Victoria 3

Victoria 3

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Cultural Repatriation Treaties – Dynamic Pop Migration
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5.345 MB
7 月 11 日 下午 6:34
10 月 20 日 下午 5:52
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Cultural Repatriation Treaties – Dynamic Pop Migration

描述


Cultural Repatriation Treaties
Game Version – 1.11.0
Mod Version – 1.2.7 "Cascara"

Forge a new path for your people. Introduces a deep, dynamic diplomatic treaty article allowing you to negotiate the mass migration of entire cultural groups, with profound political and economic consequences.

Are you enjoying Cultural Repatriation Treaties? Then consider to upvote it. Thank you!


Overview

Tired of leaving your cultural brethren to languish under foreign rule? Frustrated with unintegrated pops hampering your national unity? Or maybe you just always wanted the power to move pops? The Cultural Repatriation Treaties mod introduces a powerful new diplomatic tool that puts demographics directly in your hands.

This is not a simple "move pops" button. It is a complex, fully-featured diplomatic treaty article, integrated seamlessly into the game's new treaty system. You will negotiate, persuade, and sometimes coerce other nations into allowing the mass migration of a specific culture – either to your lands or from them. Every decision has a cost, and every treaty will send ripples through the political landscape of both nations.

Key Features

New Diplomatic Action & Treaty Article: Use a new diplomatic action in the lens to select the target culture and preview the AI's estimated stance. Once prepared, a corresponding treaty article appears in the treaty screen; signing it triggers monthly mass migration of the chosen culture's pops.

Negotiate for Your People: Request that a nation allow its population of a specific culture to mass-migrate to your country. Perfect for unifying your homeland or rescuing a persecuted minority.

Offer a New Home: Offer to send some of your own people to another nation – if they're willing to take them.

Immediate & Sustained Migration: See the results of your diplomacy instantly! The moment a treaty is signed, the first migration wave begins, lasting for about a month. As long as the treaty remains active, a new wave will be triggered every month, steadily moving the population within five years.

Deep AI Acceptance Logic: The AI won't just roll over. Its decision to accept a treaty is based on a complex calculation with a fully transparent tooltip, including:
  • Cultural Acceptance: Will the AI willingly part with a cherished, accepted culture? Or will they pay you to take a persecuted minority off their hands?
  • Economic Burden: The AI knows if a culture is made up of productive workers or unemployed/peasants, and their willingness to let them go will change accordingly.
  • Population Size: The AI will weigh the relative and absolute size of the population. They won't give up 50% of their country, no matter how much they dislike them!
  • Power Dynamics: Your relative rank and military strength can help "convince" a reluctant neighbor.
  • National Ideology: A nation's laws and pride as a Great Power play a crucial role.
  • Cultural Desirability: How much does the AI want the incoming culture? It will eagerly accept more of its own primary cultures but will be highly resistant to accepting groups it discriminates against.
  • Economic Need: How desperate is the AI for more workers? It will check for workforce shortages, unfilled jobs in its industries, and the availability of unsettled land to determine if it can support a new population.
  • Political & Social Factors: Is the AI's internal situation stable? High turmoil will make it reject newcomers, while the influence of powerful Interest Groups like the pro-industry Industrialists or the xenophobic Petite Bourgeoisie can make or break the deal.
  • Cultural Fervor: The AI is more willing to let go of high-fervor pops that cause domestic problems, but is more reluctant to accept an incoming culture with high fervor, viewing them as a threat to their own national stability.

Real Political Consequences:
  • Rising Turmoil: Bringing a poorly-accepted culture into your states will cause unrest and turmoil. Integrating new populations is never easy.
  • Shifting Radicalism: Allowing a valued culture to leave will enrage your nationalists. Forcing out a disliked culture will please them but anger the proponents of multiculturalism. Your political movements will react to your demographic policies.

Flavorful Random Events: Unexpected crises and stories during mass migration – from border clashes to strikes and cultural tension – adding depth and replayability.

This mod is designed for players who love deep, narrative-driven mechanics and want to engage with Victoria 3's population and culture systems in a completely new way. Will you be a benevolent unifier, a pragmatic population engineer, or an opportunistic nation-builder? The choice is yours.



