• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Taylor_

Sergeant
41 Badges
Sep 26, 2018
91
110
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines Industries
  • Imperator: Rome
  • Europa Universalis IV: Dharma
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Imperator: Rome - Magna Graecia
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Europa Universalis IV: Third Rome

Welcome! The Australia & New Zealand Flavor Pack has been continually developed by a small team of people since late 2022. Our team consists of myself (Taylor), Swanky, Dryhad, GalacticCactus, DoctorFosterGloster and FarmingtonS9. Our steam workshop page is here.

ANZFP seeks to add comprehensive, balanced, challenging and engaging flavour to the experience of going from a fledgling colony to a nation as you navigate brutal wars with the indigenous populations and develop an emerging common identity. This mod introduces many journals and decisions, hundreds of events, several monuments, historical characters and parties, an expedition, new flags, map reworks, new nations and subject types, a new law and more.

We aim to provide a slightly more challenging experience so that it is ultimately more rewarding, as well as providing plenty of flavorful and interactive content that will keep you hooked and hopefully even teach you something! We research all our content and strive to find an appropriate and fun representation in game.


Some of our main feature content includes:
maprework_banner.jpg

federation banner.jpg

frontier wars banner.jpg

northern war banner.jpg

convict colony banner.jpg

shrinking colony banner.jpg

squattocracy banner.jpg

burke banner.jpg

eureka banner.jpg

gold rush banner.jpg

capital banner.jpg


Our Flavour:
  • Redesigned Australian Federation from the ground up, facilitating the need to create a national identity and desire to federate through co-operation with the other colonial governments
  • Completely redesigned Australian and New Zealand map, featuring many new Aboriginal and Māori tags, Canberra as its own state, and several more states in NZ
  • Journal entry for the Australian Frontier Wars between the Aboriginal populations and colonialists.
  • Events for the Treaty of Waitangi, allowing you to play as New Zealand or retain the United Tribes
  • Ability to play as the New Zealand Company with related NZ Company events
  • Journal entry threatening to have Victoria and Queensland break away from New South Wales
  • Custom expedition for New South Wales exploring central Australia
  • Events for territorial changes between the colonial governments pre-federation
  • Gold rush flavour in Australia and New Zealand (mostly involving Victoria and Otago) featuring the Eureka Stockade Rebellion
  • Early New Zealand land wars events and journal entries
  • Events about the shipment of convicts for labour and the transition away from being a penal colony
  • New Zealand infrastructure and development events and journal entries
  • United Tribes expansion events
  • New Zealand disaster events
  • Events about the Squattocracy and Bunyip aristocracy
  • Journal entries about developing Australia's capital
  • Journal entries about South Island separatism and moving New Zealand’s capital
  • Journal entry about the Merino wool industry
  • Event related to the eight-hour workday movement
  • Journal entry about formation of Polynesia
  • Fun™ and wacky™ new optional alt-history content upon forming Australia
  • Australian culture is now obsessed with liquor
  • New Pākehā culture
  • New releasable countries: Tainui and New Munster
  • Historical Australian and New Zealand political parties, companies, and characters
  • New ideologies including Georgist, Conservative Liberal and Young Māori and more
  • Unique interest group traits for IGs in the United Tribes and Australian and New Zealand colonies
  • Adjusted starting laws to be more historically accurate
  • New mechanic for appointment and retirement of colonial governors
  • British crown colonies now start as a custom subject between a puppet and a dominion, allowing you more diplomatic agency and saving some income.
  • New British Commonwealth subject type via the Imperial Conference
  • Added numerous state traits for the Australian and New Zealand states
  • Modified the resources for the Australian and New Zealand states, including more arable land and more accurate gold deposits, bananas and other resources
  • Reworked parts of the Pacific and Indian Ocean islands, including a new state and event for New Guinea, new trait and resources for Nauru, historical British and Spanish starting islands, and better borders when colonising
  • Added "Investigate Pre-Treaty Land Purchases" journal for the United Tribes
  • Added "Land Commission" journal for New Zealand
  • New land reform law and ownership production method for Māori countries
  • Added events relating to NZC worker groups rioting against low wages in Nelson 1843
  • Added new Naval Hegemony journal for Australia and New Zealand
  • New content about developing Fremantle's port
  • Events about the riot marking Australia's first election and the pioneering of the 'Australian ballot' (secret voting)
  • Decision to customise Australia through an event
  • New diplomatic action that lets subjects use an obligation on their overlord to increase their autonomy
  • Added numerous characters and flags
  • Added Rapa Nui and Samoa, Tahiti starts independent with event chain about becoming French protectorate
  • & plenty more!

There is plenty more content and tweaks not shown here and more is always being worked on when the free time and motivation align. Some things in the works are more infrastructure projects, including management of the Murray-Darling River, and Snowy-Hydro Scheme. More New Zealand content involving land management. A rework of the Frontier System and a new end-game Foreign Policy mega journal are pending on the upcoming Spheres of Influence.

Here is a video of Laith from the SocialStreamers playing version 1.1 of our mod in March 2023 (keep in mind, much has changed since):

compatchbutton.png
We will happily receive any feedback, suggestions or collaborations!
 

Attachments

  • federation banner.jpg
    federation banner.jpg
    534,3 KB · Views: 0
  • frontier wars banner.jpg
    frontier wars banner.jpg
    519,3 KB · Views: 0
  • ANZbanner.png
    ANZbanner.png
    5,2 MB · Views: 0
Last edited:
  • 1Like
  • 1Love
Reactions:
Our latest update: 1.6.1
(11th March 2024)
Patch notes
Narrative Content:
- Added a decision, so if the player doesn't choose to annex United Tribes from an event, they can send a treaty later (before 1850)
- The event "Assisted Migration" now creates a mass migration if the most expensive option is chosen. The two cheaper options have their cost and migration attraction duration reduced by 5 years
- New event about New South Wales' first election
- New events about the pioneering of secret ballots
- Two new events about trying to get self-representation in relation to the status of being a penal colony


Misc Flavour:
- Created moving images for the NZC ships, NZ Land Wars, Minnie Dean and Treaty of Waitangi event pictures
- New trait icon for Australian Landowner's 'Land Squatting' bonus, courtesy of CaelReader
- NZ war events now have some pops killed
- Returned Bendigo Pottery company
- Added Tui Brewery company
- Added Whittakers confectionery company
- Added Speights company
- Added Hallensteins company
- New South Wales starts with Oligarchy instead of Landed Voting
- Crown Colonies are no longer locked from enacting governance principles laws
- Wentworth's Conservative Liberal ideology now has a neutral stance on Monarchy, approval of Presidential Republic and strong approval of Parliamentary Republic
- Added some starting Scottish pops to the Australian colonies
- Some more Australian culture names added


