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Victoria 3 - Dev Diary #99 - Colossus of the South

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Hello. This is Victoria, and today I have two very important reveals to share with you.

First off, the long-awaited Update 1.5 “Chimarrão”, which has been in Open Beta since September, will be released on November 14.

Second, it is my pleasure to announce our new Region Pack Colossus of the South, focusing on the Amazonas region of South America. Colossus will be released alongside Update 1.5, and will be free to all Grand Edition or Expansion Pass owners. The price of the standalone pack will be $5.99.

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Region Packs are a new type of product for Victoria, and will contain detailed content regarding a certain region or political sphere. They differ from Immersion Packs through a heavier focus on narrative content, and a lighter focus on art and mechanical systems. Whilst Region Packs do include some 3D and 2D art assets, such as clothing and event images, they do not include features such as new UI skins or building sets.

Infographics​

For those who would like a quick reference, we have these excellent infographics to help summarise the content.

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Paid Content

Colossus of the South is largely centred around the largest nation in South America - Brazil, with a selection of content for its neighbours. Owners of Colossus of the South will be able to experience events through Brazil’s history from 1836 to 1936 through new journal entries and events, with plentiful flavour and alternate-history options.

In addition to in-depth content for Brazil, Colossus of the South contains a selection of journal entries for Paraguay, representing the buildup to the War of the Triple Alliance. For the other Hispanophone South American nations, the region pack contains journal entries revolving around pan-national ambitions, from Gran Colombia, to the United Provinces of Rio de la Plata, to Simón Bolívar’s greatest ambition - a unified Spanish-speaking South America.

Magnanimous Monarch

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Brazil begins the game in a perilous position, with an eleven-year-old monarch on the throne, and a country in a state of revolt and political upheaval. The Magnanimous Monarch journal entry is the primary journal entry of Brazil’s early game, and will remain until Pedro II either perishes or is removed from the throne.

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The progress of this Journal Entry will be determined by actions carried out through the game, tied into nearly every piece of content experienced by Brazil.

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Whilst Pedro II represents the Intelligentsia class, and the royal family is abolitionist, the extent to which the entrenched agrarian oligarchy is willing to tolerate reformism is severely limited. Failing the crises that embroil Brazil throughout his reign will lead to the military and landowners coming closer and closer to assuming unrestricted power, whilst successfully centralising authority and tying the nation together will bring them further from doing so.

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If one wishes to embark upon the monarchist course, one must seek to minimise the power of the Landowners and Armed Forces, keep Brazil on a strong and stable course, and be willing to take short-term penalties for long-term political gain.

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If all goes well, rather than heralding the end of the Empire, Pedro II’s death will be regarded as only the beginning of a continued, enlightened reign.

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On the other hand, whilst the Landowners remain basically supportive of the institution of the monarchy, continuing down the reformist road will alienate them further and further, until they become full-fledged supporters of an oligarchic Republic.

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If the monarchy continues to alienate their interests enough that the progress bar reaches zero, the military will march on Rio de Janeiro hand in hand with representatives of the oligarchy, and put an end to the Brazilian Empire.

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The Matter of Slavery

The economy of Brazil, dependent largely on agricultural exports, is massively dependent upon slavery as a source of cheap labour. Whilst abolitionist elements in society, including the royal family, condemn slavery, to truly abolish it represents an enormous struggle.

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Whilst Brazil has formally outlawed the slave trade, this ban is widely ignored, with Brazilian slave ships continuing to rove the Atlantic, shipping new slaves from Africa to the fields of Brazil. This slave trade has embroiled Brazil in a constant, low-level conflict with the British Empire on the Atlantic, with the Royal Navy vessels of the West Africa Squadron occasionally boarding and seizing Brazilian slave ships - even within Brazilian waters, if they so desire.

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Whilst Brazil preserves the Slave Trade law, these interceptions and crises with Britain will continue. In order to keep track of this state of affairs, Britain possesses a similar journal entry, providing a British player several tools for combating Brazilian slavery on the high seas.

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Similarly to the Magnanimous Monarch journal entry, the Matter of Slavery journal entry possesses a set of conditions that will lead to its decreasing or increasing. Leaning into the Landowners - a necessity, if they are particularly powerful - will deplete the progress bar, bringing slavery closer and closer to being a permanently entrenched institution, whereas keeping the bar at a stable level will prevent this outcome from occurring.

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The official stance of the nation on slave trading can be switched every two years via the second button in the journal entry, either providing bonuses to suppressing the slave trade at the cost of angering the Landowners, or the inverse.

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Despite these measures, however, the only truly comprehensive way to end the slave trade will be to pass the Legacy Slavery law, which will end the harassment of Brazilian vessels, and slow the progress of the progress bar towards zero.

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Enacting Legacy Slavery, however, is not the end. In order to truly end slavery, Brazil will need to risk the ire of the Landowners, and the credibility of the monarchy, by enacting the Slavery Banned law. Fortunately, with this journal entry, there is a tool through which this process may be expedited, albeit controversially.

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The issue of slavery is the most contentious one in Brazil - even a forced slavery ban through a war with Britain will infuriate the Landowners, and bring the monarchy closer to falling.

