Victoria 3

Victoria 3

Grey's Subject Interaction Suite
382 Comments
Devry Trost 3 hours ago 
Morgenrote, some of your other mods, UI mods, nothing huge. Certainly nothing that would affect convoy math.
MasterOfGrey  [author] 5 hours ago 
With recent vanilla updates, I've been under the pump dealing with stuff that's been broken. I haven't revisited it for a bit.

I am interested in what other mods you're using though
Devry Trost 6 hours ago 
Grey, I think you might want to consider just.... giving up on the 'increase convoy contribution' vassal action. That math just ain't mathin' - it breaks as soon as they use it, spamming the notification tray repeatedly. It's been like this in every version since added - I even tried building a bunch of ports, it still doesn't work.
Kaiser AVH 29 Sep @ 1:29pm 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
MasterOfGrey  [author] 29 Sep @ 7:27am 
Aye, the Recognise action is mostly a tool to be used responsibly, but if you have a suggestion for a good balance for it I would love to hear it!
I want it to be something that you can easily grant to 1-2 loyal vassals without it being a problem, but ideally something sufficient to prevent cheese.
Gnarlycuga 29 Sep @ 7:23am 
The recognize subject action looks way too overpowered to me since it gives you a flat decrease of 5 infamy. It opens up some cheesy world conquest strats where you can subjugate all small countries in Arabia, Ethiopia, Persia, etc. and essentially use them as infamy banks. All countries in the aforementioned regions would let you reduce your infamy by 100 or greater in total. The -5% prestige hit isn't punishing enough as you could do 5 year bursts of recognizing 2-4 countries and suffer a prestige penalty equivalent to having low government wages.

Overall, I really like the mod! It gives you a reason to impose laws on subjects and makes it easier to slowly push their laws into matching yours.
MasterOfGrey  [author] 25 Sep @ 2:51am 
V1.13
- Updated for vanilla 1.10
Anubis 21 Sep @ 8:38pm 
Something that might be relevant.

I noticed recently on a game where I had Hawaii as a subject that the "Surplus convoys after increase is not greater than 0" as -106.58%.

I made two ports and tried again, this time the treaty didn't break - funnily enough it didn't break after deleting the ports either, even if I manually broke the treaty and sent it again.


The fact that this time I got such a "high" negative value suggests to me that it is not being calculated in relation to the subject's convoys at all (the 2 ports I built were certainly not close to 106.58%).

So I think that either the game is calculating with some arbitrary number of convoys or it is using some value from the overlord to calculate it.

What I can't figure out is why it doesn't start happening again after I delete the ports.
MasterOfGrey  [author] 20 Sep @ 9:56pm 
That's incredibly baffling.

It sounds like at some points in time the game simply isn't recognising that the country has the offer convoy pact active, therefore double counting the requirement and failing.

But it doesn't make sense that it would only be doing that some of the time...

And you've already shown it happening with an example where there was plenty more than minimum convoys... so it really just doesn't make any sense at all that this is happening.
Anubis 20 Sep @ 8:20pm 
After a day goes by, the interaction is broken because surplus convoys are not greater than some negative value.

I let some days pass whilst controlling the subject and didn't notice any fluctuation on the number of convoys - the problem still happens if I try to do the interaction after a few months.

If the subject builds some more ports the problem no longer happens, but the reasoning is unclear since the same % of convoys is leftover (after deleting the ports the problem didn't happen anymore, but there's a chance something unrelated "fixed" it.
Anubis 20 Sep @ 8:20pm 
It doesn't seem related to bonuses.

At least the ones I noticed seemed to have no bonus at all, and the issue still happened.

The -12% is not a fixed value, however.

On my testing I would expect the country to be left with 20% of its convoys (since 50% are given to the market because it is a puppet and 30% from increased contribution) and that is what the vanilla tooltip says before a day passes - the country is contributing 80% of it's convoys and neither port connections, supply routes or goods transfer are consuming a significant portion of the remaining convoys.
Anubis 19 Sep @ 10:10pm 
I've not been noticing it as often since i set the notification to not give me a toast, but I'll start a new game, pay attention to it and relay whatever I can gather regarding those points.
MasterOfGrey  [author] 19 Sep @ 1:03am 
Oh... I have a possible hunch.
Can you look at the convoys tooltip for the subject when it's active, and see:
a) what the subject country's % bonus to convoys production is
b) what the convoys available would be without that %
c) whether that -12% would be correct if the country had 0 bonuses to convoy production

I'm theorising that num_convoys_available might not consider the bonuses from some stuff
Anubis 18 Sep @ 11:32pm 
There's no apparent "actual" reason as to why the convoy contribution is being broken, however, after swapping to a relevant country, I could notice that there's a fairly long log of "Increase convoy contribution broken", if I try to do the interaction as the subject, I get the same result on the following day.