Fixes & Tweaks:
- Bug fixes to Waitangi events
- Bug fix to land commission event
- Fixed bug with the events which add/remove NZC modifiers to NZL
- Fixed and re-added two events and modifiers relating to the NZC worker gangs, which are experienced by NZL
- Spread out frequency of some NZL events
- Fixed bug giving every country access to Hapu Communal Ownership in subsistence buildings
- Fixed Northern War journal so it won't repeat
- Fixed bug related to Northern Territory transfer not properly targeting South Australia
- Adjusted text of the Merino Wool and Naval Hegemon journal to make the conditions more clear
- Fixed situational bug where Naval Hegemon journal could say its progressing when it was not
- Fixed issue where Burke & Wills expedition events could continue after the journal had failed
- Removed event upon federation giving choice of governance principles laws
- Updated our journal gui overwrite, granting access to newer vanilla journal gui features such as journal entry type organisation and numbered scripted button interactions available
- Updated overwrite of outliner_ongoing_types.gui
- Updated overwrite of objetive_types.gui
- Various bugfixes and localization updates

Narrative Content for New Zealand:
* Event about the Lyttleton rail tunnel completion (when a lvl2 railway is built in south island), with a beneficial throughput modifier for port and rail
* Follow up event where the tunnel is electrified
* Event about the 1905 Haining Street Wellington murder
* Event about Minnie Dean the Baby Farmer
* Event about the standardisation of NZ railway gauges, with beneficial modifier

* Fixed issue where most NZC content additions from update 1.5.4 was not actually included.


Fixes & Tweaks:
* Significant general compatibility improvements
* Individualist ideology removed from Australian Intelligentsia
* Australian (not Tasmania) Devout and Petite Bourgeoisie now also have the "settler colonialist" ideology
* Added scripted trigger to detect if mod is active: "anzfp_is_active", to support other mods wanting to interact with ours
* Fixed bug preventing Commonwealth subject type from reaching Major Power
* Fixed the Transfer of the Northern Territory event
* Fixed bug causing simultaneous trigger of both Gold and Oil discovery events
* Removed oil from NSW, TAS, QLD and WA* (because of Gold/Oil event issue)*
* Other misc bugfixes

- compatibility changes have paved way for getting compatibility patches out, some of which are already uploaded

Narrative Content:
* Added "Investigate Pre-Treaty Land Purchases" journal for the United Tribes
* Added "Land Commission" journal for New Zealand with interactive buttons and event tree including overturning European purchases, Maori-Pakeha violence, and a land ownership crisis
* Added NZ disaster event relating to the wreck of the Orpheus
* Tahiti now starts independent and added a small event chain about France making Tahiti a protectorate
* New land reform law and ownership production method for Māori countries: Traditional Mana Whenua
* Added additional events and flavour for NZC going bankrupt within NZL
* Added events relating to NZC worker groups rioting against low wages in Nelson 1843
* Added ability to "Grant Coal Monopoly" to the Australian Agricultural Company
* Added A.A.Co event related to union busting
* Added option to play as the Eureka Stockade Rebellion (not balanced to be winnable)
* Added new Naval Hegemony journal for Australia and New Zealand
* New content about developing Fremantle's port. Includes 2 decisions, 2 journals, a state trait with 2 upgrades and an event.


Miscellaneous Flavour:
* Revised Pākehā noble surnames to include the names of prominent historical NZ families
* Added dynamic country names for New Munster and Great Britain in Aussie Meme Mode
* Dutch East Indies owned by Australia or New Zealand gets renamed to New New Holland with a unique flag
* Tahiti's name changes to 'French Polynesia' when a subject of France
* The capital of Tahiti is now actually the island of Tahiti
* New flags for Tahiti and French controlled Tahiti
* NZC now becomes "New Zealand Commonwealth" if it becomes communist and "New Zealand State" if it becomes a dictatorship
* Added communist flag for NZC
* Added a decision to customise Australia through an event
* Added several new flags for Australia, including blue ensign without union jack canton, red ensign, anarchist eureka, 3 variants of anarcho-communist eureka, aboriginal flag.
* Added event locations to various NZ events
* Made the Tribal Traditionalist leader ideology slightly more distinct rather than just a less sexist version of vanilla Traditionalist
* Renamed the Georgist ideology to Single Taxer
* Added Transportationist ideology to Australian industrialists
* Christmas Island and Cocos (Keeling) Islands have been removed from the Indian Ocean Territories state and been made their own state, "Christmas & Keeling Islands", in the Indonesia strategic region.
* Added Rapa Nui and Samoa as decentralized countries
* Renamed Kanak and Vanuatu states to New Caledonia and New Hebrides, respectively
* The Murray River's location on the map is now more accurate and the Goulburn River is no longer the "source" of the Murray-Darling.
* New diplomatic action that lets subjects use an obligation on their overlord to increase their autonomy
* Set the starting AI strategies of the Australian colonies to be more historically accurate
* Tension with Aboriginal countries now start between 10-50 depending how close they are to an Australian colony
* Aboriginal tags now have more appropriate laws
* BHP company prosperity bonus changed from +15% power plant throughput to +15% steel mill throughput
* Added companies: Bunnings, The Age, Arnott's Biscuits, Bundaberg Distilling Company and Phoenix Foundry
* Added several unique logos for historical companies
* New mock DLC signage for our modded events
* Added William Cargill, Thomas Burns, Te Kooti Arikirangi, Isaac Featherston and Henry Harper as historical characters
* Peter Lalor is now a democrat instead of a radical and then reformer
* Most of our historical politicians are now blocked from appearing if their IG chooses a specific ideology via the 'Path to Socialism' or 'Path to Fascism' journals


