Subject

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A subject is a country which is subordinate to another country (the overlord). All subject types become a junior member of the overlord's customs union.

Most subject types must be a lower rank than their overlord, and no subject type can ever be a great power. For example, East India Company is a major power at the start of the game despite having more prestige than United States of America, a great power, because they are a subject of Great Britain, also a great power.

Additionally, subjects have other restrictions or obligations, varying by type, such as paying a portion of their tax income to the overlord, being unable to start their own diplomatic plays, or being forced to join their overlord's diplomatic plays. However, they also receive a degree of protection, as the overlord is automatically called into diplomatic plays targeting the subject. However, subjects are not protected by their overlord if they join a diplomatic play targeting another country.

It's worth noting that the only diplomatic restriction autonomous subjects and their overlords have is that some war goals can't be used against an overlord or a subject, as well as tendency to have good relations. A dominion and their overlord, for example, can end up at war because one of them attacked another's ally or simply by backing different sides in a diplomatic plays while maintaining their subject relationship, staying in the same market (and thus, indirectly transferring goods, including military goods, to each other), and even paying their subject fees. Provided independence was not demanded in the war, they will go back to normal subject relation after the war, possibly even taking other war goals. Notably, a special war goal allows the overlord to fully annex some types of subjects, and there is a 0.1 infamy multiplier for overlord's diplomatic plays targeting subjects other than customs union partners.

Subject types[edit | edit source]

There are six types of proper subjects, and one pseudo-subject type, the Customs Union member. Three of the proper subject types are non-autonomous, meaning they are unable to start or join any diplomatic plays, except for independence, and they automatically join their overlord's diplomatic plays. The other types, including Customs Union, are autonomous, meaning they may start or join diplomatic plays as normal, do not automatically join their overlord's diplomatic plays, and may have their own subjects. Some subject types pay a portion of their tax and minting income to their overlord(but not from the tariff and diplomatic pact income).

Type Autonomous Annexable by play Annexed on country formation Income transfer Convoy contribution Overlord Type
Protectorate Yes No No 50% Recognized
Dominion Yes Yes Yes 25% 75% Recognized
Puppet No Yes Yes 30% 75% Recognized
Tributary Yes No No 20% 50% Unrecognized
Vassal No Yes Yes 30% 50% Unrecognized
Personal Union No No Yes 50% Any

Dominions, puppets, and vassals can be created through diplomatic plays. Protectorates and tributaries are instead established by a diplomatic action, with either country proposing. Subjects can also be created by releasing a country from owned states in which case the subject type depends on the circumstances.

Personal unions are the only subject that share the same ruler with its overlord. Additionally, a personal union junior can be the same rank as, or even higher than, the overlord, though this is unlikely in regular gameplay. It is not possible to form a personal union during the game, though they can be transferred from one monarchy to another through a diplomatic play. A personal union ends if the senior partner becomes a non-monarchy. Personal unions cannot be formed during gameplay; the only instances are present at the start of the game. Personal unions that exist in the game are:

Customs union[edit | edit source]

While defined as a subject type, a customs union is not a proper subject type. The senior partner is not obligated to protect its junior partners. However, like proper subject types, a junior partner of a customs union cannot become a great power, and it contributes 50% of its convoys to the senior partner.

References[edit | edit source]

common/subject_types/00_subject_types.txt

common/diplomatic_actions

common/diplomatic_plays

Dev Diary 20