Upcoming Features
  • Sponsored Migration Program: A new, non-forcible treaty type focused on economic diplomacy. You will be able to pay another nation to recruit a percentage of their primary population, or receive payment for sponsoring an emigration program of your own people. The cost and AI acceptance will be dynamically calculated based on the number of people and the wealth of the nations involved, creating a new tool for peaceful demographic engineering.
  • Migration Mortality: The journey to a new home is fraught with peril. A percentage of migrants may perish along the way due to disease, hardship, or accidents. This "Exodus Toll" will add a somber, realistic cost to every treaty, forcing you to weigh the human price of your demographic ambitions. Factors like relations and technology may influence the safety of the passage.



Localization



Q&A:
  • Q: Is it compatible with other mods?
  • A: Yes. This mod adds new events, modifiers, a diplomatic action, and a treaty article – it does not overwrite any vanilla files, so it should be compatible with most other mods.
  • Q: The culture list in the selection event is empty or incomplete. Why?
  • A: This is almost always due to migration laws. For a culture to be available, it must be legally allowed to migrate between both nations.
    • If either country has Migration Controls law, the culture must have an acceptance of 60+ in that country (40+ if country also has Subjecthood citizenship law).
    • Player can bypass his own country's Migration Controls if he has non-progressive laws (like Autocracy), allowing to select any culture regardless of acceptance.
    • The AI's primary cultures are never available for inbound repatriation, as they will never agree to give them up.



My other mods:
热门讨论 查看全部(4)
12
9 月 23 日 上午 4:42
置顶: Bug Reports
Yaru
7
9 月 24 日 上午 9:27
置顶: Feature Ideas
Yaru
5
8 月 4 日 上午 5:03
置顶: Mod Mechanics & Formulas Explained
Yaru
196 条留言
Yaru  [作者] 10 月 24 日 下午 4:36 
@Evan, @Kaiser:
1) Use the new "Prepare Repatriation Treaty" diplomatic action on a target country. Select the direction and culture for which you want to organize migration. Finish the event chain.
2) After you confirm the culture choice in the event, use "Draft Treaty" on the same country. The "Cultural Repatriation" article will be available and unlocked in the treaty negotiation screen. Sign the treaty with this article.
Evan 10 月 24 日 下午 12:27 
i dont get it what does this do?
Yaru  [作者] 10 月 24 日 上午 2:50 
@Kaiser: did you just use a diplo action or sign the actual treaty with the repatriation article?
Kaiser 10 月 23 日 下午 10:04 
i did the treaty but nothing happened
Sericaer 10 月 22 日 上午 1:36 
Thanks a lot! This is a real mod I need! And I wait for this feature "Sponsored Migration Program"
Yaru  [作者] 10 月 21 日 上午 2:25 
It was always -25%, in the last patch I tuned it down to -20% infl (and -10% auth). You mean “treaty signed” modifier, right?
big tiddy goth gf 10 月 20 日 下午 7:35 
-25% influence feel like too much, 10 or 15 would feel more appropiate imo
Yaru  [作者] 10 月 20 日 下午 6:14 
@Mañana, @mmls75, @jakesnyder655, @ivastiel, @tsnfosst, @Catholic Cardinal: check the latest update, you might like it.
击空明兮凌云志 10 月 20 日 下午 6:03 
哇哦,4分钟前更新,热乎的!
Yaru  [作者] 10 月 20 日 下午 5:54 
Update 1.2.7 is Live - Rule of Law & Bug Fixes

Hello everyone,

A new patch has been released, focusing on a bug fix and adding a new layer of strategic depth to migration laws.

New Mechanic: Circumvent Migration Controls
Do your own migration laws prevent you from accepting a needed culture? Authoritarian governments (e.g., Autocracy, One-Party State) without Guaranteed Liberties can now use their power to circumvent their own Migration Controls, allowing them to accept or send any culture regardless of acceptance. This power gives autocratic nations a new tool for demographic engineering. (Note: You must still respect the laws of the target AI nation).

This update also fixes a bug where the player's migration laws were not being correctly checked for inbound treaties.

Thank you for your feedback!