Balance:
* Young Māori ideology now requires a university to appear
* Wakefieldian ideology now prefers Agrarianism over Traditionalism, and is neutral rather than approving on Autocracy and Oligarchy
* Further increased likelihood of historical Waitangi outcome
* Tweaked starting buildings in New Zealand
* Increased starting population of New Zealand states by 50% for better gameplay
* "Promises to New Zealand/New Munster/New Ulster" journal now need 3 government buildings instead of 4
* Commonwealth subject type can reach major power rank
* The Goldfield Grievances journal entry now times out after 3.5 years instead of 5
* The free company slot from 'royal charter' of the Australian Agricultural Company now also requires the landowners or industrialists to be powerful or in government and to be a subject of monarchy Great Britain
* Coal mines and wheat can now also contribute to the Australian Agricultural Company and removed its +15% colony growth speed bonus
* Changed some of the prosperity bonuses for our added companies
* Lowered unity gain from amicable relations per month by a quarter (0.02 to 0.015) and extended unity goal to 14 from 13
* Indian Ocean Territories now have subsistence fishing villages instead of farms
* Reduced Port Mebourne's ship throughput bonuses from +15% to +10% and increased Port Jackson's from +10% to +15%
* AI countries will never desire to transfer Australian and New Zealand subjects or reduce their autonomy
* WA: lead increased to 29, iron increased to 132, decreased coal to 29, oil decreased to 9
* NSW: 31 lead added, iron reduced to 28
* QLD: Added 2 gold, lead increased to 92, iron decreased to 32, oil increased to 5
* NT: lead increased to 45, iron increased to 10
* TAS: increased coal to 6, oil increased to 1
* VIC: decreased coal to 11, oil increased to 1
* ACT: mostly halved resources


Bugfixes:
* Crown colony/dominion government type now only applies to Anglophone countries instead of European heritage
* General fixes with UI displays of the Crown Colony and Commonwealth subject types
* Crown Colony subject type is now considered equivalent to puppet, so GB won't demand colonies decrease their autonomy (leave New Zealand alone!)
* Fixed a bug in a Waitangi path preventing creation of NZL
* Various bugfixes to New Zealand events
* Colonies now pay 25% income transfer and dominions now pay 20% income transfer (was accidentally reversed)
* Decision and event for the Northern Territory to be transferred to South Australia should be working once again

1.5.3.2
* Increased AI chance for New Zealand to form
* New Zealand Company starts as a puppet instead of dominion to not tempt the ire of GB declaring war to reduce their autonomy
* New South Wales gets an event explaining what has happened with the treaty of Waitangi
* Various bug fixing with Waitangi events

* Fixed bug messing with Brazil's journals
* Fixed bug preventing two events related to the Australian Capital journal from firing
* Added 11 Australian and 4 New Zealand companies (courtesy of the "More Unique Companies" mod
* Fixed bug preventing the Northern Territory transfer event from happening.

* Replaced honorable and colonial administrator traits on George Gipps to persistent and literary
* Fixed bug in "Gold Rush in [external state]" event where the external state would have "immigrant" culture pops added instead of british.
* Dominion subject type no longer automatically joins overlord's wars
* Added a temporary bureaucracy cost to the event option to investigate poisoning Aboriginal communities
* Decision to convene Imperial Conference now requires 40 barracks and naval bases instead of 100 and 50 as well as a defensive pact with a minor power being sufficient instead of just an alliance.
* The cooldown on the Siphon Funds action in the Merino Wool Industry journal now works correctly.
* Forming Australia now incorporates any gained states, even if they are still colonizing.
* Australia's map color is now green again, and communist Australia's map color is yellow.
* Added a decision to toggle between 2 variants of communist flag for Australia
* The interior of Australia is no longer impassable terrain (needed for wars with some aboriginal tags)
* Commonwealth subject type's convoy contribution to overlord is now 75% up from 50%
* Added a temporary, decaying modifier to Australian countries on start that reduces bureaucracy population and institution cost. If the aristocrats bug occurs, this should help you stabilize the economy.
* The war goal to annex the Eureka Stockade Rebellion is once again automatically added

- The "Promises to WA" journal now requires 2 urban centres instead of 3
- The "Promises to NZ/NU/NM" now require 1 urban centre in each of the north and south regions instead of 2 in each
- Reworked the Shrinking Colony journal in to two separate journals for Victoria and Queensland respectively. Instead of building them up to have 2 urban centres each, you now have to develop their loyalty.
- Added "Merino Wool Industry" journal and events for Australian countries
- Added a new journal for Australian colonies about choosing the location of and developing a capital for Australia, with a follow up journal depending on your choices.
- Canberra has returned as a state.
- New landowners trait, 'Land Squatting' for non-Tasmanian Australian countries, giving +0.5 colony growth generation, replacing family ties
- Australian landowners change name to 'Squattocracy' when the squattocracy event chain starts.
- Added a decision for Westralia to revert their name
- New South Wales starts with mercantilism instead of protectionism
- All Australian colonies now have censorship instead of right to assembly
- Colonies with no colonial affairs or with frontier colonization who form Australia automatically get colonial resettlement
- Aboriginal nations will now declare war on the player at high tension
- Added journal entry and unique unification event for forming Polynesia
- Added easter egg journal entry for Polynesia or Indonesia becoming Austronesia
- Added subject flags for Ngāti Kahungunu, Ngāi Tahu, Ngāti Toa, Tainui, and Taranaki
- Ensures Treaty of Waitangi activates at a more suitable, consistent time
- The NZ Goldfields Blizzard event will now only happen in winter.
- The New Zealand Company will continue to exist for a time within New Zealand
- Added event for the New Zealand Company in New Zealand going bankrupt
- Renamed Manawatū state to Te Upoko o Te Ika
- Misc adjustments to state resources (sulfur given to TAS/WA/QLD/NSW/Nauru, lowered in SA some iron and coal in victoria)
- Added Swan River state trait to WA, Tamar Estuary trait to Tasmania, Victoria's Murray River trait has been renamed the Murray-Darling Basin and added to NSW, QLD and SA, added Port Nicholson state trait to Te Upoko o Te Ika, and Nauruan Posphate state trait to Nauru.
- Minor misc adjustments to state trait values
- Added atmospheric engine and central archives as researched technologies for NSW/TAS/SA/WA
- NSW and South Australia start with corporate charters researched
- Added three companies: The South Australia Company, Australian Agricultural Company, Colonial Gold Mining Company
- Renamed some towns in the Northern Territory
- Added 2 year minimum tenure for governors
- Governors will never have ideologies that disapprove of monarchy (except radical)
- The Mariana Islands and Caroline Islands now belong to the Philippines and the Pitcairn Islands to Britain at game start
- Reworked the provinces Polynesia and Micronesia so that they form more realistic borders when colonized.
- New 'Conservative Liberal' and ‘Georgist’ leader ideologies for William Wentworth and John Ballance, both of which may occur afterwards
- New 'Settler Colonization' ideology to replace the now removed isolationist expansionist ideology.
- Changed the socialist option in the Kate Sheppard event to make her a social democrat instead of a Marxist
- Aboriginal pops now use African phenotypes instead of Polynesian to give a darker complexion and Yuanzhumin now uses Asian phenotypes instead of Polynesian
- Yuanzhumin pops now have South East Asian heritage and Malay cultural trait instead of Oceanic
- Added Te Puea Hērangi, Frederick Bennett, Meri Mangakāhia and Charles FitzRoy as historical characters
- Fixed bug causing tributary spam
- Fixed bug causing Brazil's new journals to start at zero progress
- Fixed bug making every protestant country have Anglican devout IG
- Fixed localization issue with "Governing Principles of Australia" event
- The diplomatic play against the Eureka Stockade Rebellion now automatically has return state as your primary goal
- Many misc bugfixes