Coffee and Milk

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Brazil, throughout the nineteenth and early twentieth centuries, has had an economy centred around coffee and other agricultural products. The River of Coffee journal entry, triggered by researching Intensive Agriculture and investing into the plantation sector, will guide Brazil in a more agrarian direction, presenting incentives for both a human player and the AI to invest into the coffee industry.

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In order to complete this journal entry, producing lots of coffee is not enough. Brazil must find a buyer for it all, whether that is through greatly growing the domestic economy or through exports. With the relatively low population of Brazil at game start, exports is the most sensible path - and if focused on, can grow the Brazilian economy to new heights.

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With wealth, however, comes power. As the Brazilian plantation economy grows, a new trend will emerge in politics - the monopolisation of power by the agrarian oligarchy, and politics being increasingly bent around two states. Whereas historically these two states were Minas Gerais and São Paulo, in Victoria 3, additional combinations are possible.

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Whereas the River of Coffee journal entry represents the economic side of agricultural development, the Coffee with Milk journal entry represents its political consequences. The presence of the monarchy will prevent the absolute worst excesses of the Milk-Coffee system from emerging - but, if the empowered landowners created by the agricultural boom are able to institute their ideal Republic, there will be no limit as to what they may do.

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Pictured: The name of the Conservative Party under a Brazilian Republic has a dynamic name, determined by the most prosperous non-capital state.
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Now, what’s that new mystery ideology that the Landowners have? You’ll see in a moment, once we cover Positivism and its impact on Brazil.

The Coffee with Milk journal entry may be escaped through breaking the power of the Landowners and modernising Brazil - but how to do that, when they control politics so heavily? The next piece of content will present the answer.

The New Republic

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Once the Political Agitation technology is unlocked, if the Brazilian landowners remain powerful, a populist movement will begin in Brazil, seeking to break the power of the landed aristocracy and bring modernity to the nation.

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This movement will rely upon an alliance between the Intelligentsia and Petit-Bourgeoisie, both urban classes whose influence has been arrested by the dominance of the agrarian oligarchy. As opposed to developed nations, where the petit-bourgeois have everything to lose, and zealously guard the status quo, in Brazil, they have everything to win by finally overthrowing the old order. To represent their current interest in modernising the nation, this journal entry will grant the Moderniser ideology to the petit-bourgeoisie, which will make them marginally less reactionary and slightly more useful.

Pictured: They simply love the Regime.
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The populist movement will persist until it can either overthrow the government or get squashed down by the current order. Turmoil, Unemployment, and Petit-Bourgeois clout will advance it, whilst Loyalists, and Home Affairs and Policing Institutions will fight against it.

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Whilst the Populist Unrest journal entry is ongoing, events will appear that pertain to officers’ revolts and growing organisation amongst the urban “liberal classes”.

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If this movement succeeds in overthrowing the current Landowner-dominated government, it will seize power in a swift coup, and instate the Autocracy law, under the justification that that current political system has utterly failed Brazil, and requires a total reorganisation.

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Once the Petit-Bourgeoisie and their allies have successfully overthrown the government and installed their own modernising regime, a new journal entry is unlocked, inviting Brazil to implement a variety of reforms desired by the modernisers, as well as crushing communism.

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This dictatorial period will invite the rise of many other radical ideologies and new vectors for social unrest…

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…as well as new potential allies for the government to help see through their agenda.

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Nation-Building

In 1836, Brazil is not a truly united nation, but rather a patchwork of regional identities loosely unified by sharing one government. From the start, the government will need to struggle with this, and seek to construct a unified Brazilian culture from the disparate identities of Brazil.

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Four new cultures have been added to Brazil - Nordestino, Sulista, Paulista, and Amazonic, representing different regional identities. These populations will represent sizable minorities at game start, and, due to the fact that Brazil does not have any of these cultures as primary, a constant risk of secession.

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Through fulfilling the conditions listed for each culture, which will require interacting with other aspects of Brazil’s content, the disparate regional cultures will be, one by one, brought into the fold.

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If these cultures are not successfully integrated within fifty years of the start date, the integrity of the nation will be compromised, and secessionist sentiments will begin to flare. Additionally, a failed integration of the regions will harm the monarchy, potentially bringing Pedro II’s reign to ruin.

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New releasable nations have also been added, representing the various cultures of Brazil, in addition to the existing secessionist tags. Piratini is now a Sulista state, and Grão-Pará is now Amazonic.

Pictured: Paulistania represents the Paulistas, Angola Janga the Afro-Brazilians, and the Confederation of the Equator the Nordestinos. Minas Gerais is Brazilian culture, and Piratini and Santa Catarina are Sulista.
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Positivism

Pictured: Auguste Comte and the Positivist ideology will be free for all players.
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The history of Brazil and Latin America has been heavily marked by the influence of Positivism, a philosophical strand, ideology, and atheistic religion founded by Auguste Comte. In the early game, France will receive a new, free event representing the foundation of Positivism - unlocking the Positivist ideology for the rest of the world. Many years will pass between Positivism’s development and its popularisation - but once certain technologies are unlocked, it will make its entry into the political scenes of eligible nations.

