Victoria 3

Victoria 3

177 ratings
Subject Manager
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.798 MB
20 Jan, 2023 @ 3:22pm
29 Jun, 2024 @ 5:45am
10 Change Notes ( view )

Subscribe to download
Subject Manager

Description
A mod that allows to control subjects in greater detail.

Features
Mod implements following Diplomatic Actions:

- Increasing Subject Autonomy
- Decreasing Subject Autonomy (if your relations are at least Amicable)
- Transferring own subjects to different countries (there might be minor issues which are described in the event)
- Changing laws of the subjects
- Penalizing factories throughput of subjects (can be turned on and off, will automatically disappear after 1 year after subject gets independence). It affects both light and heavy industry. disabled for now
- Removing industrial buildings of subjects
- Boosting construction sector for subjects - no longer needed as it's in the base game.
- Expanding subject buildings - no longer needed as it's in the base game.

Future plans
- Moving the interface from events to GUI Not possible without affecting compatibility with other big mods - I'll try to maybe reduce it to one main event instead of 8 options as not to take too much GUI space.
- Changing institution levels of the subjects

Tips
No tips for you (they got depreciated in 1.7)

FInishing thoughts

If you spot a bug/typos let me know in the comments - I'll try to fix it for next release.

Generally mod code is licensed under MIT so you can include it in other mods (with or without attribution). Of course icons are not included in this as they are coming from the base game.


Translations
Chinese translation


Suggested mods
Colonial AI actually prioritises resource buildings
Allows merging subjects
Popular Discussions View All (8)
2
22 Feb, 2023 @ 1:00am
Mod Suggestions
Jorian Drake
1
5 Jul, 2023 @ 6:47am
Russian localisation
Nihillman
0
24 Aug, 2023 @ 6:50pm
Polish localization (transfer)
Zszywka
93 Comments
bowlofdro 28 Jun @ 8:32am 
this working for 1.9? thanks
John Doom 26 May @ 2:25pm 
bug: if a puppet is forced into war using the "enforce access" option and captures the enemy leader's capital state, it won't count as goal
John Doom 24 May @ 3:28pm 
seems to work fine in 1.8
LEE 17 Mar @ 5:43am 
update plz
大黄太阳枪 3 Mar @ 8:12am 
I wish this was updated, I use a lot of state transfer tool to annex and release countries for proper borders and roleplay but its impossible to switch everybodys laws when there is like 5 subjects in one area.
NAZWodkamelone 14 Dec, 2024 @ 11:55am 
Hey. Even if its deprecated I like to use it like a cheat. I like it to roleplay/cheat also and to fix buggy borders and so on.
p0xus 8 Dec, 2024 @ 11:44am 
After looking through the script, I'm pretty sure the restriction that you must be the owner of the state to change PMs, even if you own the building, if hard coded in the exe file.

I suppose you could create a new gui window or perhaps a series of nested and dynamic decisions and events to change the PMs, but I don't think its possible through the normal method.
chernwei5784 21 Aug, 2024 @ 7:35am 
That would be amazing if its possible below
Kurt 12 Jul, 2024 @ 6:38pm 
Peccadillo that would be super cool, seems like only bigger AI's like Prussia, Belgium etc. change their PM's when new ones are available and even in those it's a hit and miss, like if a rev hits all buildings still go back to poor PM's and never get's reset.
Peccadillo 6 Jul, 2024 @ 8:53am 
With the new update introducing foreign investments, would you consider adding an option to change production methods of buildings you own in your subjects lands? So far, the PMs depend on the tech of the subject, and not of the overlord, even if you built them. This should be changeable aswell.