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Victoria 3

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Paradox Development Studio invites you to build your ideal society in the tumult of the exciting and transformative 19th century.

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Changelog

Hotfix 1.13.9 is now LIVE! - Not for Problem Reports!

Added
  • Add search bars in various places, including the Tech tree, to look for specific unlocks
  • Add fleet action to return a fleet to nearest friendly port for repairs, resuming mission when repairs finish
  • Allow Diplomatic Plays to be started over strait related war goals, rather than just adding those to existing Diplomatic Plays
Changed
  • All movement types now have substantially reduced Activism following their defeat in a Civil War
  • Rework Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together
  • Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs
  • Fronts now track which side has made gains in the last few months and display this in the Front panel
  • Involvement level in a country's capital region now impacts leverage generation, ranging from -50% at no interest to +50% at Hegemonic
  • Add unique localisation to the Shogunate Regency with Shōgun Kōken-Shoku as a title for the Regent
  • Trade Centers now gain Trade Advantage from Prestige Good input, up to 25% at 100% prestige input
  • Reduce output of Fruit Plantations by a fair bit, especially using slaves
  • Rework Law Enactment Time modifiers into Law Enactment Speed modifiers with a minimum of 10% speed to prevent instant law enactment
  • Change the impact of Prominence and Movement Pressure to be additive rather than multiplicative on ideology selection weight
  • Rework ship critical hits to ignore 100% of enemy target's armor and reduce critical damage increases across the board in compensation
Fixed
  • Fix bug where the AI would calculate predicted construction sectors with the full cost of input goods, leading to spontaneous budgetary cuts
  • Fix issue where the AI would queue more barracks than intended due to not correctly counting barracks already in the queue
  • Fix bug causing the AI to generate duplicate ship templates
  • Fix bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist
  • Fix bug where AIs with Economic Imperialism would not try to open up non-Japanese isolated markets due to incorrect script checks

Happy Thursday Victorians!

This is a larger hotfix for 1.13, containing a wide range of fixes with close to 200 separate issues fixed, improved or balanced. Including; Reducing output of Fruit Plantations by a bit, especially using slaves (though we will keep an eye on the balance for this), Updated supply information on the army panel to better showcase when there is a supply or goods shortage and stopped the AI from overflowing transport capacity during naval invasions. There are many more fixes below, so please make sure to check out the full patchnotes!

This _was _our last planned hotfix for 1.13, but there were some localizations that were unable to make it into the patch in time - due to the large amount of text changed. So, for some areas there is currently only English available. We plan to add in the complete localization into a new hotfix, 1.13.10, after our summer break, when it returns to us from our translators.

As always, we will keep an eye out for other critical issues which we need to address before 1.14 comes out.

As mentioned in Dev Diary 184, the AI Update (1.14), will have more information about it in Dev Diaries before it releases and is targeted for late August/early September with a possibility for an Open Beta for the AI Update if we can make our schedules work with it.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.9’s checksum is b2e3 and you can check out the full patch notes below.

The following changes have been made to the game compared to 1.13.8:

Features
  • Added search bars in various places, including the Tech tree. It can be used to look for a specific unlock, for example if you want to find all technologies that provide a bonus to MAPI.

  • Added fleet action to return a fleet to nearest friendly port for repairs, they will resume mission when they finish repairs

  • Made it so Diplomatic Plays can be started over strait related war goals, rather than just having the option to add those to an existing Diplomatic Play

Improvements
  • All movement types will now have substantially reduced Activism following their defeat in a Civil War. Movement defeat status is stored per identity, and persists through movements being disbanded and refounded.

  • Reworked Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together. This removes the need to mass-promote commanders when you raise conscripts.

  • Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs

  • Fronts now track which (if any) side has made gains in the last few months, and displays this in the Front panel

  • Involvement level in a country's capital region now impacts leverage generation as follows: -50% at no interest, -25% at Observant, +25% at Pervasive and +50% at Hegemonic

  • Added unique localisation to the Shogunate Regency, with "Shōgun Kōken-Shoku" as a title for the Regent

  • Trade Centers now gain Trade Advantage from Prestige Good input (ie, Prestige Merchant Marine), up to 25% at 100% prestige input

AI
  • Fixed a bug where the AI would calculate the predicted construction sectors in their construction queue with the full cost of their input goods, leading to spontaneous and overzealous budgetary cuts in other spending areas

  • Fixed an issue where the AI would queue more barracks than it actually wanted due to not correctly counting barracks already in the queue

  • Countries will no longer break treaties that were signed before game start until their binding period ends

  • Fixed another bug which was causing the AI to generate duplicate ship templates

  • The AI now has reduced peace acceptance for the first year of a war, and then starts to accumulate white peace acceptance, instead of getting white peace acceptance from the very start

  • The AI now considers war goals that are located on fronts where it is decisively advancing to be achievable, making them less interested in a peace which does not involve ceding that war goal

  • Fixed a bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist

  • Fixed a bug where AIs with Economic Imperialism would not try to open up non Japanese isolated markets due to incorrect script checks

  • Fixed the AI underinvesting in innovation in .7

  • Portuguese AI will be more likely to invest in Railways for as long as Regeneration: Public Works is active

  • The AI is now much more eager to construct canals

Balance
  • Reduced output of Fruit Plantations by a fair bit, especially using slaves. We will keep an eye on the situation to see if we need to tweak this more.

