Modifier Types

Standardize Victoria 3 modifier type definitions in common/modifier_type_definitions.

21|8|Updated Jun 23, 2025
One-click install
npx skills add https://github.com/mattia2110/tech-and-res --skill modifier-types
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Modifier Types
Source: https://github.com/mattia2110/tech-and-res/tree/main/.agents/skills/modifier_types
Command: npx skills add https://github.com/mattia2110/tech-and-res --skill modifier-types

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This guide standardizes Victoria 3 modifier type definitions to ensure consistent modding and predictable game behavior.

Core Features & Use Cases

  • Defines naming and metadata conventions for modifier types used by buildings, laws, scripted modifiers, static modifiers, mobilization options, and other content.
  • Controls the workflow for creating, editing, and reviewing entries in common/modifier_type_definitions to prevent typos and broken consumers.
  • Provides guidance on where definitions live, how to prefix keys, and how to align with existing consumer types to avoid misrouting of modifier effects.

Quick Start

Create or update a modifier type in common/modifier_type_definitions by following the structure and conventions described in this guide.

Frequently Asked Questions about Modifier Types

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I define custom Victoria 3 modifier types in common/modifier_type_definitions?

Victoria 3 modifier type definitions require YAML frontmatter with name and description fields, canonical key prefixes matching consumer scopes, and core fields like decimals, color, percent, boolean, and game_data to ensure predictable behavior.

What are Victoria 3 modifier type definitions and when do I need them?

Victoria 3 modifier type definitions are standardized metadata entries for custom modifier keys consumed by buildings, laws, scripted modifiers, static modifiers, and mobilization options to ensure consistent modding and predictable game behavior.

How do I prefix modifier keys in Victoria 3 to align with existing consumer types?

Align modifier keys with their consumer scope using canonical prefixes to prevent typos and broken consumers, ensuring modifier effects route correctly to buildings, laws, scripted modifiers, or mobilization options.

What core fields should I include when creating Victoria 3 modifier types?

Core fields for Victoria 3 modifier types include decimals, color, percent, boolean, and game_data usage, combined with YAML frontmatter to control display formatting and game behavior for custom modifier keys.

Why are my Victoria 3 custom modifiers not working or misrouting effects?

Broken modifier effects in Victoria 3 typically result from inconsistent modifier type definitions, key typos, or prefixes misaligned with consumer scopes, causing modifiers to fail when consumed by buildings, laws, or scripted modifiers.

Can I use custom modifier types with Victoria 3 scripted modifiers and mobilization options?

Custom modifier types defined in common/modifier_type_definitions support scripted modifiers, static modifiers, mobilization options, buildings, and laws as long as keys use canonical prefixes aligned with the correct consumer scope.