Pictured: Owners of Colossus of the South will be able to experience the full extent of the Positivist movement.
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Similar to existing journal entries for political movements, such as the Nihilism and Communism journal entries, the progress of Positivism will be tracked through a variable, and be able to be influenced through events. Nations with the Positivism journal entry will be able to either make choices to endorse or suppress the ideology, with the end results of the journal entry dependent on the choices made therein.

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Whilst this journal entry is underway, events about Positivist influence in elite circles of society will appear - especially in the military. Embracing Positivism fully will grant benefits to military science and the influence of the Armed Forces, at the cost of greatly increasing the spawn rate of Positivist leaders, and the political influence of officers and intellectuals.

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In the end, the fate of the Positivist movement will depend on the degree of influence they have been able to receive. If the movement is politely but firmly rejected, they will be regarded as just another ephemeral trend…

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…but if fully embraced, the influence of Positivism will be certain to remain for time to come.

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Pictured: Brazil’s unique interaction with the Positivist content, which grants them a slightly more modernist Landowners interest group. If one wishes to pursue the historical Oligarchic Republic route, this may be an excellent asset.
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The Paraguayan War

Paraguay in 1836 is a peculiar nation indeed. An isolationist state in the heart of South America, it is ruled by the iron fist of Doctor José Gaspar Rodríguez de Francia, an eccentric dictator devoted to transforming his nation into a Rosseauian paradise.

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Paraguay begins with a set of laws reflecting its unique situation, a journal entry for Francia’s rule, and leaders with a unique ideology - Despotic Utopian.

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However, the Perpetual Dictatorship cannot necessarily last for as long as it advertises. Once Francia dies, a power struggle will emerge within Asunción, allowing for either a change in course or a continuation of Francia’s vision.

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When the dust is cleared, and Carlos Antonio López has ascended to the position of President of Paraguay, a new journal entry will be unlocked, covering the rapid modernisation of Paraguay in the post-Francia period.

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The buttons of this journal entry present powerful opportunities for modernisation, allowing Paraguay to experience the boom in population and GDP growth that it did historically.

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Once this journal entry is complete, Paraguay will be in a strong position to challenge its neighbours - and, if one wishes to follow the President’s desires, challenge them it will.

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This journal entry, “Si Vis Pacem, Fac Bellum” permits for a modelling of the historical War of the Triple Alliance. An AI Paraguay that reaches this stage will have its aggression massively increased - and, with the developments provided by the previous journal entries, will serve as a worthy opponent for the other South American powers.

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Once Paraguay launches a diplomatic play against Argentina for Corrientes, the war will escalate, granting journal entries to its opponents, and encouraging them to stand together against the invasion.

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A selection of historical commanders for Paraguay with advanced defensive skills have been added, ensuring an interesting, challenging, and historical experience re-enacting this conflict.

If Paraguay can manage a victory in this war, great benefits await it…

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…but a loss will bring utter ruin to the nation.

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Pan-Nationalism

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In 1836, South America still bears the scars of its wars of independence. It has been marked by both the struggle against Spain, and against itself - the collapses of the state of Gran Colombia in the North, and the United Provinces of the Rio de la Plata in the South. Despite this, pan-nationalist thought remains prevalent, especially in the former Gran Colombia.

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In Colossus of the South, as one’s nation develops, it may choose to either embrace these pan-national identities, preserving its broad starting culture, or abandon them, surrendering its greater claims in favour of harmony with its neighbours and the development of a unique national culture.

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Colossus of the South’s pan-national Journal Entries will be active for as long as a nation can retain its North Andean, South Andean, or Platinean culture. Successfully forming a pan-national construction will allow a nation to retain one of these cultures, whilst failing to do so will lead to its loss. What will replace these cultures as time goes on is the subject of the Culture section below.

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Once one of these nations has been successfully formed, however, that is not all.

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Once Pan-Nationalism is researched, a North Andean or South Andean nation that has successfully retained its starting culture and has either formed its formable or simply expanded by a large amount will receive the option to adopt a maximalist approach to South American unity. This approach will take the form of Simón Bolívar’s dream - the Federation of the Andes.

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The Federation is a new major formation available to owners of Colossus of the South, and enabled by accepting the Federation proposal.

Pictured: One of the Federation’s possible incarnations.
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Of course, this configuration is not the only one that it can assume. If the Federation is formed by a Rio de la Plata that adopts the South Andean culture, for example, it may be able to assume new territories and names.

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Free Content

In addition to the paid content coming in Colossus of the South, Update 1.5 will include a selection of free content to improve South American gameplay as a whole.

Peru-Bolivia Rework

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The starting situation of Peru-Bolivia has been reworked in Update 1.5, to include the governments established in the wake of the Salaverry-Santa Cruz war of 1835-36. Where a unified Peru once stood, there is now North Peru, South Peru, and Iquicha, states subordinated to the Supreme Protector of Bolivia, Andrés de Santa Cruz.