  • Law Enactment Time modifiers have been reworked into Law Enactment Speed modifiers to make it more difficult to stack them for instant or almost instant law enactment. A minimum of 10% speed has also been set so that it's not possible to negatively stack speed modifiers to 0% or below.

  • The impact of Prominence and Movement Pressure is now additive rather than multiplicative on the ideology selection weight. This means that both will have a more consistent impact that neither overpowers all other factors nor simply becomes noise.

  • Ship critical hits have been reworked. They now ignore 100% of the enemy target's armor. Reduced critical damage increases across the board in compensation.

  • Adjusted technology requirements for Military Aviation and Seaplane Tenders to make them usable when built. The previous tech tree layout could lead to you developing them, while not being able to have airplanes in your market yet.

  • Reduced some of the modifiers that rebellions get based off of their popular support

  • War Goals that are considered contested if you control the enemy capital are now generally also considered contested if you control 50% of the enemy's incorporated states

  • States which are at least 50% occupied are now considered occupied for the purposes of war goal control, rather than requiring full occupation.

  • Added a check to breaking Ship Transfer treaties to ensure only ship receiving countries could get a penalty from breaking it early

  • Supremacists movements will now gain up to 25% activism after researching "Nationalism" scaled by the number of primary culture homelands that are not owned by a nation of the same primary culture

  • Readjusted Ship Gun Modules to be in roughly 25% bounds of each other relative to the base module, previously this was closer to 50%

  • Increased the construction time and cost of capital ships, particularly the Dreadnought family significantly - up to two times as much on the highest end

  • The Arc Welding and Concrete Dockyards technologies now grant a bonus to Capital Ships Max Construction Progress, meaning unlocking these techs will increase the speed at which capital ships are constructed

  • Passive Electoral Confidence maluses will no longer apply below 25% Electoral Confidence

  • Rio de la Plata no longer requires Patagonia to be formed

  • Reduced activism gain from most sources for the Utilitarian Movement

  • Provided School Supplies amendment now gives a small increase to dependent wages to simulate lower expenses for children

  • Civil wars now split ships with construction points in mind to try and avoid them sinking

  • Swapped the first and second level effects of the Construction Power Bloc principles

  • Increased all 1 or 2-level Coal, Iron, Sulphur, or Lead potentials to 3 levels

Art
  • Added new visual effects for the Port Bombardment interaction (Requires The Great Wave)
Content
  • Gave Italian minors the Banking technology from the start

  • Adjusted the Supply Network tutorial mission conditions to ensure it requires the player doing something to fix it

  • The Companhia de Moçambique now has Millet Farms as a base building, rather than Wheat Farms

  • Added dynamic hispanophone state and hub names for Puerto Rico

  • Fixed and improved a few tooltips by clarifying the presented data and fixing typos

  • John Stuart Mill is now always present in British India at game start

  • Renamed Land Logistics Centers to Army Logistics Centers

Interface
  • Updated Ship Veterancy Tooltip to also show whether experience is gained or lost, as well as the weekly increase or decrease

  • Updated supply information on the army panel to better showcase when there is a supply or goods shortage

  • Supplies now show whether they are being sent from supply ships or via land route

  • Added Supply to Logistic Centre outputs and made it easier to spot a shortage due to input goods shortage

  • Multipliers are now accounted for in army supply breakdown

  • Added icons for goods shortage to the army panel and the supply tooltip

  • Added a building widget to the Fleet buildings tab

  • The wargoal tooltip now shows much more clearly that a wargoal costs no maneuvers because it is the first wargoal

  • Added more in-depth breakdowns of all Formation stats, especially connecting Commander Traits & Orders directly to the affected stats' tooltips

  • Added right-click station formation in state back

  • Added a tooltip for when you cannot decommission ships

  • Changed supply text to show actual and maximum stockpile, rather than percentage

  • Naval missions now show supply raiding/protection and port bombardment details directly in the fleet panel and tooltips

  • The state devastation tooltip now reflects ongoing port bombardment and breaks the daily change down into recovery and bombardment

  • The tooltip for forming a Power Bloc now shows a breakdown of requirements

  • Added a repair icon to mission map markers and adjusted their visibility to highlight whenever a mission is paused due to the fleet being docked for repairs

  • Army Battalions and Conscripts counts are now displayed separately against the Command Limit, making it clear the limit applies to whichever is higher rather than the two combined

  • Added proper tooltips and explanations to Company Categories

  • When filtering for companies by building type, the filter now also accounts for building types granted by company charters

  • When filtering for companies by building type, the selected building type is now also highlighted in the company panel

  • Updated Company Filters Button Order and adjusted descriptive texts

  • Made it so we no longer show formations that are currently not mobilized in the naval invasion panel

  • Added additional info to shipping lane efficiency and its tooltip, showing the current trend and reasons for reduced efficiency

  • The precise interest tier required to colonize is now explained in the map tooltip

  • Strategic Region Map Mode Tooltips now correctly generate at the mouse hover point

  • Make it so when a magnate has 0 holdings we do not show the holdings

  • Added Ship Modifications to Ship Panel and Ship Tooltip

  • Hid the national cast button for foreign nations, it would open your own national cast before

