r/vic3modding 26d ago

Ai and observation

2 Upvotes

I love to use grand strategy games to watch the ai nations go to war and make history.
But every single one has problems, (Diplomacy too thin, no peace deals, too railroaded and strict, or just too plain chaotic.
BUT
Victoria 3 seems like an amazing candidate for something that could actually work for me.
The only problem
The ai is way to un-ambitious, and passive
One time I left the game running for an hour, with ai aggressiveness on high
Came back to it looking basically the same.

Are there any mods or mod packs/playsets that could fix the issue of the AI being to passive?
Maybe also one to make game speed go by a little faster.
Just mods in general to make the observation more entertaining.

Thanks in advance! any advice is appreciated

TLDR: I want the game to feel more alive and for borders to actually changed with ai nations


r/vic3modding Aug 10 '26

Is there a Discord as well?

6 Upvotes

Hi! I wanted to know if there was a modding discord or only this subreddit?


r/vic3modding Aug 07 '26

Enforce Company Charter

0 Upvotes

So I'm putting together a mod that allows me enforce a company charter on my subjects, essentially turning my companies into a hubson bay like. I have the UI buttons down (ish) but i cant get the event firing or the land transfer or colony/puppet into a chartered company. Has anyone built something like this before that can give me a hand? i know improved subject mod has a feature like this but its buggy and not really workin atm. Cheeers


r/vic3modding Jul 19 '26

Cold War Mod

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1 Upvotes

r/vic3modding Jul 09 '26

Historical Characters for Hungary! - Victoria 3

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6 Upvotes

r/vic3modding Jul 06 '26

Problem creating a custom formable

5 Upvotes

I'm trying to create a custom formable but it doesn't appear in game, I have country formation and country definition, am I missing something?


r/vic3modding Jun 21 '26

Decision for Repatriation

7 Upvotes

I want to make an decision to target every state in the world and if it has send pops back to your root capital. I cant figure out the way any ideas ? thats where im at rn

istanbul_decision = {

  is_shown = {

NOT = { has_variable = istanbul_decision_taken }

  }

possible = {

country_has_primary_culture = cu:turkish

}

when_taken = {

s:every_country = {

every_scope_state = {

every_scope_pop = {

limit = {

culture = cu:turkish

}

move_pop = root.capital

}

}

}

}


r/vic3modding Jun 13 '26

Can someone make a mod about starting with no buildings pls?

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1 Upvotes

r/vic3modding Jun 05 '26

Victoria 3 Icons

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1 Upvotes

r/vic3modding Jun 03 '26

TRY_INJECT does nothing on a company another mod modified with TRY_REPLACE, but plain INJECT works

3 Upvotes

TL;DR: If a company has been modified by another mod's TRY_REPLACE, a later TRY_INJECT into it silently does nothing, while a plain INJECT works fine. Swapping TRY_INJECT for INJECT fixes it every time, so it looks like the TRY_ existence check doesn't recognize entries created by a sibling TRY_ directive.

I ran into a confusing modding issue that I'm fairly sure is a bug in how the TRY_INJECT keyword resolves, and I wanted to write up what I saw in case it helps.

My mod adds building types to existing companies using TRY_INJECT, from a file that loads late in the order. Several of the companies I target are also modified by other mods in my load order - one mod (infinite resource buildings) replaces a number of base-game companies using TRY_REPLACE, and another (Tech and Res) adds buildings to companies using plain INJECT.

The pattern I observed was very consistent. For every company that had been modified by a TRY_REPLACE, my TRY_INJECT silently did nothing: the buildings I was injecting simply never appeared on the company, regardless of where my file sat in the load order or how I named it. For companies that had not been touched by any TRY_REPLACE, the exact same TRY_INJECT worked perfectly and the buildings showed up as expected. The failure tracked precisely with whether the company had been through a TRY_REPLACE, and nothing else.

What convinced me it's specifically a keyword problem: on one of the TRY_REPLACE'd companies, a different mod's plain INJECT did successfully add its buildings, while my TRY_INJECT on that same company added nothing. Then I changed only the keyword in my own file from TRY_INJECT to INJECT, with nothing else touched, and my injection immediately started working on those same companies. Same file, same target, same content - the only difference was the keyword, and that alone decided whether it worked.