* Updated to game version 1.5.*
* The Shrinking Colony journal now needs 1 urban center in each QLD and VIC instead of 2.
* Added unique interest group traits to interest groups in the United Tribes, plus one trait for Australian and New Zealand colonies
* Cultural Exclusion now accepts primary cultures of your country's overlord
* Debt slavery gives +15% landowner strength
* Great Dividing Range and Southern Alps state trait's -10% construction efficiency penalty removed and the -10% state infrastructure penalty halved to -5%.
* Outback state trait -25% construction efficiency penalty removed and the -25% infrastructure penalty reduced to -10% and the -20% agriculture throughput halved to -10%
* New Zealand and Australian historical characters who were immigrants will no longer appear if either their home country or the new country has closed borders
* New Zealand cannot recruit historical British military commanders if they are independent
* Couple misc bugfixes

* NZ is now playable upon start as NSW or as GB around 1840
* Debt slavery now gives +15% landowner strength
* Ability to play as NZ Company or NZ added to these events.
* Removed option to immediately initiate the Eureka Stockade rebellion when the Ballarat Reform League forms
* Added characters to the Eureka Hotel event
* Added two buttons to the Goldfield Grievances journal
* Added 2 livestock ranches to NSW, 1 to Vic, 1 to SA,
* Added 1 Whaling station to Tas
* Added Wakefield-Style Colonialist ideology for NZC
* Added NZC flag and definition
* Added NZC logo gfx and NZ Communist party logo gfx for flags
* Added Waitangi events, with ~25 events in the tree and 8 or 9 possible outcomes:
-- historical outcome with NZ controlling all of NZ,
-- NSW retains control on NZ,
-- NZ becomes a colony co-existing with NZ Company and/or other independent iwi
-- UNT takes control over NZ,
-- UNT and other iwi become puppets,
-- The NZ Company colonises NZ instead of the Govt,
-- The treaty fails and Māori maintain sovereignty.
* Added NZ Company 'play as' event that occurs early on for GB.
* Reduced chance for devout/landowner/rural/bourgeoisie/army leader leader to be killed from spearing event to 25% from 50%
* Colonies start with services consumption tax
* Frontier Wars journal extended by 10 years (to 44 years), added completion requirement of guaranteed liberties and level 5 home affairs institution
* Dunedin is now the capital of the South Island state and Christchurch is the port instead of the other way around
* Aotearoa now requires four states to form instead of five, and nationalism must be researched (AI United Tribes will never form Aotearoa)
* If Aotearoa controls only the South Island it will be called Te Waipounamu
* Added DNA for remaining WAS, SAS, and TAS starting characters
* Added a NZC event relating to the first ships in Wellington
* Added an event for the creation of the Plymouth Company which adds a small migration modifier
* Added an event for the the bankruptcy of the Plymouth Company
* Added events about the 'squattocracy'
* Fixed objectives menu to properly show Australia & New Zealand objective
* Fixed issue where political movements would not appear in the outliner
* Reduced crown colony diplomatic fee to 20% from 27.5%
* Added level 2 colonial affairs as an alternative requirement to unlock the 'Explore the Australian Interior' expedition decision
* Increased chance of Waitangi events happening within a historically-accurate timeframe
* Increased chance that the Waitangi event chain will result in historically-accurate outcomes (no iwi left unannexed)
* Added event related to the 8 hour work day movement
* Goldfield grievances journal requirement to complete now needs either guaranteed liberties or universal suffrage instead of both.

Lost records of any earlier updates.
 
Last edited:
Credits & Thanks
Thanks to the kind people in the vic3 mod coop discord for the troubleshooting and tips!

Thanks to Lord R (Cabinet of Wonders mod) for help creating the Eureka Stockade Tag, as well their 'Better Civil War' flag for the overlay used on the rebel Eureka flag

Thanks to Imperialist (The Great Rework) who helped me learn the early basics

Thanks to Stik, indexoquarto and 1230james for advice and modding support

Thanks to jeffpacito67 for pointing out some bugs with solutions and offering to review

Thanks pozzload up the hole for WA recommendations and some flavor text contribution

Thanks to all the people who have left comments on the workshop page with suggestions or pointing out things not working properly

Thanks to the devs at More Unique Companies for letting us use the Australian and New Zealand flavor companies.

Thanks CaelReader for contributing some new icons

Compatibility
Most mods should be (mostly) compatible and will often at worst just ignore the features of one mod instead of crashing. We have a few compatibility patches to support these areas.

For those able to make use of this information, this is a list of vanilla files that we overwrite:

Files we fully overwrite (with no file extension)

map_data/state_regions/13_australasia
gui/journal.gui
gui/objective_types.gui
gui/outliner_ongoing_types.gui
common/history/characters files for nsw, sw, tas, wa
common/history/countries/nsw, nng, sas, tas, unt, was
common/history/pops/13_australasia
common/history/states/00_states
common/parties/ all
common/strategic_regions/east_asia_strategic_regions
common/terrain_manipulators/provinces/allowed_provinces
map_data/adjacencies.csv
map_data/rivers.png

We also overwrite some of the vanilla contents (not file) of some things. For the most part, this should not cause problems. Includes:
common/diplomatic_actions/subject_dominion
common/ideologies/vanilla_leader_ideologies
common/dynamic_country_names/vanilla_dynamic_country_names
map_data/state_regions/10_india
map_data/state_regions/12_indonesia
events/gold_rush
events/royal_wedding
events/agitator_events/yeet_agitator_events
common/character_interactions/00_character_interactions
common/decisions/canada_australia
common/flag_definitions/01_flag_definitions
common/government_types/00_chiefdoms
common/journal_entries/00_canada_australia
common/laws/00_slavery
common/character_interactions/00_interactions
on_law_enactment_started within common/on_actions/01_anz_code_on_actions.txt

Player Guide
Over the lifespan of this mod, there have been some requests for tips or a guide on having a successful game. Australia and New Zealand are tough starts and this mod does present you with additional challenges for you to adapt to and overcome as you emerge from a mere colony to a developed nation.

So here is some starting advice. This is just how I tend to play it, so there very well may be more optimal strategies. Keep in mind you can play however you like; most of the content is made with a narrative focus. But if you struggle to get off the ground or fend off or survive revolutions, these tips, some which involve 'meta-gaming', may help!