  • Added a new alert for Merchant Marine shortage which also explains impact on shipping lanes

  • The number of idle generals and admirals is now visible on the assign leader panel

  • Recruit general / admiral button now correctly disables when above the idle limit

  • The Location Finder now has non-English characters searchable by corresponding basic ISO characters, so you can e.g. find Göteborg by typing Goteborg

  • Naval Fortification buttons are now clickable and open the building detail panel

  • Added sorting by assigned ships to the country supply ships tooltip

  • Put strategic region involvement due to Power Bloc members into a paged sub-tooltip as that list can get quite large

  • Added a go-to button with the name and logo of the company at the bottom of the character panel for executives

  • Added clearer indication if a tooltip is locked and what button to press if you use Action Lock

  • Flagged the colonial administrator change notifications as ruler group so they get correctly caught by the according notification settings

  • Cost of market goods is now calculated in the breakdown of the cost of war

  • Added custom icons to the Hidden Domain Journal Entry progress bar

  • Building panel and tooltips now display if the building is the holding of a magnate

  • Updated Bankruptcy button and added progress bar

  • Added a missing icon reference for the Disgraced Technocrat modifier

  • Remove extra line breaks in law endorsement tooltips

Performance
  • Reduced memory usage by around 7-10% and total allocations by 15%

  • Various improvements to overall tickspeed

Modding
  • Added a new character role type "other" that groups special characters together in the outliner

  • Added capacity cost modifiers for authority, bureaucracy and influence

  • Added support for excluding specific states from being targeted in unification plays via a should_target_state_in_unification_play trigger in country formations

  • Added new effect set_movement_defeated

  • Added on action for when a commander is promoted

  • Added new triggers days_since_movement_defeated and days_since_movement_type_defeated

Bugfixes
  • Fixed a bug where fleets whose supply ships were under attack would be considered 'in battle', preventing them from functioning normally

  • Fixed a bug where sometime diplomatic actions (such as improve relations) that were not available would always be hidden instead of showing why they were not available (for example due to lacking mutual interests)

  • Fixed piracy causing country relations to reset on save load

  • Combat units now add supplies to their formation when mobilized based on availability from the logistics center. This fixes an issue where the supply ratio would drop dramatically for armies with large amounts of conscripts.

  • Fixed a bug where you could decommission ships carrying formations, this would silently kill them

  • Fixed a bug where supply lines would break due to straits blocking the passage, now it will try alternative routes

  • Fixed slaves being freed when fired from their jobs

  • Fixed a bug where 'make this work' could sometimes add mutually incompatible articles, such as Alliance and Guarantee Independence

  • Prevented the AI from overflowing transport capacity during naval invasions

  • Fixed where an event for loaning an army leader in exchange of an obligation would end up swapping the leaders without setting correct country causing broken fronts

  • Switching from Social Monarchy to Monarchy will no longer end regencies

  • Spain can no longer declare wars whilst fighting the Carlist War

  • The Change Language of Administration and Spread Primary Culture interactions now covert pops to the actor country's most populous primary culture, rather than its least

  • West Virginia will no longer join the Confederate States of America in the American Civil War

  • Fixed issue where trade advantage in a local market could go haywire when privateering

  • Fixed a bug where AI could use threaten naval hostilities when it should not be possible

  • Fixed a bug where market goods sell orders from piracy would stack infinitely in states without trade centers

  • Farmers should no longer be politically motivated twice by having a variant of peasant proprietorship active. They now get higher values by having either proprietorship or homesteading active.

  • Fixed several events that could lead to a notification showing a new leader spawning with a null ideology. Affected events are as follows: "Freedom Without Distinction", "Mutual Aid", "A \ Voice", "The Vanguard Advances", "From the Ground Up", "For Whom the Bell Tolls", "Joining Our Cause", "Open Succession", "The Blazing Chowki", "Tribal Gesture", "Nothing Ends", "Into Oblivion", "Condemnations of the Children", "The Wedge in the Academia", "A Revolutionary for Our Time", "The Interpretation of Dreams", "Indisposed", "The Yellow International", "The Weapon of the Enemy", "\ Leadership", and "Society of the Godless".

  • Fixed an issue in the calculation of port connection distances

  • Fixed an issue where naval invasions targeting non-negotiating participants could be blocked

  • Fixed an Out of Sync that could happen when playing cross-platform multiplayer

  • Independence war goal is now controlled if the capital of the opposing country comes under control

  • Fixed bug where a war being inherited (like after civil war) could cause hostilities to not be set correctly preventing naval invasions

  • Law enactment speed now correctly reduces enactment time

  • Frosts, Ice, Tropical Storms, and Heatwaves are now properly limited to their applicable geographic regions

  • Fixed some cases in which France or Hungary could not have their pre-Springtime voting, free speech, and internal security laws reverted by a reactionary victory in Red Summer

  • Fixed restriction for naval invasion defenders to the invaded and neighboring states

  • Fixed a bug where you could not get an investment rights treaty with a country of equal rank in your power bloc when Foreign Investment III principle is active

  • Fixed a bug where the invasion panel would display a NULL_OBJ

  • Fixed an issue in the Manifest Destiny trigger for the USA

  • Fixed an issue where Spain could never panicked-retreat from battle

  • Fixed articles being added to a treaty as a part of a renegotiation not actually being applied when coming into force

  • Fixed issue where rehoming an overseas army would not actually change home HQ

  • Unincorporated state effects should now list all effects they have as intended. Previously some of their effects were tucked away in other categories, meaning they would only show in that wrong place.

