Expel Minorities - Changes

Expel Minorities - Changes

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As a sort of compromise, minorities should be represented by modifiers. They should have a religion by default that is native to their culture group (ex: Danish Catholic, Greek Orthodox, Sunni Turkish). There could be three levels: small, medium, large. Each gives extra development. If the minority grows beyond the province's basic main culture, it will flip. You can of course convert the minorities in terms of religion and culture which should take a while based on how big they are but would be rewarding in the long-term. This would also helpful for CBs in the later game where province cost will be lower if you have a large minority of an accepted culture in an enemy province.

Accepting cultures should also give a temporary penalty to stability costs as it would represent in an abstract way those who are native to the land being disgruntled that others are getting the same privileges as them.
i'd actually like to have some of kind of mechanics to represent minorities, but this game is already a bit too old to have such a change in its mechanics.
Anyway, if we had to consider a significant minority in most of Castille (including Castillian Andalusia), it would be the Sephardi Jews, without any doubt. They were far more numerous and influential than the moriscos.
 
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Wolfsgeist

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Accepting cultures should also give a temporary penalty to stability costs as it would represent in an abstract way those who are native to the land being disgruntled that others are getting the same privileges as them.
Uuhh, I like that. There should at least be some temporary downsides to accepting cultures, maybe +2 Unrest in primary culture provinces and +1 in accepted culture provinces, additionally to stability cost. Maybe less of all that for accepting another culture from your culture group.
 
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Uuhh, I like that. There should at least be some temporary downsides to accepting cultures, maybe +2 Unrest in primary culture provinces and +1 in accepted culture provinces, additionally to stability cost. Maybe less of all that for accepting another culture from your culture group.
IR has some mechanics where accepting cultures causes primary culture to be more upset. You might want to check the wiki for IR out

Increased stab cost depending on how many cultures you accept, and with cost scaling depending on base number of cultures you can accept could be a good idea. Like having more colonies than colonists increases cost exponentially