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At game start, the states of the Peru-Bolivian Confederation are working to establish a stable government with a functional constitution, whilst facing pressure from their neighbours. The Peru-Bolivia journal entry has been reworked, now requiring the maintenance of a legitimate government and the management of more component states against foreign aggression. The Peruvian states will begin with a large amount of radicals, presenting the constant risk of a revolt to break free from Bolivian influence.

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The Peru-Bolivian Confederation, if it forms, presents a serious challenge to the balance of power in the region - and the nations facing off against it know this well.

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Whilst the process of unifying the Peru-Bolivian Confederation is ongoing, AI nations will have greatly increased aggression towards Peru-Bolivia, seeking to forcibly dissolve the Confederation by liberating Bolivia’s puppets. A new journal entry has been made available for player nations with an interest in the region, presenting solutions to this problem. Either the Confederation must be smothered in its cradle, or it must be made amicable.

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If these threats are averted, however, the Peru-Bolivian Confederation shall transition from being a concept that exists on paper to a truly powerful nation - one which is certain to use its population and gold deposits to dominate the Andes and provide a counterweight to Brazil.

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Migration

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The New World of the nineteenth century has enormous potential, but a low population that hampers the exploitation of its resources. Free to all players, Update 1.5 contains a journal entry for all New World nations designed to greatly boost immigration from Europe and allow for fully populating one’s nation.

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In addition to boosting base migration attraction whilst it is active, this journal entry permits a North or South American nation to create migration targets within its territories, drawing European migrants in search of a better life.

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Update 1.5 includes modding support for mass migrations, allowing for the creation of migration targets in script for all of your immigration or emigration encouragement needs.

Culture

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The South American states are young nations, only recently winning their independence from Spain. At game start, many aspects of their national identities are mixed with their neighbours, built primarily from shared regional struggles. These loose regional identities are represented through the existing North Andean, South Andean, and Platinean cultures.

Upon researching Nationalism, however, this will rapidly change.

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Once the first national identity journal entry appears, a South American nation will be set on a race against the development of its own identity. Once the progress bar reaches 100, the shared regional culture will be replaced with a true national culture, locking it out of the pan-national content. Whilst regional formations will still be available, they will be prone to secessions, and the Federation of the Andes will be no longer possible.

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Upon completing this journal entry, the nation will lose its previous regional culture, and gain a new national culture. The new national cultures will begin with homelands solely in a nation’s capital, with the previous culture retaining its homelands, but no longer being a primary culture.

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This is very easy and simple for one-state nations such as Uruguay - but what about larger nations, with a hinterland which is not necessarily clued into the work of the nationalist intellectuals of the capital?

Pictured: If one wishes to become a Buenos Aires-centred Argentine ethnostate and oppress the unenlightened Platineans of the rural provinces, one can certainly do that, but there are other options.
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The “A New National Identity” journal entry permits for the spread of this new national identity across the provinces of one’s nation, bringing the light of culture to areas outside its capital. The “Promote National Identity” button spreads the new national culture outwards from the capital, prioritising states that border the capital to convert.

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As time goes by, a nation is developed, and pops in the newly spawned homelands of its national identity assimilate, the culture will expand further and further, until all of one’s nation has embraced its new national identity.

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1.5 contains one new culture for each existing South American nation - Ecuadorian, Venezuelan, Colombian, Argentine, Chilean, Uruguayan, and Paraguayan. Whilst expansion is very much possible in the early game, doing so in the late game is hazardous - whilst any amount of South Andeans can be converted to Bolivians, one cannot convert a Peruvian.

Amazonas

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For all nations that own Amazon states, the Exploiting the Amazon journal entry has been reworked, with all-new buttons for transforming the Amazon Rainforest into an asset. For Brazil, it contains additional content, granting the ability to claim the state of Acre from Peru-Bolivia and resolving border disputes in Brazil’s favour.

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By creating Rubber Plantations in the Amazon, nations with this journal entry will be able to transform the Amazon Rainforest state trait into something less punishing and more useful for a rapidly industrialising nation.

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Pictured: The state traits granted by advancing through this journal entry.
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Unlocked by having sufficient military power and positive enough relations with its neighbours, the Treaty of Bogotá and Treaty of Ayacucho permit peaceful expansion of Brazil’s territories into the Amazonian states owned by Bolivia and Colombia.

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This is not the limit of Brazil’s expansionist ambitions, however. If a Brazilian player wishes, they may use this journal entry’s buttons to claim the Bolivian state of Acre, opening a new journal entry - the Acre Dispute.

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Pictured: The full extent of the Brazilian Amazon, following the use of every option in this journal entry.
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Achievements

To wrap things up, here are the six more new achievements directly tied to Colossus of the South’s content.

Magnanimous: Playing as Brazil, complete the Magnanimous Monarch JE and preserve the monarchy.
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Federation Day: Form the Federation of the Andes.
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Estado Novo: As Brazil, make Vargas your ruler and complete the New Republic JE.
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Piratini, not Pira-tiny: Starting as Piratini or Grão-Para, have a higher GDP than Brazil
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Republic or Death!: Starting as Paraguay, complete the Expanding Paraguay and Populating the Americas JEs.
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Devil's Railroad: Complete the Exploiting the Amazon JE and build railroads in all Amazonian states
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And that is all. Thank you for reading.