  • Fixed a bug where Power Projection check for naval invasions did not respect fleet transport capacity

  • Fixed a bug where abandon piracy treaty would not cancel active piracy missions[

Hotfix 1.13.8 is now LIVE! - Not for Problem Reports!

Changed
  • Fleets are no longer always shown as too weak to fight during naval invasions
Fixed
  • Pink placeholder face being shown as a mapmode icon in a building details screen
  • Naval battles not spawning during naval invasions unless there was an explicit interception mission
  • Fleet dropping an army in the sea and returning to port during naval invasion
  • Naval invasion getting cancelled if an enemy fleet was blocking the sea node
  • AI being blocked from conducting naval invasions

Happy Thursday Victorians!

The issue mentioned in the patch notes yesterday has now been addressed related to Naval invasions, across multiple cases.

Our next scheduled Hotfix is a larger one in a few weeks for June, that should contain more fixes, balance changes and other improvements.

Please report any bugs on our bug reporting forums, it is very helpful in identifying issues especially with a save! We will also update the Known Issues post for 1.13 with any fixed issues, if relevant.

1.13.8’s checksum is ce22, and you can check out the full patch notes below.

The following changes have been made to the game compared to 1.13.7:

Interface
  • Made it so fleets are not always shown as "too weak to fight” during naval invasions

  • Fixed the pink placeholder face being shown as a mapmode icon in a building details screen

Bugfixes
  • Fixed a bug where naval battles did not spawn during naval invasions unless there was an explicit interception mission

  • Fixed a bug where a fleet would drop an army in the sea and go back to port during naval invasion

  • Fixed a bug where a naval invasion would get cancelled if an enemy fleet was blocking the sea node

  • Fixed a bug where the AI could be blocked from conducting naval invasions related to the issues above

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7

Hotfix 1.13.7 is now LIVE! - Not for Problem Reports!

Added
  • Added the Kiel Canal as a constructable canal
Changed
  • Recalculated port connection merchant marine costs based on each country's market area purchases rather than inflated sums
  • Supply Ships now have proper 3D graphics using troopship graphics and visually change over time as better tech is unlocked
  • AI now composes fleets according to desired roles such as main battle fleet or raiding fleet with different ship compositions and sizes
  • Improved AI fleet mission handling to use fleets in a more logical fashion during war and peace
  • AI is now better at prioritizing important regions with high strategic region score for stance assignment
  • AI is now willing to keep some very obsolete ships around if they have a low number of ships in that class compared to desired amount
  • AI will decommission a limited number of obsolete ships per tick to avoid overly aggressive mass-disbanding
  • AI no longer always fills every utility slot but makes determination based on utility weight versus number of empty slots
  • AI now treats shortages much more seriously when lacking the ability to trade to solve them
  • Improved AI fleet and army selection logic for naval invasions and transportation
  • AI now more actively merges small temporary formations in the same location
  • AI will now limit mission area size of its fleets based on fleet size with smaller fleets having smaller mission areas
  • Made Anarchist movements less likely to secede and more likely to attempt outright revolution, and they will no longer try to secede from nations with less than 5 states
Fixed
  • Fixed issue where countries could not negotiate treaties with countries they cannot reach, such as Spain being unable to complete Hispanoamerica due to not being able to reach Paraguay
  • Fixed bug where AI could create invalid templates for some ship classes resulting in those classes never being used
  • Fixed bug where AI was unable to downsize barracks due to attempting to downsize marines that did not exist
  • Fixed bug where AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as needing update
  • Fixed bug where AI would abort naval invasion against occupied state when taking back the state due to no longer calculating it as valid target
  • Fixed bug where AI would refuse to defend itself in war against much weaker opponent due to incorrectly applied checks

Good day Victorians.

Today we have a larger hotfix for you, with over 100 separate entries, addressing some of the key bugs, AI, balance and more. Notably AI GDP, from our internal tests, should now have returned roughly to 1.12 levels on average.

With these being a select few of the key entries mentioned below; the Kiel Canal now exists and can be built, anarchist successions are less fanatic about seceding, the AI now composes fleets according to desired roles and landlocked countries can now negotiate treaties with countries they cannot ‘reach’. You can read more about the issues below in the full patch notes.

As for our hotfixing plans, we are investigating an issue related to AI getting stuck in naval invasions and hope to get it with you in a smaller hotfix as soon as possible, then a larger hotfix, hopefully similar in size to this one, in a few weeks from now. As for the AI Update we will update you on its expected rough date in a dev diary coming mid-June.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.7’s checksum is f369, and you can check out the full patch notes below.

