Traditionalism Revived. Assimilation and Multiculturalism rework.
Updated for the latest game version (The Great Wave DLC), current features
Short summary:
– Aristocrats invest in factories, mines and infrastructure just like financial districts, but at a lower rate
– Assimilation now works even in other culture homelands, assimilation rate secret cap is removed
– Secession no longer will happen in provinces where revolting population has less than 25% population and 90% radicalism (used to be 1% population and 80% radicalism, which is absurd)
– Slaves are now able to be employed at factories, factories will buy goods and improve slave SoLs, substituting the lack of wages for slaves.
– Multiculturalism now has tech spread, assimilation and migration buffs.
– Multiculturalism now has education access debuff, higher radicalism and less government stability
– Ethnostate now has tech spread debuff, higher radicalism and higher native uprising chance
– Ethnostate now has birthrate, education access, and government stability buffs
Full summary:
Aristocrats and manor houses rework:
Despite what Paradox may claim, many aristocrats were, in fact, successful capitalists themselves and not just a bunch of bigoted reactionaries.
With this rework, manor houses, just like financial districts, are able to invest into manufacturing buildings, mines and all other facilities available in your country. Alas, at a lowed chance than financial districts. This, obviously, comes at cost of them obtaining more financial backing and, therefore, clout. But fret not, since aristocrats who own factories are now more likely to support industrialists over their original interest group.
War exhaustion and surrender rates:
Ever got frustrated when you declare war on an enemy, occupy 90% of your war goal, and then suddenly your war exhaustion starts skyrocketing, capitulation ticks from 0 to -100 in a month and you surrender? All while enemy lost much more, is almost bankrupt and is losing everywhere?
Then, in a game as China or Japan, a GP declares war on you, you defend yourself for years, enemy losing millions of soldiers and going bankrupt multiple times, but at best offering you white peace after years of struggle?
Well now, the chances are more even. War exhaustion ticking is extended to once per month instead of once per week, AI will actually care about bankruptcy and losses (Before that, even going full bankrupt will only add a 10% exhaustion chance for the AI) and most likely will accept a peace deal, that at least gives you some war goals.
Simultaneously the player now suffers more realistic war exhaustion and at much slower rate.
Assimilation, migration and discrimination.
Assimilation rates were finally fixed, removing the secret cap implemented by devs. Before, even if you were to cheat yourself a 100000% assimilation rate decree, it would not do anything in other homelands as well as cap assimilation at 0.02%.
Now, assimilation rates are much more realistic and ignore homelands. Now it finally is worth trying to promote national values and solidify control over the new region.
The process will instantly begin the moment you incorporate the new state and as long as there is at least 1 single pop of your primary culture.
Which leads us to the migration issue.
Ever noticed that you create a new colony and conquer a new region and not a single person from your culture ever moves there? It is as if Victoria 3 developers do not want you to be able to expand your own culture and colonized others, aside from their specific custom events or journals.
Now, colonizing regions adds colonists of your primary culture to the population of that region, just like in victoria 2!
There is, however, a problem:
Victoria 3 developers made that the region, that even has 90% of your primary population, will always try to revolt and succeeded to the country of it’s homeland. So you can have nonsense situations like Bulgaria losing provinces to Turkish revolt, despite there being like,10 thousand turkish people. Paradox confirmed that this “works as intended” and are not going to fix that issue. So, now, after some tinkering, succession chances depend more on % of revolting culture in said province and their militancy, compared to the older system, where even 5 of all population in all revolting regions was enough for the state to revolt and separate.
Slavery rework:
Currently, the slavery has no benefits whatsoever and is a number one goal to get rid off in Victoria 3.
Slaves do not have wages, therefore do not buy goods and contribute almost nothing to economy, since they can not work at factories.
In reality, horrors of slavery worldwide were mostly ended by the sheer will of Great Powers, for example, Great Britain, who was one of the main reasons the AST was put down for good.
Not because slavery somehow was not beneficial for the economy.
This rework features:
GPs which do not have slavery enacted are now much more likely to pursue doing so against weaker powers.
Slaves are now imported and exported to other slave trade law nations depending on unemployment rate.
Slaves can now work at the factories.
Building owners will now purchase goods for slaves, which will be consumed to improve their SOL, fueling economy.
Slaves with more militancy, worse SoL and higher % of population rates are more likely to revolt.
Citizenship laws rework:
Multiculturalism has been an ultimate solution to all of the issues in Victoria 3 for a while, even with a new update, implementing it makes everyone love each other, despite even in modern multicultural countries, people of different origins constantly clashing with each other.
Now, Multiculturalism has own drawbacks. No matter how much government and primary culture accepts others, this does not mean that other people accept each other.
This rework offers:
Ethnostate offers higher birthrate and more loyalists from accepted cultures higher literacy and education access and innovation at the cost of higher radicalism from discriminated pops, less acceptance, less assimilation, less technology spread from other countries and higher chances of native uprising during colonisation.
Multiculturalism offers more acceptance, higher assimilation rates and migration attraction, at the cost of higher radicalism, debuff to government stability and decreased literacy gain (due to amount of different cultures and languages), higher technology spread.
Everything in-between is a mix of these, with racial segregation being a “neutral” state of no buffs or debuffs, national superiority leaning towards ethnostate buffs and debuffs, while cultural exclusion towards multiculturalism buffs and debuffs.
Revisions:
Old revisions of this mod are available below. Click the link to download.