South America plays a fascinating role in the Victorian century, both in its countries' internal development and in how the struggles and conflicts in the region came to impact the world as a whole. It has been very interesting to research and develop narrative content for Colossus of the South, and exciting to see how it affects the experience of playing through these nations' many potential stories. The revised mechanics available in Update 1.5 "Chimarrão" - military improvements, Companies, local prices, Diplomatic Play options, and more - also add a lot to the experience. We hope you will enjoy playing it as much as we do.

For those of you who won't already get it for free with the Grand Edition or Expansion Pass, you're able to wishlist it on Steam already.

We will now get busy putting the final touches on Update 1.5 and compiling the absolutely massive changelog, which you will get access to in the next Development Diary on November 9th. Until then, Victorians!



Hello Victorians!

Community Manager Pelly here. That was a monster of a dev diary, 88 pages in all!

I have something to share about the Expansion Pass, due to technical difficulties, Colossus of the South will not appear in the Expansion Pass Steam store page immediately. It is being worked on to appear as soon as possible. We will keep you updated on this!

Alongside this, when the region pack releases on the 14th of November owners of the expansion pass will need to 're-buy' the pass to gain access to the region pack. This will not cost you anything as in the pass, like the American Buildings pack, Colossus of the South is marked free.
 
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Great changes and IMO a fair price.
However, since this DLC has the Paraguayan war as one of its focuses, I'd like to point out that with the current state setup it is not possible to recreate the borders resulting from that war. The state of Alto Paraguay should be divided in two to allow for the historical borders to happen.
 
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On the other hand, whilst the Landowners remain basically supportive of the institution of the monarchy, continuing down the reformist road will alienate them further and further, until they become full-fledged supporters of an oligarchic Republic.

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Pictured: Brazil’s unique interaction with the Positivist content, which grants them a slightly more modernist Landowners interest group. If one wishes to pursue the historical Oligarchic Republic route, this may be an excellent asset.
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As seen above the Landowners can have 2 ideologies changed, for better or worse.
But what about the others?
Will the Armed Forces get Caudillismo if they turn against the Monarchy as it happened historically?
Will Intelligentsia become a little less Republican and more supportive of Monarchy if the Fall of the Empire is avoided and a time of a unshackled enlightened monarchy begins?
 
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Considering Pedro II is from that IG, an Elightened King movement for the Inteligentsia after his passing would be pretty neat
 
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Hello Victorians!

Community Manager Pelly here. That was a monster of a dev diary, 88 pages in all!

I have something to share about the Expansion Pass, due to technical difficulties, Colossus of the South will not appear in the Expansion Pass Steam store page immediately. It is being worked on to appear as soon as possible. We will keep you updated on this!

Alongside this, when the region pack releases on the 14th of November owners of the expansion pass will need to 're-buy' the pass to gain access to the region pack. This will not cost you anything as in the pass, like the American Buildings pack, Colossus of the South is marked free.

Update 30/10/23:
Colossus of the South is now visible in the Expansion Pass!
 
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I am also worried because of the incentive structure. Paradox's business model makes it hard to sell a product that is "we improved the fundamental mechanical systems underlying our game". It makes it easy to sell expansion packs that are "here is a new mechanic that is grafted onto the existing game" or immersion/content packs that are "here are art assets and journal entries added to the game". Especially with the latter you can do the relatively cheap labour of programming event chains (sorry, we're not allowed to say events are we. I mean journal entries.) compared to the more complex task of adding/changing systems.
I think that's why most of Paradox's in-house games have switched to expansion pass-style systems (Stellaris only sells passes on console afaik but their PC release schedule follows the same pattern as one). One pass is a major expansion DLC + two minor DLC (or more for Vic 3's because of the art/music packs), covering about four patches across a calendar year. By bundling them together, the whole thing can be given a set budget for the year and resources allocated where they're needed.

The fundamental improvements to the underlying systems are the free patches like 1.2 and 1.5 and whatever accompanies the expansion release (e.g. how CK3's Royal Court patch improved the culture system for everyone), funded by the Grand Edition/Expansion Pass 1 DLC.
 
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Personally, I don't really care about south america.

Would have been nice to hear more about where the 1.5 update is, as this is the update that actually touches core mechanics, and tries to fix the game.
And also what plans are after 1.5, because the 1.5 is but one step into fixing the game, much work remains.

Devs told me for exemple, that they sent a dozen dossers full with ideas how to rework naval combat and all, which includes a basic thing like having individual, actual ships, and not abstract groups of 1000 moanpower units fighting on the sea like on land.

Would be nice to know about that kind of ideas and logterm plans are, not a south american cosmetic dlc.



Also about all the ideas the people are giving, and upvoting on discord, dozens of quality of life improvements, and changes and upgrades to core game mechanics. Would like to know when will it be possible to play stable mutiplayer games, even into lategame. Heck, even stable singleplayer late games lol.

I mean the devs know, but pls tell the greedy corporate too that the game is not ready, and that it would attract more customers if the product would be finished, and be good at what it does.

