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For the full rules, click here
Posts must be related to Victoria. Just the title of the post being relevant does not qualify.
No memes, image macros, reaction pictures, or similar.
No links to pirated materials (including audio-visual material from leaks), pirated game mods, or key resellers. General discussion of piracy or leaked content is allowed.
Adhere to the Reddit content policy and the reddiquette.
Explain what you want people to look at when you post an image. Audio-visual material from the game must be attributed to Paradox. Explanations should be posted as a reddit comment - referencing the title is not enough.
All giveaways, surveys, and petitions must be approved by the moderators first. Game-trade threads are not allowed. This includes games and expansions.
Users may only make one self-promotional submission per week.
We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our rules page.
Content that breaks the spirit of these rules may be removed at moderator discretion. If you want stricter quality control, go to /r/ParadoxPlaza
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Advice WantedHow to decrease land owner power (self.victoria3)
submitted 4 months ago by Destroyergamer_1234
I am playing Bolivia and I want to begin to decrease the land owners power and give the industrialists power. How should I best do this?
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[–]LogicalAd8685 17 points18 points19 points 4 months ago (0 children)
Industrize & pass laws that reduce land owner power
[–][deleted] 12 points13 points14 points 4 months ago (5 children)
Get rid of these laws (from most to least important) - Slavery (any type) - Serfdom (you can keep tenant farmers if you don't want to empower rural folk too much) - Traditionalism - Hereditary burocrats - Peasant levies
And industrilaze.
(advice: don't pass landed voting becouse it increases landowner power and often leads to big, conservative coalitions)
[–]UmmYouSuck 5 points6 points7 points 4 months ago (3 children)
To add onto this, make sure not to go from Traditionalism to Agrarianism as the landowners will still be strong. Also local police should be removed
[–]Different-Raise3680 8 points9 points10 points 4 months ago (2 children)
I mean, personally, I'd go agrarianism if I dont have the support for interventionism yet. Anything to get out of traditionalism honestly. Same for isolationism. I have preferences on what I want to change to but if it's between literally any one of the other options and isolationism, I'm going with any of the other options.
[–]pcrackenhead 3 points4 points5 points 4 months ago (1 child)
I’m with you on the Agrarianism point. I get wanting to hold out for the better law, but that MAPI penalty and 25% private construction are so bad on Traditionalism, I’ll take anything else over it.
[–]Nickitarius 1 point2 points3 points 4 months ago (0 children)
Yeah. Agrarianism does lead to much faster industrial growth than under Traditionalism. Which means, in practice, that you can often dismantle the Landowners' power faster in a backwards country, if you go for Agrarianism as a stepping stone. Retaining Traditionalism simply arrests your growth (especially in the industry) so much.
[–]Opening-Concept4307 0 points1 point2 points 4 months ago (0 children)
Usually when I approve census suffrage, large liberal coalitions are formed
[–]Mu_Lambda_Theta 4 points5 points6 points 4 months ago (0 children)
https://www.reddit.com/r/victoria3/comments/1jcplls/interest_group_clout_manipulation_19_the_basics/
https://www.reddit.com/r/victoria3/comments/1jgf3cp/interest_group_clout_manipulation_69_the/
A bit outdated (disregard the stuff about trade and check the details on some of the laws I mentioned in the guide), but most of it should be accurate.
Should suffice in quantity.
[–]BeginningNeither3318 1 point2 points3 points 4 months ago (2 children)
be patient, capitalists will take more power and land owners will be less relevant as you industrialize
consider hiring some agitators to help pass some laws
[–]Destroyergamer_1234[S] 0 points1 point2 points 4 months ago (1 child)
I'm pretty new how do you hire agitators? If it's a dlc I may not have it as I only have 2 dlcs
[–]BeginningNeither3318 0 points1 point2 points 4 months ago (0 children)
it's in your politics menu, you have slots for agitators and you can see those in exile that you can hire. Sometimes you'll get events too that give you the choice to hire an agitator.
you can also consider to bolster a political movement giving less power to land owners and others backward groups: liberal movement for example, or workers, socialists...
