and EU Portuguese than US vs UK English so it's more inconvenient for them.
 
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Want to say on the soft building cap any chance you could also have it based on population? If I'm lets say wanting to play a small nation like Ragusa or something I feel it could be restrictive in the long term.
 
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Want to say on the soft building cap any chance you could also have it based on population? If I'm lets say wanting to play a small nation like Ragusa or something I feel it could be restrictive in the long term.
Each development point adds a building level, and development is actually tied with population.
 
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