Victoria 3

Victoria 3

Subject Manager
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.
Kurt 29 Jun, 2024 @ 7:41am 
Had to unsubscribe and re-subscribe to make the 1.4 warning triangel go away from the playset screen, but it's gone now and it works!
If anyone else is looking for this (they should be) the button is found in power block screen like other menus specifically for subjects
Kurt 29 Jun, 2024 @ 6:56am 
Wow glad to see you back :)
I will try it at once!
R3fr3Sh  [author] 29 Jun, 2024 @ 5:47am 
@Kurt it should be now working. I came back from hiatus (though not sure for how long).
Kurt 27 Jun, 2024 @ 5:07am 
Don't think it works anymore, and I really miss it, my confederation of the Rhine is in a constant revolt mainly because switching them off national supremacy has been a fruitless exercise for more than 20 years now. This should be in the main game!
255 14 Jun, 2024 @ 9:37pm 
This still works as of now in 1.6
Sasi166 31 May, 2024 @ 7:14am 
is it compatible with the latest patch, because i get a warning in the opening screen
ilcherubba 28 May, 2024 @ 5:07am 
Can anyone tell me what I need to change to make this mod work?
Mrupdata 25 May, 2024 @ 6:04pm 
update plz
Zack_Attack 23 Feb, 2024 @ 11:42am 
@one:) Thanks dude it fixed it for me :steamthumbsup:
doriansachio 11 Jan, 2024 @ 9:43am 
@one:) are you saying that the building_group_bg_manufacturing_throughput_mult was the only thing that needed to be updated (trying to determine if I can use this mod in my game rn)
Mystoria 8 Dec, 2023 @ 4:52am 
@R3fr3Sh update bro
OEB 4 Dec, 2023 @ 12:38am 
UPDATE PLZ:azuki2:
Urban79 3 Dec, 2023 @ 7:39am 
Update??
one:) 1 Dec, 2023 @ 7:49am 
Hey @R3fr3Sh, wanted to let you know that in 1.5 they renamed the modifier for building group throughput from "building_group_bg_manufacturing_throughput_mult" to "[...]_throughput_add", which breaks your "SM: Weaken advanced industry" interaction. the value is still taken as a percentage, going against their own conventions. they didn't include this in the patchnotes, but you can check in the game files (\common\modifier_types\01_building_modifier_types.txt).
Should be a really easy fix, since you only have one modifier file. Also I tested it locally with a copy of your mod. hope this helps!
Peccadillo 17 Nov, 2023 @ 8:10am 
With all the changes in 1.5 i understand the probably big task to do this but I wanted to ask if you plan to update this mod for 1.5? Been using it so far and would love to see it updated. Thanks for all you have done!
Caagmerra 16 Oct, 2023 @ 6:44pm 
Hey R3fr3Sh! I really like this mod but i was wondering if you could add compatibility with the 'Seeds of Change: Agriculture Overhaul Mod'. I was using it a couple of times together and was just manually modifying your mod to include some of the new plantations that the mod included in the expand subject buildings interactions but ultimately decided to just not use it as I preferred your mod and paradox kept updating the game every 2 days meaning the mods would be updated and I'd have to do it like everytime I played lmao.

Anyway I totally get if it's not viable/you don't want to add compatability, just thought i'd ask. I love this mod either way so thanks for making it!
SgtPeppersSoul 12 Sep, 2023 @ 5:18pm 
At the moment, this mod does not work with State Atheism. You can impose it using the mod, but whatever event on the back end actually changes the state religion will not occur, so the religion won't change. It does change in your own country if you pass the law, so I'm certain there's no mod conflict.
R3fr3Sh  [author] 3 Sep, 2023 @ 5:07am 
@rib986 I don't really believe this is the mod causing the crash (unless there is some big compatibility issue). If you upload a save and mod list I can take a closer look to see what's causing it.
rlb986 30 Aug, 2023 @ 2:24am 
This mod is causing a crash,in current version of the game, when the player tries to load save with a subject
R3fr3Sh  [author] 24 Jul, 2023 @ 1:30pm 
@KICK/blenzO I am not willing to maintain separate MP version. But you can easily modify it - I have it on my github [github.com]
@seungwon91 I linked a mod in Suggested mods section
@SnowCabbage I'll look into it when I get back to playing Vicky 3

