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Will strait tolls be present in the game as diplomatic income/expense? As i.e. Sound Toll which constituted up to two thirds of Denmark's state income in the 16th and 17th centuries.

Its related to trade but yes.
 
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Is there a reason why "Selling Food" has been chosen as a specific provincial source of income, and not "Selling Goods" in general? Will provincial economy activity be limited to food?

because food is another thingie
 
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How will estate taxation be balanced when consdering tags that do not have those estates? Are tags that have more estate options just in a better position since they can make more taxes or will there be something to counterbalance that?

more estates is not more money, its more ways to split the tax base.
 
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Will the game distinguish between crown-owned ventures and private ventures? In EU4, trade income was treated as a strange blend of the two.

yes
 
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Will there be better flags/coats of arms in Project Caesar? One of my biggest nitpicks of EU4 is seeing Somalia use the flag of the modern day country of Somalia or Illinois use a flag that was designed in the 1900s and never even used anyway.

We are using a similar system to CK3/V3 which has dynamic flags/coa.
 
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So if an island nation decides to only import food and not produce themselves, they would starve to death eventually if 100% blockaded?

would take a while, but yeah.
 
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@Johan

1) Can you debase currency like in EU4?

2) Can you literally ruin a game due to losing a lot of your population or is there a mechanism that tells you “enough is enough” and makes you stop the war/surrender to peace terms?

3) Will some of the plunder end up in the commoner estates wealth?

4) Is there any benefit to having a wealthy estate? Maybe socioeconomic progress? Will the wealth be broken down in a per capita calculation?

1) that is minting
2) you can ruin your game yes.
3) what plunder do you refer to?
4) yes
 
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Hi Johan,

Would we be able to set a tax rate per province? If so, would we be able to tax each estate differently in the province? It could work if there is a default rate, that the player can change if the province is unruly, or leave alone if the player doesn't want to deal with that level of granularity.

no
 
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So-- What happens when someone just refuses to surrender in Multiplayer and fights a death-war to the end, dragging their opponent down with them and allowing their enemy to inherit a burnt out country for their trouble as a sort of revenge? This is already an endemic problem in EU4, surely Caesar will have some kind of in-game fix to stop this behavior outside of us having to just not let players who play like that in

The Peace system has ways to attempt to stop that.
 
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BLINK!!! Eyebrow raised above top of head.

Goverment feeds the people? I would imagine they themselves can buy their own food and thus control shouldnt be an issue yet. Tax levels and roads/ports should tho matter as a multiplier for purchase over sales. That in turn would move the BASE TAX _BEFORE_ taxgain are modified by control.

So overall money loss/gain re food from the treasury point of view would be lower the lower the control,

lol, i meant selling food reduces the gold you get
 
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@Johan
Will there be a system where you can cut spending on only some troops that you have? For example, you have 100k troops but want to fully pay only 30k, if you get declared war by someone, you would have at least some troops to defend in the first months of war.

no
 
So more in the direction of a royal (or whatever the title would otherwise be) guard as a small troop that is constantly available to the top dog?

Yes, for most countries thats how it is at the start.
 
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Out of curiosity, from who are we taking loans ? (besides countries/players loaning to us as thats not a reliable thing)

We will talk more about loans next week
 
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