Political Lobby Appeasement

Define Victoria 3 appeasement factors for political lobbies with Frontmatter rules.

21|8|Updated Jun 23, 2025
One-click install
npx skills add https://github.com/mattia2110/tech-and-res --skill political-lobby-appeasement
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Political Lobby Appeasement
Source: https://github.com/mattia2110/tech-and-res/tree/main/.agents/skills/political_lobby_appeasement
Command: npx skills add https://github.com/mattia2110/tech-and-res --skill political-lobby-appeasement

SYSTEM DOCUMENTATION & REQUIREMENTS

## What problem does it solve? Victoria 3 mod authors often create bespoke appeasement factor keys, leading to inconsistent tooltips and maintenance overhead. This skill provides a structured approach to define, validate, and reuse appeasement factors for political lobbies, ensuring consistent naming, durations, and usability rules.

## Core Features & Use Cases Provides a clear workflow for inspecting related content (diplomatic_actions, treaty_articles, and scripted_effects), reusing existing factor keys when possible, and adding new factors only when the tooltip reason or usability category truly differs. It enforces frontmatter requirements (name and description) and requires duration_to_show and is_always_usable to be defined when appropriate, aligning with vanilla patterns and existing callers like change_appeasement and lobby effects. Real-world scenarios include creating a new appeasement reason for a diplomacy event or a lobby action that requires a distinct tooltip.

### Quick Start Open common/political_lobby_appeasement/*.txt and add a new appeasement factor definition following the established structure.

Frequently Asked Questions about Political Lobby Appeasement

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

FAQPage Schema
How do I define new appeasement factors for Victoria 3 political lobbies?

Victoria 3 appeasement factors require structured definitions in common/political_lobby_appeasement. Validate frontmatter for name and description, set duration_to_show semantics, and gate usage with is_always_usable to align with existing callers like change_appeasement and scripted_effects.

When should I add a new political lobby appeasement factor instead of reusing one?

Create a new appeasement factor only when the tooltip reason or usability category genuinely differs. Reusing existing keys across diplomatic_actions, treaty_articles, and scripted_effects prevents inconsistent tooltips and reduces maintenance overhead in Victoria 3 mod content.

Why are my Victoria 3 lobby appeasement tooltips showing inconsistent text?

Inconsistent lobby appeasement tooltips typically stem from missing frontmatter fields. Enforce name and description in common/political_lobby_appeasement definitions, and verify duration_to_show semantics align with vanilla patterns to ensure proper display across diplomatic actions.

Does Victoria 3 appeasement modding require duration_to_show and is_always_usable?

Defining duration_to_show and is_always_usable is required when appropriate for appeasement factors. These fields control tooltip display durations and usage gating, aligning custom lobby factors with vanilla Victoria 3 patterns and existing scripted_effects callers.

What files interact with political lobby appeasement factors in Victoria 3 mods?

Appeasement factors interact with diplomatic_actions, treaty_articles, and scripted_effects. Definitions in common/political_lobby_appeasement must align with these existing callers, including change_appeasement and lobby effects, to ensure proper integration within Victoria 3 mod content.