The following changes have been made to the game compared to 1.13.6:

Features
  • Added the Kiel Canal as a constructable canal
Improvements
  • You can now negotiate treaties with countries you cannot 'reach', fixing issues such as Spain being unable to complete Hispanoamerica due to not being able to 'reach' Paraguay

  • Fixed multiple issues where countries could end up paying very inflated sums for port connection merchant marines (aka busted an embezzlement scheme by the port cartels). We now instead calculate how much each country’s market areas have to purchase from other market areas and attribute a portion of the port connection shipping lane costs proportional to that share to that country as a fee that is paid to the market owner.

  • Supply Ships now have proper 3D graphics, using troopship graphics and visually changing over time as you unlock better tech

AI
  • The AI now composes fleets according to certain desired roles, such as a main battle fleet or a fleet for raiding/piracy. Different fleets have different ship compositions and sizes, for example main battle fleets tend to get most of the capital ships and to be much larger than other fleets. Fleets will now focus on missions fitting for their composition. Capital ships won't be used for pirating activities.

  • Did a major improvement pass on AI fleet mission handling to make it use its fleets in a more logical fashion both during war and peace

  • The AI is now better at prioritizing important regions with a high strategic region score for assignment of a stance over less important ones, and should focus its power projection efforts on regions needed to complete certain journal entries, for example

  • Fixed a bug where the AI could create invalid templates for some ship classes, resulting in those ship classes never being used

  • The AI is now willing to keep some very obsolete ships around if they have a low enough number of ships in the class compared to their desired amount

  • The AI will now decommission a limited number of obsolete ships per tick, to avoid overly aggressive mass-disbanding actions

  • The AI no longer always fills every utility slot but will make a determination based on utility weight vs number of empty utility slots

  • Fixed a bug where the AI was unable to downsize barracks due to attempting to downsize marines that didn't exist.

  • Fixed a bug where the AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as in need of an update.

  • The AI now treats shortages much more seriously when they lack the ability to trade in order to solve them.

  • Improved AI fleet and army selection logic for naval invasions and transportation

  • The AI now more actively merges small temporary formations in the same location

  • Fixed a bug where the AI would abort a naval invasion against an occupied state when taking back the state due to no longer calculating it as a valid target

  • The AI will now limit the mission area size of its fleets based on how large they are, with smaller fleets having smaller mission areas

  • Fixed a bug where the AI would refuse to defend itself entirely in a war against a much weaker opponent because of incorrectly applied checks intended to keep it from overcommitting against far weaker enemies

  • Encouraged the AI to always press the "Promote National Identity" button whenever available in the South American "The \[Primary Culture] Nation" Journal Entry

  • The AI will now wait 100 days after sending a peace deal to send another, giving the player time to propose their own peace deal if the AI's offer isn't to their liking

  • Made the Japanese AI more likely to pursue colonial laws if Japan has claims on Korea

  • Upon an AI Japan completing Honourable Restoration with either an Imperial or Taikunate victory, Japan will annex a non-player Ezochi

Balance
  • Made Anarchist movements less rabid about seceding and encouraged them more towards attempting outright revolution, additionally they will no longer try to secede from nations with less than 5 states altogether

  • There is now a 6 month cooldown on changing tolls and strait access settings. Like tariffs and subventions, this cooldown has a grace period of 7 days after changing the setting before the actual cooldown lock is applied, during which you can freely revert to the previous setting.

  • Slashed toll rates in half, as they were rather excessive, particularly with single strait controller

  • Reduced Merchant Marine cost for port connections and goods transfer treaties to more reasonable levels

  • Blockade Efficiency is now calculated as (total blockade strength) / (total blockade resistance of blockaded states) instead of simply blockade strength divided by number of states, meaning that states with tiny resistances won't eat up a large fraction of your blockade strength

  • Added a timeout to the Short-Term Tax Cuts Amendment

  • Garrisoned armies can now only defend against naval invasions targeting their state or a neighboring state

  • Did a major balance pass on utility modules to ensure they all have some use.

  • Did a major balance pass on accuracy. Accuracy is now compared against both speed and visibility to determine hit chance, and accuracy modifiers are actually impactful, so capital ships will have a hard time scoring hits on torpedo craft.

  • Torpedo craft are now the fastest ship types of their era, rather than the slowest.

  • The Ottoman Empire no longer receives 100% Maneuvers in every Diplomatic Play for the duration of the "Tanzimat: Reclaim Syria" Journal Entry, instead it receives extra maneuvers specifically for the war against Egypt in the "Reasserting Our Authority in Syria" Event

  • Rebalanced blockade strength and resistance values to make blockades more viable in the mid to late game

  • Restricted the headquarters of Witkowitzer Bergbau- und Hüttengewerkschaft to Moravia, and added an Iron Mines potential to this state

  • Updated several Journal Entries and Events to account for non-leader Politicians in the National Cast

  • Luxembourg now starts the game with all technologies that the Netherlands have access to

  • Reduced the assimilation requirements for The Government of Chōsen Journal Entry

  • Increased the minimum level of turmoil permitted in The Government of Chōsen Journal Entry

Art
  • Added traditional Japanese umbrella (Wagasa) for Japanese pops to the game

  • Added a flag to Buganda

  • Adjusted province borders in the Sinai to more closely follow the shape of the Canal

  • Ainu characters and pops in non-Japanese countries will no longer wear Japanese clothing

  • Made the Empire of Korea slightly less purple

Content
  • The Taming the North Journal Entry may now be completed by the Ezo Government/Ezo Republic

  • Added two events about the Ezo Republic. During a civil war, defeated Shogunate forces may flee to the island of Hokkaido, from where they may attempt to negotiate with the government to establish a Tokugawa fiefdom.