New South Wales (written as of 1.5.3.2)

The early game focuses on dismantling the influence of the landowners and developing an economy that will eventually allow you to afford the use of construction sectors. For that you will likely want to wait until you have discovered a decent amount of gold, otherwise you can debt spiral quickly. Population will be an ever-present challenge and we want to ensure that from as early as possible we are maximising our migration attraction. We also want to focus on colonial growth speed to access the vast mineral resources for an industrial boom. With that said, while we want to dismantle the landowners, their middle trait gives +0.05 colonial growth generation (+0.1 if powerful, doubling our initial speed), so there are benefits to appeasing them.

Before you unpause:

  • Add rural folk to the government
This will help you pass dedicated police

  • Begin enacting dedicated police
You want to pass this because local police empower the landowners and because we want to make use of a high police institution as turmoil may become an issue depending on some events.

  • If you have Voice of the People DLC, recruit the historical intelligentsia agitator
Doing so will trigger an event that with an option to boost the intelligentsia. If you get the Intelligentsia in government, you can make him the leader as he will have higher popularity. You will soon enough have your agitator slots taken up by events so you may as well use your choice here!

  • Remove services consumption tax
Even with this, we can’t yet properly sustain the use of construction sectors and with this we have more revenue than we can use.

  • Max out government and military spending
Mostly to increase the wealth of pops that support the intelligentsia and armed forces and thus their clout at the expense of the landowners. Extra authority is also nice.

  • Bolster the intelligentsia and/or industrialists.
Part of the process of replacing the landowners with other IGs that want desirable laws

  • Improve relations with GB and as many other Australian colonies as you can
Having 50 relations with each colony and GB is one of the requirements to federate and form Australia.

  • Consider deleting the barracks in either New South Wales or Victoria
This will save some money but is mostly useful if a revolution occurs and if they take the state with a barrack. You will always keep your capital state in a revolution, in this case New South Wales. But if you already know that you intend to make Victoria your capital eventually, delete the ones in New South Wales.

  • Use the “Greener Grass” decree on Victoria, New South Wales and Queensland.
If you intend to make Canberra your capital, also consider using it here.
Part of our ever-present need for population. Use any remainder authority as you wish. Promoting social mobility wherever you intend to do the next step can help.


  • Queue up a government building, then port in Northern Territory and then livestock ranch in NSW.
We start in a small bureaucracy deficit and we need more as our borders and population expands, as well as importantly to unlock the increased colonial affairs institution ASAP. Employing bureaucrats will also help strengthen the intelligentsia. Building this wherever you intend the capital to be is a good idea to strengthen their political power. Otherwise, New South Wales can be a good choice since you will likely have more available working population there as the game goes on.

We need a port in the NT for migrants to be sent there. A livestock ranch in NSW will unlock the ability to establish the Australian Agricultural company. While livestock ranches boost the landowners, several useful actions within the Merino Wool Industry journal entry require the company to be established. Until then, you will be able to do the “Research Investment” action, which will help boost some useful early technologies and possibly have your ruler gain the innovative trait.


  • Make 5 trade routes, whatever are the highest productivity. Probably exporting luxury clothes, coffee, and liquor and importing fruit.
Your first few trade routes are free (no bureaucracy cost). This will create a trade centre in the capital, giving a migration attraction boost, as well as hiring some people. For a short time, this will likely be one of the most productive buildings in the world. Again, this is giving wealth (converts to political power) to pops that support useful interest groups. The trade centre levels will likely make an urban centre soon after which you can upgrade the PMs of, in particular, change to free churches, unless you want to keep the devout influential. When/if the Opium War starts, you’ll need to make new routes. Immediately when the Opium War ends, if you’re quick enough you can get some highly profitable routes with Qing.

  • Start researching intensive agriculture. Then either tools or water-tube boiler or nationalism.
Intensive agriculture unlocks new productive PMs for our agriculture and is a prerequisite of nitroglycerine and dynamite (which increase resource discovery chance for our gold). Tools and water tube boiler will help support your manufacturing and resource industries as you take influence away from the landowners to industrialists and unions.

You can unpause!

General advice:

  • If you get the event “Popular Playwright Endorses Reform”, while passing a law, take the option to get a permanent +20 prestige. This should boost you from an insignificant power to a minor power, removing a migration attraction penalty and giving you some more influence to improve relations with the rest of the Australian colonies.
  • With events relating to the frontier wars and the aboriginal peoples, be mindful that you don’t end up causing too much turmoil, at least before you have a high police institution.
  • Once your government administration building is completed, make it secular and increase the production methods to what you can afford. More bureaucrats will help change the political landscape.
  • Increase colonial affairs institution to level 2. This unlocks the decision for the Burke & Wills expedition. Do that. Increase your other institutions if you want.
  • While the Australian Agricultural Company may not be an industry you decide to invest much in to, having it established adds an extra company slot, so its useful to keep around at least for the journal interactions.
  • After your initial buildings, supporting a paper industry in the state of your government building can be a good idea to decrease the market access price impact (MAPI) penalty and thus reduce your costs. I.E. paper, tools and wood and iron. Iron will generally be in high demand and quite profitable. NSW and Queensland both have state trait bonuses to producing coal and have significant resource potentials. Victoria has enough resources to get you by but by mid-late game will be lacking in resources.
  • When the “convict settlement complaints” event happens, consider rejecting the petition. This will appease the landowners while you pass laws that anger them, as well as creating an agitator that will make it easier to ban slavery (assuming the rural folk aren't already yelling at you to enact militias)
  • Consider holding off on banning slavery until you get the event, “A Squattocracy”. Your land reform law will immediately change to tenant farmers, greatly boosting the approval of the landowners. With that extra approval buffer, you can then upset them further by trying to ban slavery without invoking a revolution.
  • Gold is the name of the game for our early development. You start out with a resource discovery chance penalty. There will be a couple events relating to finding gold. The choice to pursue gold discovery will carry some negatives, but it is very important to do so. Techs and companies that boost minting will be a great boon.
  • If you notice an instant sharp increase in standard of living and like 80% aristocrats, refer to the known issues discussion thread for what to do.
  • Eventually you should be able to develop some kind of progressive power block to form a decently legitimate government with. Enacting wealth voting or census voting will significantly enable you to improve the clout of IGs like the industrialists, intelligentsia and trade unions to help you pass better tax and economic laws. Once the landowners are not in government, consider suppressing them. Moving away from landed voting will also help you if/when the “Shrinking Colony” journals activate (when either Victoria or Queensland gain 1 urban centre).
  • The objective of the shrinking colony journals is to maintain high loyalists and laws wanted by the separatists. The journal entry actions will help you do this, but they come at costs so be careful. If you use them, it will be most effective to have “pledge assurances” active before you use “provide tax cuts”. You can find the details of what gives loyalty in the journal entry by hovering over the orange text saying "Victorian/Queenslander loyalty".
  • To help you pass some of the desired laws for the Shrinking Colony journal, remember to utilise any available agitators.
  • If the New Zealand states suddenly come under your control, don’t incorporate them as you won’t keep them for long.
Independence War:

Should you decide to fight Great Britain for your independence, its important to prepare your economy to not be annihilated by shortages. You can write down and measure all the goods you consume in each state and work to producing the amount needed in total, or just try to get the market price impact even in your key states and key industries.

