Victoria 3

Victoria 3

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Grey's Subject Interaction Suite
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26 Jun, 2024 @ 7:01pm
30 Sep @ 9:56pm
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Grey's Subject Interaction Suite

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7
*Cancel any ongoing actions before attempting to remove.

This mod is a large overhaul for interacting with your subjects.
It contains a complete overhaul of Liberty Desire, and a range of additional subject interactions either created by myself, sourced from abandoned mods and updated, or included with permission.


Features:
Liberty Desire Overhaul:
  • BASE Liberty Desire has been totally removed and replaced with Legal Friction.
  • Legal Friction applies liberty desire to subjects based on differences between their laws and yours that relate to; how governments interact with each other, and wealth-owner groups investment options and returns.
  • The impact of Overlord Prestige on reducing liberty desire now scales through 5 tiers.
  • The power of the overlord's army (up to a max of 10x) reduces subject liberty desire... and the inverse is true also...
  • Overseas subjects will now receive less liberty desire reduction from the overlord's army, if they have a powerful fleet to stop you from landing.
  • ...and having a powerful fleet will add liberty desire all of its own...

Read the detailed explanation here: Liberty Desire Overhaul

Additional Subject Interactions:
  • Ask Your Subject to Fight - updated and expanded, triggers your subject to declare to conquer a state of your choosing. (Can also Return State with claims, take existing Treaty Ports, or Annex a nation if it's your subject's direct subject, or has at most 3 states.)
  • Initiate Open Borders - gradually encourages them to change law to Open Borders.
  • Integrate Subject - allows for diplomatic integration of sufficiently friendly and low-liberty desire subjects.
  • Initiate Cultural Alignment - updated and refined localisation, diplomatic agreement to eventually align their primary culture with yours.
  • Initiate Religious Conversion - separate diplomatic agreement to eventually align their state religion with yours.
  • Initiate Cultural Inclusion - works to eventually your primary culture to their country in addition to their own.
  • Synergize Bureaucracy/Economic Systems/Land Reforms/Trade Policies - gradually (and forcibly) align a subject's Bureaucracy/Economic Systems/Land Reforms/Trade Policies laws to match yours.
  • Forced Industry Ban - forcibly change a subject's law to Industry Banned, at substantial diplomatic cost...
  • Forced Border Closing/Opening - force a subject to close/open its borders, closing requires clos relations and is not a huge matter... opening is a more freely usable but much less popular decision.
  • Consolidate Subjects - Merge subjects of similar cultures together (does not count cultures added by you). Many thanks to CaelReader!
  • Support Subject Expansion - causes subjects to adopt an aggressive strategy towards regional neighbours.
  • Forced Slavery Ban - forcibly change a subject's law to Slavery Banned, may upset some people...
  • Forced Slave Trade - forcibly change a subject's law to Slave Trade, will upset a lot of people...
  • Recognize - Recognise an unrecognized subject.
  • Offer Convoy Contribution - As subject, give excess convoys to overlord

NOTE: These appear contextually - they won't show for a particular subject if they're not potentially valid.

Game Rules:
- Set whether the AI can use the Merge Subject action (Default = yes)
--> Choose whether the Merge Subject action is balanced, cheaty, or disabled! (Default = balanced)
- Consolidate Subject can be enabled, player only, or disabled
- Synergize actions can be disabled
- Force Law actions can be disabled or limited to slavery laws only
- Culture & Religion Change actions can be disabled

Bonus features:
- When you request a subject change their laws they get a buff to enactment success.
- Trade State, Fund Lobby, Raise/Decrease Payments, Appoint Gov., Support Regime, Evangelize, Demand State, & Support Independence have all been tweaked to improve gameplay.

I expect to add more things to this over time.


This should never conflict with anything unless that thing also changes Liberty Desire.
IF YOU WANT TO MAKE OTHER LIBERTY DESIRE CHANGES COMPATIBLE WITH THIS:
Refer to the instructions in MoG_10_mod_compatibility.txt in \common\script_values

This mod's version of Consolidate Subjects is slightly different to Cael's original mod - if you have both loaded the other will take priority.

If you find it doesn't behave as advertised; LOAD THIS LAST and try again before reporting issues.

Apparently this works really well with:
  • Cold War Era


Can you add <insert language> localisation?
If you send it to me I will add it.

Otherwise - Read the FAQ


Huge Thank You to CaelReader who provided all new icons, refactored things, and added extra game rules!

Credit to creators of the original mods:
  • Koa - 'Change Subject Culture'
  • 无言Infinite - 'Merge Subject'
  • CuteRiceWalker - 'Ask Your Subject to Fight'
  • uridogoraeda - 'Forced change in subject country law'
  • CaelReader - 'Consolidate Subjects'
  • a.k.a DMDonahue/Marcus - 'Diplomatic Recognition'
  • Taylor - 'Offer Convoy Contribution'

Credit to Henrax le Chamalax for doing some real AI acceptance logic for Merge Subject.

Language Support:
Localizations are either; submitted by community members, collected from defunct sources, or done by Machine Translation.
-> Replacements are welcome from anyone!

Credit to human providers of localisation content:
  • English: MrBlazzar™
  • Chinese: CuteRiceWalker, 无言Infinite, GHYNG, 无铭
  • Korean: Koa, uridogoraeda
  • Brazilian: Íkaros
  • Polish: WarpWhistle79
  • Russian: Nihillman
  • Japanese: Cosmox
  • French: BobbyBob
  • German: kindum
You can submit additional localizations to the pinned Discussions thread.

Supported Languages:
English, B.Portuguese(Português), Simp. Chinese(中文), French(Français), German(Deutsch), Japanese(日本語), Korean(한국어), Polish(Polski), Russian(русский язык), Spanish(Español), Turkish(Türkçe)

#Diplomacy #Subject
#Management #Interactions
#Change Primary Culture
#Command Subjects #SIS #GSIS
You can support me on Patreon: [patreon.com]
Popular Discussions View All (6)
3
16 Sep @ 3:19pm
Increase convoy distribution spam debug
Dimi
21
1 Jun @ 5:40am
PINNED: Localization Submissions
MasterOfGrey
3
27 Jun, 2024 @ 7:22pm
Forcing subject to start a play not working
Meili
379 Comments
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