Victoria 3

Victoria 3

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Cultural Repatriation Treaties – Dynamic Pop Migration
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11 Jul @ 6:34pm
12 Oct @ 6:30pm
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Cultural Repatriation Treaties – Dynamic Pop Migration

Description


Cultural Repatriation Treaties
Game Version – 1.10.5
Mod Version – 1.2.6 "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: 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?



My other mods:
Popular Discussions View All (4)
12
23 Sep @ 4:42am
PINNED: Bug Reports
Yaru
7
24 Sep @ 9:27am
PINNED: Feature Ideas
Yaru
5
4 Aug @ 5:03am
PINNED: Mod Mechanics & Formulas Explained
Yaru
168 Comments
alisao 15 hours ago 
cool planned feature. brazil did it with europeans and even the japanese
AMW 13 Oct @ 4:29am 
great!:lunar2019deadpanpig:
Yaru  [author] 12 Oct @ 6:40pm 
A Look Ahead: Announcing Update 1.3! (WIP)

While I continue to monitor for bugs, I'm excited to announce that work has begun on the next major update, Version 1.3 . This update will introduce a new, economically focused treaty: the "Sponsored Migration Program" .

This non-forcible treaty will allow you to directly pay another nation to recruit a percentage of their primary population to fuel your industries and settle your lands.

Conversely, you will be able to receive payment for sending your own people abroad.

The cost and AI acceptance will be dynamically calculated based on the number of pops and the wealth of the nations involved. This adds a powerful new tool for peaceful demographic engineering and economic statecraft.

Stay tuned!
Yaru  [author] 12 Oct @ 6:36pm 
Update 1.2.6: Awakening & Balance

A new update is live, focused on balancing and integrating mechanics from the 1.10 "National Awakening".

Key Changes:

80% Migration Cap: To improve realism, a single treaty will now migrate a maximum of 80% of a culture's population, preventing the complete depopulation of nations with one action.
Subject Modifiers: The AI's acceptance is now influenced by its subject type, liberty desire, and attitude towards its overlord, giving you more leverage.
Cultural Fervor: Fervor from the "National Awakening" DLC is also a factor now. The AI is eager to let go of high-fervor pops but reluctant to accept them.
Subjecthood Law Balance: The acceptance threshold for 'Migration Controls' has been lowered to 40 for nations with this new law, making more cultures eligible.
Fixes: Corrected a calculation bug that could cause some AI acceptance values to be duplicated.

Thank you for your feedback!
ivastiel 12 Oct @ 8:50am 
Thank you so much for taking our feedback, I love this mod and can't play without it. Super grateful for the update, and great work!
Yaru  [author] 11 Oct @ 1:04pm 
Update for 1.10 & Future Plans

Hello everyone,

A small update is live to ensure compatibility with 1.10. I've fixed a few modifiers broken by the game update; everything else should work as intended.

I've also seen your feedback regarding the difficulty of choosing cultures to repatriate, and you are right. The new Subjecthood citizenship law in 1.10 significantly lowers cultural acceptance for many nations (e.g., Austria now has only 40 acceptance for North Germans).

Please remember that if either country has the Migration Controls, you need at least 60 accept. for a culture to be eligible. The new Subjecthood law makes this very restrictive. If you want more repatriation options, consider changing this law. Even National Supremacy often provides better acceptance.

I am now working on the next content update. The plan is to introduce some new mechanics, re-balance existing numbers, and integrate new 1.10 features like Fervor into the AI's decision-making. Stay tuned!
EarthWorks 11 Oct @ 2:41am 
update
Dante 18 9 Oct @ 7:35pm 
109 countries
***BICAKCI***CESUR*** 9 Oct @ 11:42am 
Thank u for this amazing mod and still worked
Yaru  [author] 6 Oct @ 9:00am 
@Horakoeri, yes, thats how it works. I described it in the "Mod Mechanics & Formulas Explained" thread...