When making your diplomatic play it is imperative that your only war goal is independence. Otherwise you will need to invade Britain to reduce their war enthusiasm below zero. With about 40 or so regiments stationed in Oceania, you should be able to fend off any invasions that come.
 
Last edited:
Known issues
Aristocrat spam
Status: Don't know cause; unresolved

Severity: Middling

Description:
All of a group of pops, usually Aboriginal but i've also seen Irish, very quickly (even within a week) raise their standard of living to about 30-50+, all becoming aristocrats and your population also rapidly increases. Seems that 100s of thousands of pops spawn in the same time period. These pops have no income, are unemployed but somehow spend endless money on goods. After a few months or around a year, this stops and their SOL crashes, spiking radicals.

Riding out the wave of the radicals isn't a huge problem, even with the reworked shrinking colony journals. It won't last long. The real curse (and blessing) is the sudden, huge population spike that your bureaucracy can't handle, causing tax waste and potentially an issue of not being able to afford the gov buildings you need.


What to do:
If you notice it happen quick enough, you might be able to reload an autosave 1-2 months prior and it may not happen again.
While these pops are bugged, they are driving the price of consumer goods through the roof, so put consumption taxes on, you will be very rich during this - DONT build construction sectors. Use this opportunity to build government administration to fix your bureaucracy balance. Depending how bad your penalty is, you may as well fully reduce taxes because you won't actually be collecting much.

So build gov buildings, reduce institutions and you should be able to ride it out. It's not too common and I haven't had it happen multiple times in a game while testing. Its 1-3 years of chaos and you walk out with much higher population

Open to any suggestions for how to fix! In the meantime, I've added a decaying modifier that lasts for about 10 years that reduces bureaucracy costs, allowing you to grow your economy to support the bureaucracy instead of getting dumped with a bureaucracy spike.
 
Last edited:
I will be working on some compatibility patches next. While doing this I'm also giving our own files a look over to improve general compatibility by removing overwrites or doing things slightly different.
 
I will be working on some compatibility patches next. While doing this I'm also giving our own files a look over to improve general compatibility by removing overwrites or doing things slightly different.
1707463982764.png

The purge is done, for now. Also fixed a couple bugs
 
Nice visual presentation of your mod, by the way. :)
 
  • 1Like
Reactions:
== UPDATE 1.5.5 ==

Change notes:
Narrative Content for New Zealand
* Event about the Lyttleton rail tunnel completion (when a lvl2 railway is built in south island), with a beneficial throughput modifier for port and rail
* Follow up event where the tunnel is electrified
* Event about the 1905 Haining Street Wellington murder
* Event about Minnie Dean the Baby Farmer
* Event about the standardisation of NZ railway gauges, with beneficial modifier

* Fixed issue where most NZC content additions from update 1.5.4 was not actually included.


Fixes & tweaks
* Significant general compatibility improvements
* Individualist ideology removed from Australian Intelligentsia
* Australian (not Tasmania) Devout and Petite Bourgeoisie now also have the "settler colonialist" ideology
* Added scripted trigger to detect if mod is active: "anzfp_is_active", to support other mods wanting to interact with ours
* Fixed bug preventing Commonwealth subject type from reaching Major Power
* Fixed the Transfer of the Northern Territory event
* Fixed bug causing simultaneous trigger of both Gold and Oil discovery events
* Removed oil from NSW, TAS, QLD and WA* (because of Gold/Oil event issue)*
* Other misc bugfixes

- compatibility changes have paved way for getting compatibility patches out, some of which are already uploaded
So far, this includes LRB, VTM, Timber to Steel and Morgenrote. I will add more as I have time.
compatchbutton.png
 
Last edited:
  • 2Like
  • 1Love
Reactions:
== UPDATE 1.6.1 ==

Change notes:

Narrative Content:
- Added a decision, so if the player doesn't choose to annex United Tribes from an event, they can send a treaty later (before 1850)
- The event "Assisted Migration" now creates a mass migration if the most expensive option is chosen. The two cheaper options have their cost and migration attraction duration reduced by 5 years
- New event about New South Wales' first election
- New events about the pioneering of secret ballots
- Two new events about trying to get self-representation in relation to the status of being a penal colony


Misc Flavour:
- Created moving images for the NZC ships, NZ Land Wars, Minnie Dean and Treaty of Waitangi event pictures
- New trait icon for Australian Landowner's 'Land Squatting' bonus, courtesy of CaelReader
- NZ war events now have some pops killed
- Returned Bendigo Pottery company
- Added Tui Brewery company
- Added Whittakers confectionery company
- Added Speights company
- Added Hallensteins company
- New South Wales starts with Oligarchy instead of Landed Voting
- Crown Colonies are no longer locked from enacting governance principles laws
- Wentworth's Conservative Liberal ideology now has a neutral stance on Monarchy, approval of Presidential Republic and strong approval of Parliamentary Republic
- Added some starting Scottish pops to the Australian colonies
- Some more Australian culture names added


Fixes & Tweaks:
- Bug fixes to Waitangi events
- Bug fix to land commission event
- Fixed bug with the events which add/remove NZC modifiers to NZL
- Fixed and re-added two events and modifiers relating to the NZC worker gangs, which are experienced by NZL
- Spread out frequency of some NZL events
- Fixed bug giving every country access to Hapu Communal Ownership in subsistence buildings
- Fixed Northern War journal so it won't repeat
- Fixed bug related to Northern Territory transfer not properly targeting South Australia
- Adjusted text of the Merino Wool and Naval Hegemon journal to make the conditions more clear
- Fixed situational bug where Naval Hegemon journal could say its progressing when it was not
- Fixed issue where Burke & Wills expedition events could continue after the journal had failed
- Removed event upon federation giving choice of governance principles laws
- Updated our journal gui overwrite, granting access to newer vanilla journal gui features such as journal entry type organisation and numbered scripted button interactions available
- Updated overwrite of outliner_ongoing_types.gui
- Updated overwrite of objetive_types.gui
- Various bugfixes and localization updates
 
  • 1Like
Reactions:
Sneak peak in to our next update!