PS: To all the red x-ers, pls tell me what u disagree with? U don't want to see this game actually getting better where it matters the most?
First of all I agree that we do need more mechanics, improvement of core mechanics, and that is the most important but to do so, a South America focused content DLC is the best move as one of the first DLC's, and I reached that conclusion months ago, here is why:

The game is still in its early phase, if we compare eu4 or ck2 on its launch to what it is today we can see that they are a whole different game, it takes time to develop new mechanics, they demand deep knowledge of the game because they change the whole game, new mechanics gradually limit the potential of the game like we see in ck2 where they got to a point that they needed to make a whole new game in order to fit in more depth to the franchise, you can only improve something so much.
Therefore the first DLC's should not focus on mechanics so much (if we want good mechanics) but to add content.

Content serves as the foundation upon where we build mechanics, for example the mechanics of the ACW are poor at the moment, by exploring SA they can draw parallels to what led the ACW to happen in terms of how the game works by comparing the history of the ACW and SA, so if they would add a mechanic for the ACW it would be limited and lacking of scope, but by exploring SA they have more material to develop a mechanic that translates its own need, since Brazil had many of the same issues as the USA but an entirely different outcome, now the devs are better equipped to develop a new mechanic to represent the ACW or even any struggle in any nation banning slavery.

Also the more content they add the more insight they gain of what the game is asking for, the very process of developing such mechanics requires a greater comprehension of how the playabilty of the game works (how the many different aspects of the game interact with each other in relation to the content, the needs and the potentials), otherwise we get halfass mechanics that would limit the game down the line and that would age poorly and feel outdated in a year or two. HOI4 and EU4 both suffer from the mission tree curse which imo is a great mechanic but the worse thing for developers because they have to constantly revisit them to balance and/or add/tweak/remove mechanics. This is the result of adding mechanics before having enough content to support them. That said SA is one of the best candidates to add content and test new ideas. Think about it as a test ground for future DLC's (and big mechanics) much like the Spanish civil war was a test field for the nazi German military.

SA was of great influence and significance to Europe and the USA in that time period, some of its smaller nations were bigger than most nations of Europe, just one state of Brazil (Mato Grosso) is almost twice as big as France while proportionally holding the same potential of agricultural production, SA was instrumental in the unification of Italy, it influenced european-american migration just by existing and by extent their economies, it supplied Europe with cheap plantation goods such as sugar, coffee, cocoa and later on rubber which further influenced the European economy. Its potential is also of great significance, Paraguay was close to become a small industrial powerhouse, Brazil could have surpassed the USA, Argentina too, Gran Colombia if formed had the potential to become a rich developed nation, Peru-Bolivia had the resources for being self sufficient, because of many factors it is what it is today but it could easily have been very different for any of those nations, in some cases one decision could have been the difference between a broken nation to a great power.

Now we all know the core game players of any PDX game, usually plays European nations or the USA and that also the core market is European and American, that's one of the reasons why SA gets little to no love in their games, the other reason is the game's timeframe and SA's impact in that timeframe. SA in EU4 barely scratches the surface, they could focus on the region's colonization but its just not worth it, CK3 needless to say, and HOI4 had SA in its roadmap but we never got to see anything there even though SA had more things happening than in the USA at that time. At one point or another PDX would have to develop SA in V3 and to be honest there is no better game or a game that needs to explore SA more than V3.



So yeah that's pretty much what I think the reasons of all the "x" you are getting, PDX is more than financially and strategically justified. We the players want improvements in the core mechanics and new mechanics yes, but we need to be patient, like any other PDX game on its launch V3 is still a child, it needs to grow a little before it can learn walking, only then it can start learning riding a bike or start doing new things, the cool things we want it to do. This DLC will provide devs with more insight and a better understanding of what the game is asking for, adding more content helps with that and serves as the base upon to build such mechanics, and that's what we need for good mechanics and improvements in core mechanics.

And to be completely honest, yes I am brazilian and yes I am probably biased and yes probably many of the "x" you got are nonsense, but still that's the rationale behind this DLC imo and I do believe it is unbiased enough to be true to why you got so many "x", and yes I thought about all of that months before they announced this DLC, SA is the best test field to develop the game by being one of the first DLC's and will serve them right by paving the way to future DLC's and improving core mechanics just as developing new ones.
 
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Do you think it will be possible to add new regions/states to these countries? I always end up bored because Brazil could have more states, specially in the Northeast. But Amapá, Mato Grosso do Sul, Tocantis and Roraima would be amazing since most of these states actually existed in the Vargas Era. It would also be amazing to see new regions in Argentina, Chile, Bolívia...
And since this is named "Chimarrão" will there be mate plantations? There is a modder that did this ...it would be interesting since just some cultures like the South Brazilians, Paraguayans, Uruguyans, Bolivians, Chileans and Argentines would have it as an obsession
Don't worry I'm that modder and I'm on it as soon as the DLC is out! Also if there is anything you'd like to see please let me know!
 
