Victoria 3

Victoria 3

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Cultural Repatriation Treaties
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11 Jul @ 6:34pm
23 Jul @ 8:03am
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Cultural Repatriation Treaties

Description


Cultural Repatriation Treaties
Game Version – 1.9.7
Mod Version – 1.1.2 "Rose Congou"

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.

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.

Real Political Consequences – Rising Turmoil: Bringing a poorly-accepted culture into your states will cause unrest and turmoil. Integrating new populations is never easy.

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
  • Offer a New Home: Offer to send some of your own people to another nation – if they're willing to take them.
  • 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.
  • Migration Mortality: Some migrants may perish on the journey, especially under harsh conditions or hostility, adding realism and strategic cost.



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: I'm trying to prepare a treaty with some country, but the cultures list in Culture Selection event is empty / incomplete. Why?
  • A: If the culture list is empty or missing entries during treaty preparation, it's usually due to the target country's migration laws. If they have Migration Controls, only cultures with 60+ acceptance are legally allowed to migrate – others will be excluded from the list. Also, primary cultures are never available for repatriation, since AI will never agree to send them away. To see more cultures appear, you can try influencing the target country to adopt better Citizenship laws or switch to No Migration Controls. It wouldn’t make sense for a country to sign a treaty that violates its own laws, right?
Popular Discussions View All (4)
10
14 Jul @ 1:46pm
PINNED: Bug Reports
Yaru
0
13 Jul @ 6:11am
PINNED: Feature Ideas
Yaru
0
12 Jul @ 1:27pm
PINNED: Mod Mechanics & Formulas Explained
Yaru
78 Comments
Yaru  [author] 59 minutes ago 
@Chocolayte, thats weird. could you provide me with more info? recreation steps, your actions, countries etc. You've prepared the treaty with diplo action, signed it in treaty screen with Repatriation article and then nothing?
Chocolayte 1 hour ago 
@Yaru the "Waves of repatriation start" Also no mass migation trigger after treaty.
Yaru  [author] 3 hours ago 
@Balder: this feature is my top priority for the next update. I've already finished the initial design and started coding last weekend. Real-life work has been busy this week, but I'm hoping to have a lot of progress made this weekend.
Yaru  [author] 3 hours ago 
@Chocolayte: which event do you mean? "Waves of repatriation start"? or flavor ones? what about the actual migration?
Balder 6 hours ago 
Very excited for "Offer a New Home", any ETA for it?
Chocolayte 7 hours ago 
Cultural Repatriation events didn't trigger in day 1 after treaty signed.
Yaru  [author] 24 Jul @ 12:52pm 
@StormtroopeR: hope everything is fine now :)
StormtroopeR 24 Jul @ 11:50am 
Yes, the movement of all pops was before the update.
Yaru  [author] 23 Jul @ 8:10am 
Fixed a bug where previously expired treaty preparation could affect new prepared one (your issue with Ashkenazi declined - South Germans signed).

By the way, your description "suddenly all Ashkenazi from Russia live in Tennessee" sounds alarming, looks like an issue from previous version (when all pops migrated on treaty break). Make sure your mod is up to date, it should be version 1.1.2 now, try re-subscribing to make sure.
Yaru  [author] 23 Jul @ 6:40am 
@StormtroopeR: thank you for your feedback, I will check this two cases today.
1) Thats weird, "Unexpected Skills" event is triggered by the event which is triggered only after treaty signing, not preparation. Could you describe your steps in more details?
2) Looks like rejection case is poorly covered now, I have to put more safety checks there. Please provide more detailed steps here as well, if possible. We can discuss it in Bug Repoers thread.
And what about 2 previous issues (culture screen pollution and migration after break)? Is it good now?