Expel Minorities - Changes

Expel Minorities - Changes

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Johan

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This is all under test, and numbers and stuff will probably change during the next few months..

Expelling minorities will changed in the following way.
- It will no longer change religion and culture of the origin.
- It will reduce the development in the origin by the same amount of development it increases the colony with.
- Colonial Maintenance at default is the same for it, but there are ways to make expelling minorities practically free monetarily.
- There is no longer a power cost associcated with expelling minorities.
 
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Johan

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Has the idea of minorities as modifiers been considered or discussed?

I wrote a design to change development into pops to simulate minorities. It was way too big for an EU expansion when it comes to scope, so we decided to not do it.

The design got changed a bít, and then I used it in Imperator Rome.
 
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Johan

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The only other problem that this welcome change does not address is that expel minorities destabilizes the ai colonial countries of the new world.

As its far worse to do it, the AI will not do it as much.
 
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Johan

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Will it still change culture&religion of destination point? Or it'll only add development to the colony?

yes. it will use the origins culture/religion.
 
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Johan

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That would have been good. Has the idea been discarded permanently? Or is it a possibility in the future?

If we ever do an EU5, and I work on it, I definitely want pops. I personally prefer the Imperator ones over the V2, as its easier for abstraction, especially when you got vague data.
 
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