  • Removing Subjecthood is now a requirement to abolish the Edo System, for both the Meiji Restoration Journal Entry button and the Decision

  • If the Sonnō Jōi movement has the Shōjōi ideology, its activism will now increase for every year that Japan does not expel foreigners, to a maximum of 50%

  • If the Sonnō Jōi has the Daijōi ideology, it will gain Activism for Japan being Unrecognised

  • In the Boshin War, the side not in control of Matsumae Domain will now gain a wargoal to annex Ezochi

  • Made The Korean Rebellion into an International Situation Journal Entry

  • Limited Shinbutsu Bunri completion criteria to starting Japanese Homelands and expanded the tooltip to list them individually

  • The "Manifest Destiny" decision can now also be taken when 40% or more of the Great Plains strategic region are controlled by the United States as an alternative to having an interest in the Pacific Coast strategic region

  • Added a system which will track who the Japanese Taikun is, assign them a permanent modifier, and ensure they are an Interest Group leader

  • The Suez and Panama surveys will now be visible for all Great Powers by default

  • The Texan Statehood Journal Entry for the USA is now pinned by default, and adds Involvement in the Pacific Coast upon completion

  • Added a complete condition to The Oregon Border Dispute for the USA gaining Columbia District as a subject

  • Gave Cherokee culture its traditional homelands in the US South East which are removed as part of the Trail of Tears

  • Gave Caddoan culture homelands in Oklahoma, Kansas and Nebraska. Removed their homeland in Alabama.

  • Gave Muskogean culture a homeland in Alabama

  • Reworked Japan's political party names

  • Fixed an issue where a Naval Administration building in Constantine, Algeria was owned by Morocco

  • Created a starting treaty between the USA and Oregon, to give the USA some starting Involvement in the Pacific Coast

  • Added an alternate political party system for the Taikunate

  • Added a starting Port to Washington

  • Added several more Japanese noble last names

Interface
  • The selected mapmode is now the default mapmode which the game will remember and return to after you close panels that change the mapmode. You can also click the globe button next to the mapmode to lock it, which makes that mapmode stay selected even when panels are open that would normally override it. This means you can properly select and stay in a mapmode of your choice instead of having it constantly reset.

  • Added wages to the maintenance cost prediction in ship designer

  • You can now see what contributes to a country's share of the cost of a shipping lane in a market

  • Allowed assigning commanders to formations without units

  • Added paged construction for Military and Supply ships

  • Removed empty unit type buttons on Unit Groups in the Army panel when there are no available Unit Types in that Group and added a tooltip

  • Made it so the military and supply ship queue no longer show maintenance points spent to increase clarity

  • Made it so that when keeping a particular region's panel open, that region will be highlighted on the map

  • Added proper grouping and breakdowns to toll income and expense tooltips

  • Adjusted tooltips for National Cast and Companies Filters by removing unnecessary ones and adding new relevant ones

  • Fixed the wrongly greyed out Army button in the Invasion Planner when you had selected an Army

  • Filtered out foreign shipyards from ship construction menu

  • Added dropdown menus to Strategic Region Tiers to improve overall navigation

  • Blockade and Power projection missions now display more relevant information when active or being selected

  • Made sure the tab structure and shortcuts to the tabs are correct on the Fleet panel

  • Added a dropdown to group Diplomatic Plays in the Outliner

  • The support separatism action now shows which movement is being supported in the outliner

  • We now sort entries in various calculation breakdowns

  • Removed company charter information from tooltips that snuck in for non-owners of Charters of Commerce

  • Removed veterancy level from ship type tooltip

  • Fixed an issue where supply routes were shown when HQs were highlighted

  • Added concepts for Diplomatic Relevancy and Strategic Adjacency

  • Fixed misaligned Ruler Selection panel layout when having a mix of politicians and commanders

  • Fixed a couple of typos and other minor localization issues

Performance
  • "Highest on the Highveld" event uses more efficient triggers and effects
Modding
  • Added script support for Variable maps

  • Added fleet_compositions to ai_strategy which allows you to greatly control how AI fleets will look and behave

  • Allowed can_queue_building_levels to accept script values

  • Added new diplomatic play scope effect add_maneuvers

  • Added fastdetection console command which gives all fleets a 100% chance to spot enemies

Bugfixes
  • Fixed a bug where World Market Hubs were not fully deregistered upon destruction, which could lead to double toll payments

  • Fixed a bug where the World Market Hub Trade Center would pay all tolls rather than toll costs being properly distributed per trade center

  • Fixed a bug where unused supply ship construction points would be used for military construction points preventing supply ships from being built

  • Fixed a bug where the company sorting buttons did not work

  • Fixed convoy raiding not engaging army supply ships, preventing naval raids from disrupting land army supply lines

  • Fixed an issue where an army could travel to a basecamp without a valid supply path

  • Fixed an issue where fortifications were not affected by goods shortage

  • We now disband all the troops when disbanding a formation instead of transferring them, which resulted in teleportation