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I don't know if I understood correctly if those will be the starting cultures of Brazil, but if so they could use some rework. As a Brazillian myself and one who has done his fair share of research in Brazillian history and cultural development, I'd say the "Brazillian" culture, who is actually a mish-mash of several other cultures, would be a formal institutionalized and majority cultural demographic not only in the state of Minas Gerais, but also in Rio de Janeiro (which in-game is the same state as Espirito Santo, which would, indeed, be majority Afro-Brasilian). Speaking of Afro-Brasilian, the state of Parana wouldn't have such majority demographic disposition also, being divided between Sulista and Paulista cultures. I'd say make Rio de Janeiro be majority Brazillian and Paraná majority Sulista. Overall I haven't seen any other major issues (or minor for that matter) with the Brazillian side of the expansion, and I'm eager to try it out.

Thanks in advance for the attention.
I think the reason for using "Brazilian" in MG is because its the best they could come up with, since using "mineiro" would be too specific and "caipira" would be too broad, I was facing the same issue when trying to figure out how to split the Brazilian culture into many different cultures for my mod.
 
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Now that I think about it, will there be events to decide whether the republic will be federal or unitary? The question of federation versus unitary state was a great question that had historically convulsed Mexico, which had constantly shifted to and from federation and unitary state throughout most of its nineteenth century history. In investigating the history of Brazil, it appeared that the republic was historically unitary at least until 1891, after which it became a federation and remained so, in various forms even through the dictatorships (which tend to not be very favorable towards federalism, for obvious reasons), to this day.
I think that would be a great next step after this DLC, the game desperately needs some form of mechanic to represent the different types of governmental organization, hence the centralization x decentralization, also Central America + Mexico would be the best place to explore and develop this mechanic.
 
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The art assets for the statue of Christ the Redeemer existed if you dug through the code of the leak, it's a shame not to see it here as a buildable monument.
Everything that is here looks good, but it's a shame that Milk and Coffee and Amazonian Exploitation doesn't interact with Companies in any way.
Yes and I wanted to use it on my mod, but that would be not nice of me..
 
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Don't worry I'm that modder and I'm on it as soon as the DLC is out! Also if there is anything you'd like to see please let me know!
Considering there are “tea plantations” in the south, tea works as a good workaround for mate, otherwise by this same reasoning we would be needing chicken farms, beef ranches, pork ranches, etc…
 
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On a more serious note, although the content seems quite extraordinary, I can't help raising a concerned eyebrow when I see the connection: "have created vast coffee production" --> "gain x modifier to landowners" being hardcoded as a journal of a particular nation. It would seem that this kind of correlation is exactly what companies could do!
I beg to disagree, yes companies should do that that but those events/JE modifiers need to be split into a different part of the mechanics specifically to represent other parts of their influence in a nation.
I understand that the initial situations call for specific journals for each nation, however the development of an industry for a particular resource seems to be something that develops as the game progresses.
In the same way that a bourgeois coup d'état establishing a dictatorship overthrowing the landowners does not seem to me to be specific to a single nation.
That is exactly why I think there are many things about this game that could be unified under many different mechanics, like one mechanic for every nation with slavery, but this mechanic will most likely result in a civil war in the USA and the abolishing of the monarchy in Brazil. The mechanics themselves shouldn't take flavor away, instead allows for the different circumstances of each nation to steer the result to a direction, then adding the flavor and specifics of each country.
I just hope it doesn't translate into a "mission tree/mechanics specific to each nation" direction for future content, but I'm probably worrying for nothing.
I don't think you are worrying for nothing, it is extremely difficult (I believe) for the dev team to create mechanics that can be used in every nation but reproduce "infinite" outcomes like my example above, that would be the optimal choice since replayability would skyrocket, every little detail could make a difference, playing the same country over and over would be more of a different experience from the previous run, playing different countries wouldn't be so difficult since the mechanics are the same and you only have to look at the specifics to understand what's going on.

So yeah having a "mission tree" would be horrible because PDX would have a lot more work to do and eventually alienate many nations to get the work done, same with "mechanics specific to each nation" which is basically the mission tree problem but a bit more specific like what we have in HOI4.

I do hope they can hit that perfect balance between universal mechanics without sacrificing replayability or flavor.
 
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For all nations that own Amazon states, the Exploiting the Amazon journal entry has been reworked, with all-new buttons for transforming the Amazon Rainforest into an asset. For Brazil, it contains additional content, granting the ability to claim the state of Acre from Peru-Bolivia and resolving border disputes in Brazil’s favour.


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By creating Rubber Plantations in the Amazon, nations with this journal entry will be able to transform the Amazon Rainforest state trait into something less punishing and more useful for a rapidly industrialising nation.


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Devil's Railroad: Complete the Exploiting the Amazon JE and build railroads in all Amazonian states

Well, in reality building railroads in the Amazonian region is simply a bad idea, the fact that until this date the transport there is still mainly done by boats says a lot about how sub-optimal it is to build a road or railroad in a region where rain and floods reigns supreme.
It would make more sense to unlock the building of Ports in the Amazonian and Pantanal regions, giving the ports a bonus while keeping or maybe even increasing the penalty for other forms of infrastructure.