The displayed reason is that it "can no longer be maintained because the following conditions are no longer true: Surplus convoys after increase is not greater than 0% (currently -12.34%)" (the listed reason has an unchecked box).

This particular subject has an excess of over 100% convoys and if the interaction is done whilst paused this subject is still left with an excess of over 100%.

In this case the subject produces 1856 convoys and went from a balance of +808 to a balance of +251 (before actually passing a day), meaning the number convoys that are "lost" seem to correctly represent the stated 30%.

The feature works as intended for most other subjects.
Anubis 18 Sep @ 11:09pm 
For clarity - when I mentioned disabling that specific notification I meant the users.

I'll re-enable the notification on my end and swap countries to try check if whatever is happening is noticeable this way.
MasterOfGrey  [author] 18 Sep @ 8:58pm 
What I really need is for someone who is getting the spam, to swap to the country doing the spamming, try and do the action, and then tell me what's in the convoy tooltips that's breaking it.
MasterOfGrey  [author] 18 Sep @ 8:46pm 
I can't disable the notification without disabling it for all diplomatic actions.
It's all bound up in the same thing, unless I make a custom one, which would conflict with anyone else who might have made custom notifications.
So it really is much better to pinpoint the cause.

So far in my tests it correctly accounts for:
- Required convoys (including contribution to market owner) vs available convoys
- Not allowing contribution to market owner to exceed 95%
- Not double counting its own contribution when its active

I don't know what else there is... unless vanilla ports are just spontaneously laying off most of their staff and then rehiring or some other fundamentally broken madness.
Anubis 18 Sep @ 8:37pm 
It's mostly a balancing concern.

Ports were overpowered and were nerfed too much on one of the recent patches - convoys were only affected indirectly (as far as I remember) but I can't really think of anything else that happened semi-recently and could be the cause of the convoy spam bug.



Unless someone can pinpoint the cause of the issue - I'd recommend disabling the toast notification for the interaction, for now.
MasterOfGrey  [author] 18 Sep @ 5:17pm 
Unfortunately that’s impossible.

What do you mean about vanilla’s ports? What’s happening?
Anubis 18 Sep @ 8:53am 
I'd like to confirm that the mod causes a spam of "X subject has increased convoy contribution".

I do not think that the vassal's decision itself is what causes the issue, what does is that on vanilla's current version ports are awful and that is interacting badly with this treaty.

I think that, as of right now, the "easiest" solution would be to prevent the convoy contribution from being disabled when the subject doesn't have enough convoys and instead making them send 0% of their convoys (whilst the interaction remains active) when they do not have enough for their own market.
MasterOfGrey  [author] 18 Sep @ 1:54am 
Alright, so I need to know what conditions are causing that to be the case, because I've already accounted for the things I know about - so there must be something else which can cause it, but idk what.
Spacehams 18 Sep @ 1:38am 
I am still getting convoy spam after this update. Two of my subjects keep cancelling and reoffering, and the cancellation message says "Surplus convoys after increase is not greater than 0% (-22.81%)"
12yc12 15 Sep @ 10:18pm 
You are the best modder ever. thanks for fixing the bug
MasterOfGrey  [author] 15 Sep @ 9:24pm 
Mod Updated
- Offer Convoy action should correctly account for relations, and hopefully not be able to spam anymore (thank you to Dimi for effort to assist)
MasterOfGrey  [author] 15 Sep @ 6:08pm 
Max relationship would be why they keep re-starting it - I need the reason that it's being auto-cancelled which isn't going to be the relationship. (They can't restart it if it's not cancelled in the first place.)
12yc12 15 Sep @ 10:08am 
Looks like I'll be 6th person who report the convoy issue(bug), It's spamming me really hard. I think The reason why convoy contributions keep getting canceled is the relationship with the subject is maxed out. By the way I always appreciate you for making such a good mod :) .
MasterOfGrey  [author] 14 Sep @ 4:42pm 
The tooltip isn’t custom - it’s generated directly off the action by the game.
Dimi 14 Sep @ 6:11am 
Forced slavery ban action appears to increase relationship by 20 / 30 instead of decreasing it for puppets / protectorates contrary to the tool tip?
Enward 13 Sep @ 6:45pm 
i am wondering if something is broken or if certain interactions were also removed? for example as ottomans I don't see an option to lower or raise payments
MasterOfGrey  [author] 13 Sep @ 3:57am 
You are the 5th person to report it, without enough information for me to actually work out why (when it's not happening for me)
Yokia 13 Sep @ 12:57am 
I am getting subject spamming offer convoy contributions non-stop- not sure what happened but i think this have to do with AI being able to use the "offer convoy contributions" action you integrated from Taylor
MasterOfGrey  [author] 12 Sep @ 11:56pm 
That sounds like a bug
橘橘橘猫 12 Sep @ 11:48pm 
Hello, I really love the mod you created—it will greatly enhance my control over my vassals. However, I’ve noticed that projects like Cultural Inclusion and other initiatives involving fund transfers don’t actually require me to pay anything, and the displayed expenditure limit is shown as 0% of my home country’s treasury. I would like to ask if this is an intentional design choice or if it’s a bug?
MasterOfGrey  [author] 12 Sep @ 11:44pm 
> This is most easily reproduced in a power block with internal trade III that boosts convoy contribution to begin with.
I already prevented this from being the cause.

