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A comprehensive add-on for Shadows of Progress — featuring an international crime cartel, NTR, horses, dogs, slaves, bug-fixes, QoL and more. Beastiality optional.

 

⚠ Before you install


• DELETE the old version of this mod and SoS before updating.
• You must start a new game when installing for the first time.
• This mod must be loaded AFTER Shadows of Progress.

• If you use the tech speed patch, that MUST be loaded LAST

• Make sure you set the game rules twice. Just apply and then set again, especially after an update.

 

 

Enjoying the mod? Buy me a coffee — and join the Discord to help shape balancing.

 

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★ NEW — The Depraved Syndicate: a Criminal Power Bloc

 

Why rule one nation when you can run a transcontinental crime cartel? Form the Depraved Syndicate power bloc and turn your alliance into a web of organized vice.

To found it, your Dregs must sit in government and your nation must run Unregulated or State-Run prostitution. Once formed:
• Shared smuggling ports open across the entire bloc.
• Every member profits from piracy income and enjoys boosted throughput plus higher building limits for Nefarious Alleys, Ramshackle Docks and Black Market Bazaars — though the Syndicate shuns a legitimate navy (less involvement at sea).
• As bloc leader, all of your Dregs policies become 50% more effective.

Three paths of principles:
• Syndicate Operations — crank up the output and building caps of your whole criminal economy.
• Dregs Empowerment — forge the underclass into an entrenched pillar of power and unlock the Syndicate Tribute policy.
• Criminal Extraction — bleed your members for protection money straight into the boss's pocket (at the cost of cohesion).

Leader powers — bend members to your will:
• Impose policing laws on members — force them to gut their police (No Police, anyone?).
• Impose prostitution laws — spread your preferred brand of vice across the bloc.

Exclusive production methods (unlocked via Criminal Extraction) turn your Black Market Bazaar into a Criminal Empire, your Nefarious Alleys into a Syndicate Network, and your Ramshackle Docks into a Smuggler's Haven — and you can raise the Syndicate's own Power Bloc Statue, a monument to vice that emboldens the underworld in its shadow.

 

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★ NEW — The SoD-SoP tech speed patch

 

A lightweight standalone patch for Shadows of Progress and Shadows of Depravity.

SoP and SoD add a lot of techs — and researching them all takes forever. In practice you end up pouring your research into the flavor trees and falling badly behind on the vanilla technologies that actually keep your economy and military competitive.

This patch fixes the pacing: whenever you research a prerequisite, its SoP/SoD follow-up techs get a sizable head-start in progress. The submod content unlocks at a reasonable speed, so you can enjoy it without neglecting your vanilla tech tree.

  • Speeds up Shadows of Progress' entire prostitution + crime tech tree.
  • Speeds up the Shadows of Depravity techs and the SoP→SoD bridges (this logic used to live inside SoD and was moved here).
  • Pure pacing tweak — no new content, fully removable mid-game.

Requirements & load order: Requires both Shadows of Progress and Shadows of Depravity. Load this patch after both.

 

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Buildings, Companies & Economy
• Seven new buildings with full production methods, icons and tech integration into SoP.
• Three unique companies, each with its own prestige good.
• Every building where it makes sense can put slaves to work.
• A new slavery institution and mobilization options that make use of the new goods.

 

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The Slave Trade
The Black Market Bazaar takes SoP's Illicit Wealth and Prostitution and refines them into one brand-new tradeable good: Sex Slaves. Will you become the world's greatest slave trader?

Only time will tell — but keep that pesky policing law set to "No Police". Otherwise, how are your people supposed to make an honest (dishonest) living?

 

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Dogs
The Kennel produces lots of doggos. Pops will make use of them (sparingly), but you can also:
• Use them to improve certain buildings,
• Send them to the brand-new Government K-9 Center to reinforce your police or military,
• Or ship them to the Conditioning Center to produce an all-new luxury good: Good Boys.

Kennels and the K-9 Center can be set to be… sfw-ish (don't look too closely). The Conditioning Center is gated behind the SoP bestiality game rule.

 

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Horses
Farms now also produce horses — useful in mines, logging camps and the military as transportation. Sitting neatly between expensive railways and just making workers haul everything themselves, horses can be a real win. The better your Slaughter PM, the more horses your farms produce.

Want more control? Breed them yourself with the new Stud Farm. Both it and the Kennel now live under Agriculture. As an act of anti-animal-cruelty, horses — like dogs — cannot be traded.

Merchant Trading Posts are an early-game alternative to railways: no extra tech required, they use horses to provide a limited amount of infrastructure and transport.

And if you've got SoP's bestiality game rule turned on… behold the Lubricant Production Center. Employ an all-new pop job — the Living Cum Bucket — and revel in the production of "Horse Milk". Unlike Good Boys, this isn't just an exotic consumable: it whitens dyes, lubricates machines and… motivates, with integration into several vanilla buildings. It's also fully tradeable. (Stud Farms have an sfw-ish toggle too; the Lubricant Center is gated behind the SoP bestiality game rule.)