Some of our upcoming additions include allowing the player to design public a housing scheme. This one is specifically for the 1920s railway house scheme in New Zealand. Each button changes the modifier outcome.

1711695121745.png


Thanks to 1230james's work, we have integrated a small part of his Rally Round the King mod to remind the player they are technically ruled by the monarch.

1711695190393.png


More animated event images have been made, some using AI to colour historical images and helping bring them to life.

(still image of video)

1711695354496.png


The Call to Federation journal will receive a slight face lift, now dynamically calculating the expected monthly National Unity gain (i.e. from amicable relations).

I toyed with the idea of including culture as a source, but ultimately decided against it.

National Unity has been slightly rebalanced. All values have been 10x'd to improve the readability of progress from relations as these were very small numbers.

The National Unity goal has been increased by +17.65% (from 14/140 to 170) and the National Unity progress from amicable relations with each Australian colony has been reduced by 16.7% (from 0.15 to 0.125). Together this makes achieving the progress goal -31.8% slower excluding National Unity from events or journals.

The reasoning was that since introducing a passive way to gain National Unity, it has become a bit trivial compared to other federation requirements, namely the Shrinking Colony and Australian Capital journals. These changes will have two effects: bringing the completion of the National Unity goal closer to the completion of the other federation requirements and making the consequence of 'failing' the Shrinking Colony journals more significant as it will be a little slower to recoup the lost National Unity.


1711695407369.png


Lastly, for this moment, is a sneak peak in to the distant post 1.7 future where we intend to rework the Frontier Wars. This will include a new Aboriginal Rights law group. Image is very WIP and of course subject to change.

1711695564035.png
 
  • 1Like
Reactions:
No law setting for active discrimination and assimilation policies? A welfare liberal pillow to the dying race vs an assimilation vs land clearances for the different AU/NZ responses with equal rights for post- communist/native revolt?

Also what is the reasoning for birth rate boost?
 
No law setting for active discrimination and assimilation policies? A welfare liberal pillow to the dying race vs an assimilation vs land clearances for the different AU/NZ responses with equal rights for post- communist/native revolt?

Also what is the reasoning for birth rate boost?
What do you mean by active discrimination and assimilation policies?

The way I envision the laws to function is the first law "No Protections" (I don't love this name, if you could think of another I'd be happy to hear), is the starting position of most colonies (maybe except South Australia) and represents the earlier stage where there were not any particular legal schemes specifically relating to Aboriginal peoples and in reality were mostly treated as if they didn't have rights.

Having legal guardianship will function as a trigger for events and a journal entry(s) that allow the player to take more specific policy approaches that are able to exist under the guardianship legal framework i.e. being moved around for cheap labour, being placed in reserves and separated from family, as well as an ability to remove Aboriginal homelands (so that Aboriginal pops can assimilate). The ideology that will enable enacting legal guardianship will probably be called 'Racial Darwinist' to reflect the belief of a 'doomed race' and the idea of saving the race either through genuine support or assimilation/cultural genocide will be a theme of the content.

The final law here will add Aboriginal as a primary culture. Notably, multiculturalism will be edited to exclude Aboriginal, so this is the only way for them not to be discriminated. This allows for scenarios reflecting the special status of Aboriginal people in Australian legal history where everyone is accepted, except Aboriginal, or Aboriginal is accepted and not everyone else. The latter was (kind of) the envisioned goal of South Australia per their Letters Patent.

1711870208476.png


The birth rate modifier was just leftover from using the women's rights laws as a base. Currently, No Protections adds -4 aboriginal SOL and +20 colony growth speed (diverted from the Terra Nullius buff). Legal Guardianship adds -2.5 aboriginal SOL and +100 authority. Equal rights on enactment adds +20% aboriginal loyalists and as mentioned before, makes it a primary culture.

I am also toying with the idea of (while debt slavery is active as it won't work while banned) a portion of Aboriginal pops are occasionally enslaved, with the amount being higher with no protections and lower with legal guardianship (though legal guardianship may allow through other content to enslave aboriginal pops to represent the way they would be forcibly moved around to supply cheap labour in some industries.
 
What do you mean by active discrimination and assimilation policies?

The way I envision the laws to function is the first law "No Protections" (I don't love this name, if you could think of another I'd be happy to hear), is the starting position of most colonies (maybe except South Australia) and represents the earlier stage where there were not any particular legal schemes specifically relating to Aboriginal peoples and in reality were mostly treated as if they didn't have rights.

Having legal guardianship will function as a trigger for events and a journal entry(s) that allow the player to take more specific policy approaches that are able to exist under the guardianship legal framework i.e. being moved around for cheap labour, being placed in reserves and separated from family, as well as an ability to remove Aboriginal homelands (so that Aboriginal pops can assimilate). The ideology that will enable enacting legal guardianship will probably be called 'Racial Darwinist' to reflect the belief of a 'doomed race' and the idea of saving the race either through genuine support or assimilation/cultural genocide will be a theme of the content.

The final law here will add Aboriginal as a primary culture. Notably, multiculturalism will be edited to exclude Aboriginal, so this is the only way for them not to be discriminated. This allows for scenarios reflecting the special status of Aboriginal people in Australian legal history where everyone is accepted, except Aboriginal, or Aboriginal is accepted and not everyone else. The latter was (kind of) the envisioned goal of South Australia per their Letters Patent.

View attachment 1107676

The birth rate modifier was just leftover from using the women's rights laws as a base. Currently, No Protections adds -4 aboriginal SOL and +20 colony growth speed (diverted from the Terra Nullius buff). Legal Guardianship adds -2.5 aboriginal SOL and +100 authority. Equal rights on enactment adds +20% aboriginal loyalists and as mentioned before, makes it a primary culture.