There shouldn't be any way for it to be offered when it would auto-cancel anymore.
Lionion 12 Sep @ 10:21pm 
AI tries to contribute more to the convoy network, but in certain situations where that's impossible it would auto cancel and the subject would try to contribute again. This is most easily reproduced in a power block with internal trade III that boosts convoy contribution to begin with. Have some subjects and your game would be spammed to shit.
MasterOfGrey  [author] 12 Sep @ 5:19pm 
Define "spamming"
Князь Владимир 12 Sep @ 11:27am 
Why are my subjects spamming the convoy decision?
MasterOfGrey  [author] 12 Sep @ 3:48am 
I don't know, I don't touch that
Ozee 12 Sep @ 3:29am 
Why could it be I am not able to Demand Independence? I have 100 Liberty desires and the diplomatic action to demand independence says "The country does not have the variable in question"
MasterOfGrey  [author] 10 Sep @ 6:58pm 
Mod updated:
- AI's usage of Integrate Subject now correctly avoids non-player *OR* colonies...
- All subjects should start with increased convoy contribution (many will auto-cancel at game start, this fine)
- Bureaucracy penalties from synergise actions will be checked yearly in case they've stuck around when they shouldn't
MasterOfGrey  [author] 10 Sep @ 4:50pm 
Can't fix what I can't reproduce guys - need more info
Furrnomenon UwU 10 Sep @ 1:33pm 
Getting the Convoy spam aswell
MasterOfGrey  [author] 9 Sep @ 4:15am 
I am not currently getting this, so I'll need more information than that if it is indeed an ongoing issue.
Spacehams 9 Sep @ 2:31am 
I'm getting quite a bit of notification spam from subjects offering increased convoy contributions, then immediately cancelling. I've resubbed, so I'm on the latest version.
MasterOfGrey  [author] 8 Sep @ 4:39pm 
Yes - don't do that.
tristwyn 8 Sep @ 11:54am 
Hi, I started synergising reforms with a subject who I then annexed via Merge Subject - it has given me a permanent bureaucracy debuff that I cant remove as the subject no longer exists. This then prevents synergising reforms with other subjects as there is 'one already ongoing'
MasterOfGrey  [author] 3 Sep @ 7:24pm 
Mod Updated:
- Offer Convoys subject action now properly accounts for convoys contributed to the overlord for the surplus calculation, and will not allow subjects to contribute if the total contribution % would exceed 95%
- Ensured requirements don't double count when pact is active
- Allowed power bloc members within a shared market to use the action as well
MasterOfGrey  [author] 3 Sep @ 4:21pm 
Ah, I have discovered that there's a combination of puppet+power bloc that means this give 100% convoy contribution, causing it to auto-fail again.

This isn't a math problem, this is an end-effect problem. I will add additional limitations and update.
MasterOfGrey  [author] 3 Sep @ 7:35am 
As a side note: the to-do list for this mod seems to grow faster than the progress on it - so if anyone is interested in helping out with it, you would be welcome.

Reminder: re-sub if you're having issues as Steam can be buggy about updates that are close together.
BlackCobra 3 Sep @ 7:04am 
спасибо за ответы!