Regarding polish and russian localization I'll look into it after I come back to playing Vicky 3. But you are free to create russian/polish localization submods and I can link them in main thread
blenzO 24 Jul, 2023 @ 12:27am 
We'd love to integrate the mod with Proce3d's modpack for MP games but the ability to change subject laws is too META/broken to use in MP ex. (Britain banning slavery in EIC day 1). Would you be willing to make a separate version that doesn't include the overlord ability to change subject law?
seungwon91 30 Jun, 2023 @ 2:29pm 
Do you plan to add diplomatic annexation of subjects in this mod? My little complaint on Vic3 is lack of diplo annex that EU4 and HOI4 have..
SnowCabbage 19 Jun, 2023 @ 4:39am 
when change the law of religion,it doesn't work well.it actually change the law,but it doesn't change the state religion
Peccadillo 30 May, 2023 @ 8:14am 
its a netherlands-specific mechanic i think where you can transfer your puppets in the indonesia region to the DEI with a decision.
R3fr3Sh  [author] 30 May, 2023 @ 6:30am 
@Peccadillo Interesting, I didn't cross my mind that you would want to manage subjects of your subjects. I'll look into that.
Peccadillo 30 May, 2023 @ 5:38am 
Love the Mod! Finally I can actually use the ressources my subjects have. I noticed though that when starting a new netherlands campaign with this mod, it will only let me do the SM: interactions with the Dutch East Indies, and not it's puppets. Do you see this being added to the mod so that i can manage my subjects puppets as well? Thanks for all your work!
franzinor 23 May, 2023 @ 12:12pm 
Love this mod, it makes having subject states feel good and makes them useful instead of simply a tool to lower infamy costs! Thanks for the swift update!
R3fr3Sh  [author] 23 May, 2023 @ 9:51am 
Thanks to its simplicity most of the mod should work even after updates. But I officially upgraded it to support 1.3.* (with new law and law groups)
Unfortunately that means that I broke backwards compatibility if you wanted to finish 1.2.x campaign. You can download the 1.2 compatible mod version from my github [github.com]
Red Dragon 22 May, 2023 @ 10:47am 
I really love this mod, helped tremendously in the game but would you please update the mod to be compatible with patch 1.3? Thank you!!
MalloTM 21 May, 2023 @ 5:42am 
Only using Anbeelts AI mod, maybe its that.
R3fr3Sh  [author] 20 May, 2023 @ 11:32am 
@MalloTM hard to tell, I have never actually seen AI deconstruct buildings (are you using any AI enhancement mods?). I have seen that sometimes they cancelled yet unbuilt buildings - but bankrolling subjects mod helped with that in most of the cases where that happened. Unfortunately there is no way to force AI to actually build stuff as subject
MalloTM 20 May, 2023 @ 10:12am 
After I build subjects buildings, they instantly stop the building or dismantle it if it had finished. Any fix?
R3fr3Sh  [author] 17 May, 2023 @ 12:40pm 
@Fordemy it shouldn't be a problem.
Fordemy 17 May, 2023 @ 6:09am 
Can I add this mod to an already created game?
Dereko | wiki.tf 28 Apr, 2023 @ 2:18am 
This one loves this mod.
R3fr3Sh  [author] 20 Apr, 2023 @ 2:33pm 
@Tuyuko they won't be added automatically but the base game laws should still work correctly.
Tuyuko 20 Apr, 2023 @ 12:29pm 
Is this mod compatable with any mods that add new laws?
R3fr3Sh  [author] 6 Apr, 2023 @ 1:27pm 
@Jack I wanted to limit it so that you can enact laws that are actually reserached by your subject - but I haven't found a nice way apart from manually checking if tech is researched - which I don't want to do as it's hard to maintain
Jack 6 Apr, 2023 @ 12:00pm 
This is a bit OP imo because you can just give your subjects all the best laws instantly. Is there anyway you can change it to where you can't give them the best laws at the game start or something?
R3fr3Sh  [author] 3 Apr, 2023 @ 10:32am 
@Necrotes tbh I think it's a wrong approach now but I didn't have enough time to figure it out. Now I prefer to use Colonial AI mod that i linked in Suggested mods page and I think it's the correct way to handle things.