Create Accepted Culture Communities with Edicts

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Author: UAV Enjoyer

Last revision: 16 Mar, 2025 at 01:16 UTC

File size: 144.94 KB

On Steam Workshop

Description:

The current process for immigration is highly random and dependent on the largely uncontrollable creations of cultural communities, which can take up to decades in game. This creates problems such as Britain not being able to hire English bureaucrats for their Hong Kong colony.

This mod fixes the problem by letting you spawn (with mean time reduced 100 fold compared to base rate) cultural communities of any accepted culture into any land you own under greener grass campaign edict, as long as you have any colonial institutions. So theoretically you can create Chinese communities in European lands as an African nation if you have multicultural acceptance. However, once the cultural community is created, the actual size of immigration flow is still determined by the existing mechanics (state attraction, infrastructure, etc.).

This mod is inspired by steam user casual’s Primary culture communities mod, which is now incompatible with 1.8’s discirmination updates. This mod’s logic is also more restrictive in the sense that it requires colonial institutions to activate, but more relaxing so that the effect applies to any fully accepted cultures.