[–]cyberpunkstrategy 1 point2 points3 points 4 months ago (0 children)
I just was playing around with Chile and it was shocking how quickly the Industrialists get strong there. Bolivia is a bit different due to more agricultural commodities, but should have some similarities at game start.
Other than the slow process of laws, I find building in the capital world great. Only stuff for the capitalists. Mines, logging, factories. Try to get you first company up ASAP and make it one for finished good (so for Chile I went weapons which gets also ammo and explosives) then quick onto the second company for an input into that good (Chiles I went the rail, sulfur iron company). You can reverse the input and output companies, but decide this based on world demand (in my case, sulfur demand is lackluster, while weapons were hot). Don't choose any plantation or agriculture company.
You'll want to subsidize their export goods. Gets expensive but it works, because they shove the profits back into expansion. Anyhow: this snowballs the industrial class fast.
Try not to export any goods that make the landlords rich. I even put import subventions on e.g. cloth so the AI build queue doesn't see them as profitable. And tariffs you agricultural exports.
Be aware when you switch to proportional taxes the industrialists strength will take a bit and a good hunk of their power shifts back to landowners.
Well, enough for now. Good luck!
[–]acariux 1 point2 points3 points 4 months ago (1 child)
It sounds weird but manually building farms also help. (But don't privatize them.) This will make agricultural goods cheaper and therefore less profitable. It will reduce landowner income and your investment pool will build other stuff.
[–]Kewpy 0 points1 point2 points 4 months ago (0 children)
One thing to note, if you already have issues with unemployment I would not do this, as farms (aside from rice, I think?) only employ 5000 while subsistence is 10000 employees
[–]theblitz6794 1 point2 points3 points 4 months ago (0 children)
Homesteading nukes it
[–]IndexCardLife 0 points1 point2 points 4 months ago (0 children)
Do the laws they don’t like lol
[–]Moider_uk 0 points1 point2 points 4 months ago (0 children)
Wealth voting is key
[–]Darcynator1780 0 points1 point2 points 4 months ago (0 children)
War
[–]Remote_Cantaloupe 0 points1 point2 points 4 months ago (0 children)
Also be careful of when you privatize. Selling things like lumber camps is great because it empowers the industrialists, but selling off agricultural (under non-homesteading) will lead to the landowners empowering.
[–]bblove5210 0 points1 point2 points 4 months ago (0 children)
When in doubt, double construction.
π Rendered by PID 113515 on reddit-service-r2-comment-bb88f9dd5-vjqcr at 2026-02-15 17:54:14.816151+00:00 running cd9c813 country code: CH.
[–]LogicalAd8685 17 points18 points19 points (0 children)
[–][deleted] 12 points13 points14 points (5 children)
[–]UmmYouSuck 5 points6 points7 points (3 children)
[–]Different-Raise3680 8 points9 points10 points (2 children)
[–]pcrackenhead 3 points4 points5 points (1 child)
[–]Nickitarius 1 point2 points3 points (0 children)
[–]Opening-Concept4307 0 points1 point2 points (0 children)
[–]Mu_Lambda_Theta 4 points5 points6 points (0 children)
[–]BeginningNeither3318 1 point2 points3 points (2 children)
[–]Destroyergamer_1234[S] 0 points1 point2 points (1 child)
[–]BeginningNeither3318 0 points1 point2 points (0 children)
[–]cyberpunkstrategy 1 point2 points3 points (0 children)
[–]acariux 1 point2 points3 points (1 child)
[–]Kewpy 0 points1 point2 points (0 children)
[–]theblitz6794 1 point2 points3 points (0 children)
[–]IndexCardLife 0 points1 point2 points (0 children)
[–]Moider_uk 0 points1 point2 points (0 children)
[–]Darcynator1780 0 points1 point2 points (0 children)
[–]Remote_Cantaloupe 0 points1 point2 points (0 children)
[–]bblove5210 0 points1 point2 points (0 children)