I am also toying with the idea of (while debt slavery is active as it won't work while banned) a portion of Aboriginal pops are occasionally enslaved, with the amount being higher with no protections and lower with legal guardianship (though legal guardianship may allow through other content to enslave aboriginal pops to represent the way they would be forcibly moved around to supply cheap labour in some industries.
That no protections is passive, just the governments not protecting Indigenous Peoples, when what happened in AU/NZ was not just the government standing back, but deliberately creating and implimenting laws and policies to exterminate Aboriginal and Māori peoples.
Two potential policies to represent this in the 'steps before you get to no protections' could be land confiscations (big boost to migrations and vast decrease in standard of living for POPs with polynesian or aboriginal heritages), then the progressive reforms, softening the pillow (big boost to assimilation and migration minor descrease in SoL), then you could have no protections.
As no protections wasn't the default, it took resistance and reformers decades of hard fighting to get AU/NZ governments to switch from actively attacking the rights of Aborginal and Māori people to just, not protecting them. And it didn't happen until the 20th century. So 'No Protections' shouldn't be the worst option, it should be a long term goal of reformers away from the 'default options' of confiscation, into the progressive, welfare liberal yes we're working to wipe them out but it's out of mercy, to no protections and then into guardianship and eventually equality? Jumping straight to no protections both distorts history and misses the opportunities to use history for gameplay. Land confiscation and the following land claims, cases and resistance drove the history, economics and politics of NZ during this era as a, if not the, primary conflict and source of momentum, so it'd be shame to skip over those first steps and erase their potential for gameplay?

As for slavery, blackbirding from the pacific, and the use of Māori war prisoners, dissents and debters as slave labour was common in NZ in the mid-late 1800s (see the Parihaka Prisoners for the most famous example), so that idea is worth toying with.
 
That no protections is passive, just the governments not protecting Indigenous Peoples, when what happened in AU/NZ was not just the government standing back, but deliberately creating and implimenting laws and policies to exterminate Aboriginal and Māori peoples.
Two potential policies to represent this in the 'steps before you get to no protections' could be land confiscations (big boost to migrations and vast decrease in standard of living for POPs with polynesian or aboriginal heritages), then the progressive reforms, softening the pillow (big boost to assimilation and migration minor descrease in SoL), then you could have no protections.
As no protections wasn't the default, it took resistance and reformers decades of hard fighting to get AU/NZ governments to switch from actively attacking the rights of Aborginal and Māori people to just, not protecting them. And it didn't happen until the 20th century. So 'No Protections' shouldn't be the worst option, it should be a long term goal of reformers away from the 'default options' of confiscation, into the progressive, welfare liberal yes we're working to wipe them out but it's out of mercy, to no protections and then into guardianship and eventually equality? Jumping straight to no protections both distorts history and misses the opportunities to use history for gameplay. Land confiscation and the following land claims, cases and resistance drove the history, economics and politics of NZ during this era as a, if not the, primary conflict and source of momentum, so it'd be shame to skip over those first steps and erase their potential for gameplay?

As for slavery, blackbirding from the pacific, and the use of Māori war prisoners, dissents and debters as slave labour was common in NZ in the mid-late 1800s (see the Parihaka Prisoners for the most famous example), so that idea is worth toying with.
Thank you for this. I think I have poorly communicated the intention of what "No Protections" represents, which I'm sure many others will share your experience with. I think part of this is definitely the name, the description and I will consider your suggestions to add more granular laws. Also I want to be clear that this is just for Aboriginal peoples in Australia. A similar law group may be made for the Maori in New Zealand but this is not that.

Before getting in to this more, there's also a question of what the laws represent. Do they represent the current situation of goings on, do they represent the ostensible laws or do they represent the de facto laws? Also these laws aren't necessarily linearly more progressive, like you suggest by saying "worst option". Most of the bad things will rely on the Legal Guardianship law. No Protections is just meant to represent the stage before.

I see the first law as basically considering Aboriginal people as de facto non-existent - murders, massacres, rapes, the basic practice of colonisation occur and theres no real legal systems set up in relation to Aboriginal people yet. As far as British law was concerned there was no conquest and that the colony was settled, meaning Aboriginal people were automatically British subjects, and theoretically all British subjects were equal before the law (which were the directives from London at this time), but in this case the discrimination meant either entrapping them in laws and legal processes they could not properly engage in or simply ignoring any of the protections they ought to have and letting massacres go unpunished etc.

A particular point of yours seems to be a disatisfaction that this law is passive and not fully representing the actions taken against Aboriginal people. That there is colonisation occuring at all in the first place is the representation of the laws attacking Aboriginal people. That is land confiscation. As far as I know, Aboriginal peoples within the colonial districts had no property rights, because they would not have been granted it (besides reserves) and not able to purchase it. The police law also does this to some extent - currently we vaguely use it to represent the use of the colonial frontier police which were used as a private militia for squatters (ignoring the orders of some Governors like Gipps), but this will be made more explicit. This law group is about their rights as subjects and they received virtually no protections from all that was happening to them.

The second law encompasses a broad set of policies that are all enabled mostly under the mechanism of the 'Protector of Aborigines'. In South Australia's case this was from 1844 and over time laws like the 1895 State Children’s Act gave powers to remove children from destitute settings and soon after when the Protector got annoyed of having to actually justify these removals as the courts would not always agree, additional powers were given to the Protector and this is where we see a lot of the abuse ramp up. I initially had another law here about Reserves, but given that much of how they were used and abused is connected to the Protector, I combined the two and intend to enable/disable certain actions related to these based on some policy development within Legal Guardianship that ill try make.

I'm open to splitting the Protector law up between having fewer and increased powers, but a concern there is these powers rely on other laws such as the State Children's Act or with Reserves that need to happen first for the law differences to make sense (if that makes sense... I want having legal guardianship to act as a catalyst that allow the player to take certain options in events or enable journal buttons that relate to these issues). With how vic3 laws work, the implication of having one law about reserves or whatever and another law about something else is that you would be stopping one and starting another, which was not the case. This is why I find the point about the legal concept of Protector to be a useful tool here because a variety of laws and policies were based on this institution as it changed over time.

Sorry thats a lot to read, I just thought I needed to explain my understanding of what happened and how I see a way to represent that.

On the note of slavery - this is a difficult area to mod with. A lot of it is hardcoded and in the case for Australia at least, we already use slavery to represent the penal colony situation, (which some Aboriginal people found their way in to). Theres some old files from ages ago when I tried to make more specific blackbirding content. Speaking just for Australia again, I may make a situation similar to the start of the Squattocracy events where some time after debt slavery is banned, demand for cheap labor inspires a movement for slavery. I'll have to look in to it again because I don't quite remember, but I remember there being issues with how this organically functioned. I.E. there would be no slaves or slaves only come from Africa. I would need to manually script in melanesian slaves on a regular interval.
 
  • 1Like
Reactions:
Could I bother you to upload this to Paradox Mods? Something is wrong for me with the steam workshop (I had a similar issue before with other big mods, I think files are missing), the shrinking colony event that gives 20% loyalists and says Victoria and Qld won't try to secede says NULL_STATE in the top text box instead of Queensland or Victoria, keeps firing every 90 days, and none of the Shrinking Colony journals entries appear at all.