 

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Slavery — the Government Slave Center
(Formerly part of Shadows of Subjugation.)

Your one-stop shop for getting more out of your slaves. Build it any time, but it only does something once you have a slavery law — and its effects change drastically depending on which:

• Slave Trade — doubles your weekly slave imports to fill open jobs, grants +10% employment capacity in plantations, mines, Black Market Bazaars, Conditioning Centers and K-9 Centers (SoD), and lowers slave mortality. Only pops you discriminate against can be enslaved (vanilla behaviour).
• Colonial Slavery — slaves work harder in your colonies (keep it out of your homeland!), die less, and even grow your colonies faster.
• Debt Slavery — the full package. Two extra PM-groups let you crush your lower strata's standard of living, converting up to 20% of your population into slaves — accelerated dramatically by the center. SoP laws like Lower Class Cum Dumps help even more.

 

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The Government Compliance Center
Establish a perfectly adequate, remarkably compliant new workforce — nothing to do with slavery, everything to do with great education.

Its PMGs let you switch on special PMs across a whole category of buildings at once, employing huge numbers of pops at very low wages. Pops can be scarce, but where they aren't, this is powerful.

It is 100% intended that you can't change these PMs in the individual buildings — you toggle them per category from the GCC itself. This feature still needs serious balancing; please leave feedback or join the Discord.

 

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Compatibility & Credits
• Developed against the latest public version of Shadows of Progress.
• Known incompatibility reported with "Hail, Columbia! — United States Flavor Pack".
• AI does build these buildings, but only in limited amounts — balancing is ongoing.

Thanks to @SternenLiecshtein for the partial German/Spanish translation (remaining bits via LLM), and to @srx47 for help with prettier icons. Icon images were AI-generated — if you'd like to contribute non-AI artwork, get in touch or simply drop them in the discussion.

 

Feel free to use any of this for anything. Feedback very welcome.

 

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For Modders — Override / Compatibility Reference

 

Spoiler

All objects below are fully overwritten or patched by SoD. If Victoria 3 or SoP updates any of them, our changes may need re-merging.

REPLACE — Social Classes (common/social_classes/sopa_social_classes.txt)
• lower_class, shudras, dalit — added living_cumbuckets to allowed professions. Double-REPLACE chain (Vanilla → SoP → SoD).

REPLACE — Pop Needs (common/pop_needs/zzz_sopa_pop_needs.txt)
• popneed_services, popneed_leisure — added dogs as optional entry.
• popneed_luxury_items — added sex_slaves as option. Double-REPLACE chain.

REPLACE — Slavery Laws (common/laws/sopa_slavery_laws.txt)
• law_colonial_slavery, law_debt_slavery, law_slave_trade, law_legacy_slavery — modified mechanics. Vanilla REPLACE.

REPLACE — Transport PMGs (common/production_method_groups/sopa_vanilla_pmg_patch.txt)
• pmg_transportation_building_logging_camp + pmg_train_automation_building_{coal,iron,lead,sulfur,gold}_mine — inserted the horse-transport PM mid-list. As of SoP 0.02.07 these PMGs are also shipped by SoP; our version is a superset (nothing lost), but if SoP later adds a new PM to them, re-merge.

REPLACE / Override — SoP objects
• bg_breaking_house, bg_ganglord_hideout — added is_government_funded = yes (sopa_sop_building_groups_patch.txt).
• building_breaking_house, building_ganglord_hideout — ownership_type self → no_ownership (sopa_sop_buildings_patch.txt).
• ig_dregs — REPLACE.
• events/sop_beast_events/sop_state_events_Z.txt — full override (Event-INJECT impossible): 2 new "Wild Dogs Event" options.
• common/decisions/sop_dregs_interactions_decisions.txt — full override.

INJECT — added without overriding (lower risk)
• can_impose injected into the 5 prostitution laws (banned/unregulated/regulated/commercialized/state_run) — powers the Syndicate's prostitution-law imposition (sopa_prostitution_impose_patch.txt).
• Depraved Syndicate statue PM injected into vanilla pmg_base_building_power_bloc_statue.
• Various crime-building PMs injected into SoP PMGs (nefarious alley, ramshackle docks, brothel, breaking house, ganglord hideout, streetwhore den).

Removed in this update: the former sop_university.txt and sop_streetwhore_den.txt birth-rate overrides — SoP rebalanced these itself (0.02.07), so SoD now inherits SoP's versions directly.

 

Edited by Platinphoenixx


What's New in Version 2.1.3

Released

Version 2.1.3:

- New port and university PMs added

- Adjusted values in the Tech speed patch

 

Version 2.1.2:

- Fixes to throughput bonuses not applying correctly, found by @TarDust, thank you!