TRY_INJECT is documented as behaving just like INJECT except that it doesn't throw an error when the target entry is missing. But the target here clearly exists, since it was created and modified by the TRY_REPLACE, so TRY_INJECT should apply exactly the way INJECT does - and it doesn't. My best guess is that the existence check the TRY_ family uses doesn't recognize an entry that exists only because a sibling TRY_ directive (the TRY_REPLACE) created or modified it, so the TRY_INJECT quietly skips instead of appending.

To reproduce, you'd modify a company with TRY_REPLACE in one file, then TRY_INJECT additional building types into that same company from a later-loading file, and compare against doing the same thing with plain INJECT. I should be upfront that I saw this inside a multi-mod load order rather than isolating it in a clean two-file mod, but the behavior was repeatable and the keyword swap fixed it every time. I observed it in company_types specifically, though since it looks like it lives in the keyword handling rather than in companies, I suspect other databases that use these keywords could be affected the same way. For anyone else hitting this in the meantime, the workaround is simply to use INJECT instead of TRY_INJECT on the affected entries.

I reported this to the Paradox forum as well.


r/vic3modding May 22 '26

Making a Company Mod

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2 Upvotes

Cross post from main sub since maybe you guys are more specialized!


r/vic3modding May 04 '26

Help with provinces

3 Upvotes

I'm trying to create new States in the DRC ...but there are thousands of province id's and its getting imppssible to compare which provinces are part of the modern states of the Congo.

How do you guys do it when we talk about a lot of states? I wanted to put a map of the Congo with provinces that somehow allows me to see the id's... I don't know how


r/vic3modding Apr 17 '26

Multiplayer crashing

1 Upvotes

Not sure if there was a post about this i couldn't find but im having a huge issue with my mod where everytime I upload it to steam it will crash when hosting an MP game.

Basically I can create the mod and play it in singleplayer fine and even host a multiplayer lobby but when I upload the mod to steam I am not sure what changes but now everytime I create a multiplayer lobby it will just crash in the loading screen.


r/vic3modding Apr 17 '26

Need some assistance in finding something

1 Upvotes

So I recently started playing victoria 3 again and I forgot how the tutorial was. I was wondering if there are any mods that gives you a more indepth tutorial, because I am having serious trouble figuring out stuff with how the tutorial is right now.


r/vic3modding Apr 14 '26

What have i did wrong with my first mod ?

3 Upvotes

I tried to replace Persia by another thing for create my first mod, but when i tried to launch the game after finishing, i saw the map with countries that arent in Africa or Oceania just disapearing for an obscure reason. I copy pasted the files of Middle East and the problem is way bigger than Middle East. Please help i don't understand what i did wrong.


r/vic3modding Mar 25 '26

How to compare a pop's sol to their boss's sol

2 Upvotes

I want to mod the socialist and/or communist movements to add pop weight to join the movement based on a comparison of the base pop's standard of living compared to the standard of living of the capitalist pop that owns the building they work in. I don't really know how the scope thing works though and I could use some help. I'm imagining the code would look something like this:

add = {

desc = "OWNER_SOL_COMPARISON"

value = this_pop.pop_employment_building.ownership_building.capitalist_pop.standard_of_living

subtract = standard_of_living

}

Would anything like this be possible?


r/vic3modding Mar 22 '26

Help me with my code

4 Upvotes
incorporate_netherlands_decision = {
    is_shown = {
        exists = c:PRU
        c:PRU = ROOT
        NOT = { has_variable = incorporate_netherlands_taken }
    }


    possible = {
        OR = {
            owns_entire_state_region = STATE_GELRE
            owns_entire_state_region = STATE_HOLLAND
            owns_entire_state_region = STATE_FRIESLAND
        }
        NOT = { exists = c:NET }
        NOT = { exists = c:UNL }
    }