  • Fixed an issue where commanders could not be recruited to formations without units or ships

  • Fixed a bug where non piracy agreement would not prevent your export routes from being pirated

  • Fixed an issue where fronts could not advance against enemy allies

  • Fixed the multiple unit panel always only showing the Advance order

  • Removed the Age of Caudillos modifier from Iquichia

  • Fixed an issue that caused Caribbean states to not use the Latin American building set

  • The Social Monarchy law is now valid for forming Sovereign Empire power blocs

  • Fixed a bug where after annexaction units could join the wrong armies

  • Fixed an issue where Negotiations could request an impossible amount of trade centres

  • The "Acquire Land in Panama" and "Acquire Land in the Sinai" decisions now give provinces on both sides of the canal to be

  • Countries are now forced to actually pay the merchants shipping their treaty transferred goods

  • Fixed refreshing army supply paths when military access changes

  • Purchasing Alaska no longer transfers the Kuril Islands to the country that purchased Alaska

  • Selling Alaska now dissolves the Russian-American Company

  • When defending against naval invasions, we now strongly encourage the coward generals stationed in the attacked HQ to go alongside their units to defend

  • Fixed Sakhalin having no arable resources

  • Corrected a hub issue in Tenasserim, so troop movements from the port hub to the land do not teleport armies

  • Fixed an issue with unraised conscripts being included in the calculation of the special unit ratio

  • Fixed a bug where invasions with with both marines and regular troops could silently fail to start

  • Fixed numerous cases where primary cultures could be culturally discriminated against

  • Fixed a bug where ships in ports that take damage would not queue up any repairs

  • Fixed a bug where ship repairs did not account for new damage once the repair was queued

  • Moved the city of Suez to within Sinai state

  • Fixed an Out Of Sync with Ship Templates serialization

  • Fixed an Out Of Sync with AI evaluation of project interest on a sea region

  • Fixed a bug where a companies HQ did not properly disband, this would prevent you from creating the company again

  • Fixed an issue where pursuing the Andean Federation would give infamy to the wrong country

  • Fixed an edge case where a non-Tokugawa character could become the Shogun of Japan

  • Colonial countries formed through "Establish Colonial Administration" will now get all of the overlord's primary cultures

  • Fixed a bug where using marines did result in not showing any 3D models on fronts or battles

  • Fixed a crash that could occur when an invasion was cancelled

  • Corrected DLC requirements for some clothing assets that were accidentally locked

  • Chinese ship names will now display properly

  • Fixed the Kuril Islands not having market access at game start

  • Fixed a bug when Market Access Price Impact would not change after Flood has ended

  • Fixed a bug where, when a country would become recognized, existing piracy missions would not be cancelled

  • Abdicating the Japanese Emperor now fires the Imperial succession events (The Great Wave)

  • The "The Opium Trade" Journal Entry now addicts a culture in a market which is importing opium, rather than exporting it

  • Fixed a bug where liberate country would not be possible when the target country had no researched pan-nationalism

  • Fixed an issue where Diogo Antônio Feijó could live forever with Colossus of the South active

  • Struggle for the Highveld JE now has text when looking at South African countries in the lobby

  • Fixed an avenue in which French royal claimants could duplicate themselves

  • Removed a duplicate instance of Tōgō Heihachirō

  • Fixed an event that, instead of transferring

Hotfix 1.13.6 is now LIVE! - Not for Problem Reports!

Changed
  • Prestige goods bonuses now apply to units in combat
Fixed
  • Fixed an issue where tolls were only looking at trade going to a world market hub state and not to other trade centers in the market area
  • Fixed Interest Group leaders disappearing on change of government

Salutations Victorians.

A smaller Hotfix today, focused on a few key issues, such as tolls only looking at trade going to a world market hub state. We plan for a larger hotfix next time, aimed at next week.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.6’s checksum is 48a5, and you can check out the full patchnotes below.

The following changes have been made to the game compared to 1.13.5:

Bugfixes
  • Fixed an issue where tolls were only looking at trade going to a world market hub state and not to other trade centers in the market area

  • Prestige goods bonuses now apply to units in combat

  • Fixed Interest Group leaders disappearing on change of government

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5

Hotfix 1.13.5 is now LIVE! - Not for Problem Reports!

