Victoria 3

Victoria 3

242 个评价
Cultural Repatriation Treaties – Dynamic Pop Migration
10
5
2
2
2
3
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
5.345 MB
7 月 11 日 下午 6:34
10 月 20 日 下午 5:52
24 项改动说明 ( 查看 )

订阅以下载
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
10
12 月 13 日 上午 8:58
置顶: Feature Ideas
Yaru
5
8 月 4 日 上午 5:03
置顶: Mod Mechanics & Formulas Explained
Yaru
214 条留言
Yaru  [作者] 8 小时以前 
@Showlox, oh thats a shame... might take some time
Showlox 8 小时以前 
@Yaru: Yes every mod has, they revamped the mod creation stuff I guess.
Yaru  [作者] 12 月 13 日 上午 8:57 
@***BICAKCI***CESUR***: Hi, did it break with the latest patch?
***BICAKCI***CESUR*** 12 月 13 日 上午 12:28 
uptadeeeee
Feebleburrito80 12 月 6 日 下午 12:06 
Yaru.
Yes, I have the Tech and Res mod but that is the only expanded timeline mod I have however I have run this mod with Tech and Res before with no issues beyond the 1936 timeline.
when I meant 1940s I meant generally late game and beyond the end date and it appears to happen at random in late game so I do not know how to reproduce it.
as for the mod list my mods are the following.

Skybox and zoom
Economic Imperialism
Labor Contract
Global Stats (GDP and POP)
Community Mod Framework
Formable Nations: Plus
Eloquent Treaties
Laws +
Hyper Aggressive pop merging
GDP plotline plus
Western Clothes: Redux
Tech and Res
Kuromi's AI
expanded Topbar framework
Headlines
More Cars.
Yaru  [作者] 12 月 3 日 下午 12:40 
Hi @Feebleburrito80. Thats very strange. This mod is not tied to the game year in any way.
What do you mean by "around the 1940s" exactly? End date is 1936. Do you run any expanded timeline mods? I haven't tested it with those. Please provide your mod list and reproduction steps.
If you lost your "signed" modifier, that means the treaty is broken somehow, i.e. with starting war or something.
Feebleburrito80 12 月 1 日 下午 6:30 
found a bug. after the game runs on for a while for example around the 1940s it will show the treaties still going in the diplomacy panel and for a couple months it will work but after that on my modifiers it shows no repatriation going on and also no immigration to my country and I am able to start new repatriation treaties. it works perfectly fine early game and mid game but around late game it starts to have this specific bug.
Thule 11 月 21 日 下午 1:45 
Add it as a Game option ? I dont wanna get rid of my plantation workers, I dont want them flooding my actual country.
Yaru  [作者] 11 月 20 日 上午 10:12 
P.S.: sorry guys, EU5 is out, development of new features will take longer than planned :)
Yaru  [作者] 11 月 20 日 上午 10:12 
Hi @Thule. I'm afraid that this possibility will affect the balance, which is what I'm trying to avoid.