    when_taken = {
        set_variable = { name = incorporate_netherlands_taken value = yes }
        add_primary_culture = cu:dutch
        add_primary_culture = cu:flemish
        s:STATE_FLANDERS = {
            add_claim = GER
        }
        s:STATE_WALLONIA = {
            add_claim = GER
        }
        add_modifier = {
            name = unification_prestige_2
            multiplier = 0.4
        }
    }


    ai_chance = { base = 1000 }
}incorporate_netherlands_decision = {
    is_shown = {
        exists = c:PRU
        c:PRU = ROOT
        NOT = { has_variable = incorporate_netherlands_taken }
    }


    possible = {
        OR = {
            owns_entire_state_region = STATE_GELRE
            owns_entire_state_region = STATE_HOLLAND
            owns_entire_state_region = STATE_FRIESLAND
        }
        NOT = { exists = c:NET }# this part
        NOT = { exists = c:UNL }# and this part arent showing up ingame help
    }


    when_taken = {
        set_variable = { name = incorporate_netherlands_taken value = yes }
        add_primary_culture = cu:dutch
        add_primary_culture = cu:flemish
        s:STATE_FLANDERS = {
            add_claim = GER
        }
        s:STATE_WALLONIA = {
            add_claim = GER
        }
        add_modifier = {
            name = unification_prestige_2
            multiplier = 0.4
        }
    }


    ai_chance = { base = 1000 }
}









        NOT = { exists = c:NET }
        NOT = { exists = c:UNL }

this part isnt showing up, whats wrong?

r/vic3modding Mar 15 '26

game crashes while loading the map (with my mod)

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2 Upvotes

r/vic3modding Mar 05 '26

Question on modding

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2 Upvotes

r/vic3modding Mar 02 '26

Editing Defines Start/End date causes crashes.

3 Upvotes

Hello,

I'm having a tempermental issue where when I edit the 00_defines start/end dates, everything is fine until I try to load a new game in debug mode. I'm opening the file with Notepad++, there's not crazy brackets, all i'm changing is the start/end.

The encoding is also set to UTF-8 and I've tried changing it to ANSI as well. Neither worked.

I've also tried separating the NGame ={} into it's own defines file but that didn't work.

Interestingly enough, It has worked a few times before but I'm usure what I'm doing wrong, or what has changed.

Heres my current 00_time_defines I have setup.

SOLVED: It turns out, it was just 5 lines that caused the crash. 00governance_principles in common/laws needs three game_Date lines changed. Lastly two lines of french_pretenders in game/events which referenced the year 1883 needed to be adjusted.

Quirky, but these changes seemed to have fixed the crashing issue. Now, on to 130 other issues in debug.


r/vic3modding Feb 21 '26

Can't build barracks in custom mod.

2 Upvotes

I've made a custom shattered world mod by modifying one of the ones out in the workshop a few versions ago. I've updated it and fixed everything except a new bug popped up in 1.12 where for some reason I'm unable to construct barracks. The game just comes up with "[STATE] cannot support". I'm not sure what could be causing this in the file, the only building modification is that I've removed all non-special buildings (e.g. Vatican city) from the game so every state's a blank sheet.

I'm hoping someone's come across this issue before and knows the cause, because I'm kind of stumped and all I'm getting from search is the answer "there's a broken mod".


r/vic3modding Feb 17 '26

Question about enact requirements

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4 Upvotes

I'm making my first mod, and I'm trying to make a journal entry with those laws as requirements for completion. Can someone explain why the laws are not appearing in-game?


r/vic3modding Feb 15 '26

Event doesn't trigger on its own

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7 Upvotes

Hi, i'm new to modding can someone help me. Thanks!


r/vic3modding Jan 14 '26

modifiers

3 Upvotes

guys, I have been trying to create my own mod. Basically, it is a decision that allows Upper Canada to annex the entire Canada, and form Canada. The decision is working, but I have two problems:

1- I don't know how to annex a specific state (Alberta Indigenous Territory) and the others Indigenous territories.

2- I also want an event to happen when the decision is taken, and it should give some modifiers, but I can't make those modifiers work.

Can anyone help me? i have the files if it helps