Also, the Amazon is the second largest river and has by far the greatest drainage basin, but have no modifier? The Nile has one and even much smaller and less important rivers give some bonuses, why not the Amazon and other amazonian rivers? Especially with the Exploiting the Amazon JE.

Lastly, about the Amazon rainforest modifiers, why no bonuses to rubber production? And as for bonus to Agriculture: maybe it could happen in exchange of losing the bonus to Hardwood as in reality a land considered proper for planting is one where the forest was decimated, except fruits plantations can be made to coexist with the rainforest very well.
 
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Well, sorry Paradox devs but in reality building railroads in the Amazonian region is simply a terrible idea, the fact that the transport there until this date is still mainly done by boats says a lot about how feasible it is to build a road or railroad in a region where rain and floods reigns supreme.
It would make more sense to unlock the building of Ports in the Amazonian and Pantanal regions, giving the ports a bonus while keeping or maybe even increasing the penalty for other forms of infrastructure.
Yes, that's why the optional game achievement is named after the historical and now abandoned Devil's Railroad.
 
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Well, sorry Paradox devs but in reality building railroads in the Amazonian region is simply a terrible idea, the fact that the transport there until this date is still mainly done by boats says a lot about how feasible it is to build a road or railroad in a region where rain and floods reigns supreme.
The Amazon region did have railroads including one iirc financed by Ford himself.
It would make more sense to unlock the building of Ports in the Amazonian and Pantanal regions, giving the ports a bonus while keeping or maybe even increasing the penalty for other forms of infrastructure.
That is a good idea.
Also, the Amazon is the second largest river and has by far the greatest drainage basin, but have no modifier? The Nile has one and even much smaller and less important rivers give some bonuses, why not the Amazon and other amazonian rivers?
If I have to guess its probably because boats back at the time couldn't navigate as well in the amazon river compared to todays boats, the river is only going to the middle of nowhere so what gives and lastly even if we consider small boats thhat wouldn't be enough to support adding a modifier there.
Lastly, about the Amazon rainforest modifiers, why no bonuses to rubber production?And as for bonus to Agriculture: maybe it could happen in exchange of losing the bonus to Hardwood as in reality a land considered proper for planting is one where the forest was decimated, except fruits plantations can be made to coexist with the rainforest very well.
Imo a bonus for rubber production wouldn't be as good as increasing the amount of rubber resource, in terms of realism, that said it would be very interesting to have interactions like loosing bonus to hardwood because of rubber production. Agriculture wise I don't think it'd make sense, there is a reason why the Amazon wasn't burned down yet and that's because the land is not fertile for agricultural production, but that idea could work amazingly well for MT, GO, MA and other states where the land is fertile.
 
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The Amazon region did have railroads including one iirc financed by Ford himself.
My point is that water based infrastructure is better than land based one for the Amazon, not that the land based one can't be build.
If I have to guess its probably because boats back at the time couldn't navigate as well in the amazon river compared to todays boats, the river is only going to the middle of nowhere so what gives and lastly even if we consider small boats thhat wouldn't be enough to support adding a modifier there.
Certainly it makes sense to have little to no bonus at the beginning, but what about with better tech and with the efforts of the Exploiting the Amazon JE?
Imo a bonus for rubber production wouldn't be as good as increasing the amount of rubber resource, in terms of realism, that said it would be very interesting to have interactions like loosing bonus to hardwood because of rubber production. Agriculture wise I don't think it'd make sense, there is a reason why the Amazon wasn't burned down yet and that's because the land is not fertile for agricultural production, but that idea could work amazingly well for MT, GO, MA and other states where the land is fertile.
Well, frankly i just don't like the Exploited Amazon Rainforest modifier: the bonus to hardwood plus the +10% to agriculture is bad and don't make much sense asthe land simply is not that good and it was only after burning down the forest and pouring money and effort to improve it that it ended up being good for agriculture in some estates.
In terms of realism i think two paths would be better, of coexisting with the forest or of destroying it.
The first one could something like keeping the penalties but get a bonus to Logging, Rubber and Fruit production.
While the second one of losing most of the penalties while having a small bonus to logging and Cattle production.
 
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I like the content South America gets here. Also price is fair (fairer than basically any other DLC). If this is "the future model" of DLC i'll probably be more supportive of it. Makes a lot more sense.
 
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I almost forgot, you can make a chain of events similar to the Paris commune. Because in 1917, in São Paulo, we had the General Strike of 1917, which was when the unions organized themselves and carried out a large general strike and which kind of scared the entire capitalist class in Brazil, and caused large industrial owners to gave concessions to the strikers, leading to victory for the strikers. However, in the game, you can make or give the option for the strike to continue, this strike that was characterized by anarchist movements and not socialist/communist, thus giving a unique meaning to this whole issue.
 
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There is also the contested war of 1914, which was an incident in which workers rose up against their bosses, but the government categorized them as monarchists and religious sympathizers, and sent the armed forces, in which curiously ended up having the first air accident in Brazil. and by using the plane as a weapon, it would influence Santos Dummond and his sad end.
which is another thing that should be addressed later or in this dlc, the father of aviation Santos Dummond.
 
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