 

Version 2.1.1:

- Tweaked and rebalanced several values

- Better Dregs policy options

- Members cannot just leave the syndicate anymore

- Expect less frequent updates for a few weeks

 

Version 2.1:

- Added the new SoD/SoP Tech Speed Patch to reduce the time it takes to research SoP and SoD Technologies, depending on the era you are in.

- Updated SoD to be compatible with it

- IF YOU WANT TO USE THIS PATCH, ALSO UPDATE YOUR SoD!

 

Version 2.0.1:

- Updated to show SoD content that is locked behind game rules in SoP's new, great localized list, right from the game rule selector

- Updated Screenshots

- That's it.

 

Version 2.0:

- Compatibility with SoP's updated public version

- A completely new Power Bloc, featuring the Power Blocs Update 1.0, with another new power bloc and subject type in the works for the next update

- Removed SoP birth rate overwrites from feedback and since they adjusted them in the newest version

 

Version 1.9a:

- Compatibility with SoP's updated public version as well as the new game patch

- No new features or content

- Please post any issues you encounter!

 

Version 1.8.3:

- Fixed a metric ton of little bugs. Seriously. Mostly about the companies, but also icon groups and more

- Naming Scheme of all buildings is now consistent, as well as more vanilla-like

- New PMs for construction sector, making use of horses or railway to improve usage of infrastructure

- New PMs for Ramshackle docks and Nefarious Alleys

 

Version 1.8.2:

- Updated the Journal entries so that costs now dynamically scale, even without user intervention. SoP Values are retained.

- Made the Cheat decisions hidden so that they don't clutter the decisions UI so much. Thanks to a user on the Discord (You should join)

 

Version 1.8.1:

- Made SoP's Dreg decision into a journal entry. No more countless clicks into your decisions every few minutes! Effects remain unchanged.

 

Version 1.8:
- Added better icons thanks to @srx47. Thank you!
- Added overwrites to SoP's streetwhore den and University buildings to dramatically reduce pop growth spam (do let me know if you hate that)

 

Version 1.7.5:

- Hooked into the wild dogs SoP Event

- More minor fixes to balancing and economy

- There probably won't be a new update soon until SoP updates or someone has a great idea

 

Version 1.7.3:

- Gotta love dem fixes!

- New Company requirements to prevent AI from spamming them too early

- Tweaks to economy

- A really bad pun

 

Version 1.7.2:
- Updated a ton of PMs to make small-scale adjustments to profitability of certain PMs

- Started the journey of implementing more with Vanilla stuff like i did with horses and Horse Milk, but now with dogs

- Some new PMs

- Several fixes to GCC-related employment


Version 1.7.1:
- Made the Bazaar PMGs available with slavery OR no police laws

- Suggested by someone on Discord. Have YOU joined yet?

 

Version 1.7:
- Updated for the latest version of SoP

- New Integration of my first attempt of a logic that is supposed to supply cheap, labor-intensive lewd pops to your factories. 

- A new Building that enables a new PMG on lots of buildings to increase output at the cost of productivity.

- A new Company that produces perfectly legitimate food, that just happens to be rich in protein

- New PMs

 

Version 1.6:

- NOW INCLUDES SoS

- Better PM economy

- More economy tweaks

 

Version 1.5.5:

- Final employment fixes to all buildings, this should dramatically improve recruitment

- Gated some PMs to give more sense of progression

- Bugs, bugs, bugs

 

Version 1.5.4:

- Countless fixes to economy

- A few bugs squashed

 

Version 1.5.3:

- Added Horse Merchant transportation somethings! They require a new game if you want to get the full 3 max capacity, but if you can live with only being able to build two, then no restart required

- Go thank someone in thr Discord for that. But seriously, join the Discord.

 

Version 1.5.2:
- Now everything has the little icons in nested tips and all the UI thanks to @EctoBukkake actually knowing how to mod the game in contrast to me

- "Improved" Living Cumbuckets. Sorry little living cumbuckets!


Version 1.5.1:

- Ok look, i know i literally titled the thing No horsin' around" but i gotta confess... i DID horse around and found out: I broke things. Game crashed. It should be fixed now. I need to sleep.

 

Version 1.5:

- OH LAWD HE COMIN'
- Massive Update, introducing several new buildings, dozens of new PMs within other buildings and most importantly HORSES

Version 1.4.2:
- New Company, Icons and a new PMG for the Arts Academy


Version 1.4.1:
- Added new Icons, more fixes, made Techs researchable much faster and replaced one Tech into an SoP Tech to reduce the work necessary to get to "the good stuff"

Load AFTER SoP

DELETE THE OLD VERSION BEFORE INSTALLING THE NEW ONE!

@Ectobukkake for creating SoP

Other Files from Platinphoenixx


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