Added
  • Added Ship Crew Experience where ships gain experience while on missions, in battles, and sinking enemy ships, with experience decay when idle in port, increasing Veterancy Rank for bonuses to accuracy, critical hit chance, and readiness gain
  • The Jeune Ecole and Capital Fleet Navy Model Laws now provide a starting experience bonus to ships
  • Added station in state option to right-click menu for military formations, supporting overseas stationing
  • Added Ansei Great Earthquakes event for Japan
  • Added events for the Taikyo Proclamation and finishing Shinbutsu Bunri and Elevate Buddhism
  • Added a decision for Japan to found a modern secret police force based on the Shinsengumi
  • Added a decision for Japan to abolish the Edo status system upon concluding the Meiji Restoration or researching Human Rights
  • Added traditional Japanese female clothing (haori) with additional patterns and color variations
  • Added Sinosphere tradition to Ryukyuan culture
Changed
  • The supply ship allocation percentage is now a hard cap on how much ship construction is allowed to be allocated to supply ships
  • Certain treaties now allow joining diplomatic plays again regardless of interest tier: alliance and support independence as well as guarantee independence and defensive pact when trying to join on the defense
  • Baseline accuracy bonus and critical hit chance for all ship types adjusted downward to compensate for ship veterancy bonuses
  • Halved base literacy growth further, from 0.1% to 0.05%
  • Abolishing the Edo Status System now requires Japan to abolish Subjecthood
  • Public Schools now grant literacy growth per level of institution
  • Philosophical Pragmatism, Central Planning and Analytical Philosophy technologies now grant literacy growth rate
  • The Political Concessions amendment will now cost Authority proportional to its strength and will not be available during negotiations if the country has insufficient Authority
  • Bakufu is now required to enact Shinsengumi
  • Iron-reinforced Hull now consumes Iron instead of purely Hardwood
Fixed
  • Fixed MAPI not changing with tech, state, or law changes
  • The AI is now less gung-ho on supply ships and will not drive their economies to ruin endlessly building them
  • Fixed a bug where the AI would select far too small fleets to transport their armies, resulting in the army being split into tiny stacks
  • Fixed an issue where the AI was unable to ever pass Jeune Ecole
  • Fixed a bug where the AI could get stuck on very low authority while unable to reduce authority spending

Ahoy Victorians!

Hotfix 1.13.5 has just released, featuring some key fixes and improvements to the experience of 1.13, including making the AI less gung-ho about supply ships and ruining their economy in the process, fixing MAPI not changing with tech, state or law changes, added ship crew experience and reduced base literacy even further. Read the full patchnotes below for more information on all the changes.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.5’s checksum is 547c, and you can check out the full patchnotes below.

The following changes have been made to the game compared to 1.13.4:

Features
  • Added Ship Crew Experience. Ships will now gain experience while out on a mission, while participating in battles and when sinking ships. Experience will decay over time if a fleet is sitting idle in port. By accruing enough experience ships will increase their Veterancy Rank, which provides a positive modifier to accuracy, critical hit chance and readiness gain, with higher ranks providing larger advantages. The baseline accuracy bonus and critical hit chance for all ship types has been adjusted downward to compensate.

  • The "Jeune Ecole" and "Capital Fleet" Navy Model Laws now also provide a starting experience bonus to ships

Improvements
  • The supply ship allocation percentage is now a hard cap on how much ship construction is allowed to be allocated to supply ships

  • Certain treaties now allow joining diplomatic plays again regardless of interest tier: alliance and support independence as well as guarantee independence and defensive pact when trying to join on the defense

  • Added 'station in state' to right-click menu for military formations, also supports overseas stationing

AI
  • The AI is now less gung-ho on supply ships and will not drive their economies to ruin endlessly building them

  • Made a substantial pass on AI ship construction logic to make them more proactive about replacing obsolete ships gradually, instead of all at once

  • Added better logic for AI navy composition, governed in the AI strategies database files

  • Fixed a bug where the AI would select far too small fleets to transport their armies, resulting in the army being split into a myriad tiny stacks

  • Fixed an issue where the AI was unable to ever pass Jeune Ecole

  • Made the AI less willing to select event options that would increase Movement Activism if it is threatened by a revolution

  • Made the AI more inclined to expel agitators with traits that increase Movement Activism

  • Fixed a bug where the AI could get stuck on very low authority while unable to reduce authority spending

Balance
  • Halved base literacy growth further, from 0.1% to 0.05%

  • Abolishing the Edo Status System now requires Japan to abolish Subjecthood

  • Public Schools now grant literacy growth per level of institution

  • Philosophical Pragmatism, Central Planning and Analytical Philosophy technologies now grant literacy growth rate

  • The Political Concessions amendment will now cost Authority proportional to its strength, and will not be available during negotiations if the country has insufficient Authority

  • Bakufu is now required to enact Shinsengumi

  • Made Iron-reinforced Hull consume some Iron instead of purely Hardwood

  • Reduced the movement attraction impact caused by several pulse events - "The Flight of the Battleship ", "Antiquated Words", "Confusion and Delay", "Political Imprisonment", and "Cause Without a Rebel"

  • Increased the Movement Activism effect of Political Concessions

  • Ending Sakoku via the button in "The Locked Country" will now increase the Activism of the Sonnō Jōi movement equivalently to if the law was enacted normally

  • Changed Itō Hirobumi's ideology from Market Liberal to Modernizer leader and interest group from Rural Folk to Intelligentsia

  • Added a sufficient amount of Naval Administrations to Russia

  • Reduced the immediate approval decrease from selecting the option to reconsider Sakoku in The Morrison Incident event

Art
  • Added traditional Japanese female clothing (haori) with additional patterns and color variations to the game

  • Japanese characters with modernising ideologies will now adopt Western clothing prior to the Restoration

  • Japanese characters without modernising ideologies will no longer adopt Western clothing if the Restoration concludes with a Bakufu victory

Content
  • Added Ansei Great Earthquakes event for Japan.

  • Added events for the Taikyo Proclamation and finishing Shinbutsu Bunri and Elevate Buddhism

  • Added a decision for Japan to found a modern secret police force based on the Shinsengumi

  • Added a decision for Japan to abolish the Edo status system upon either concluding the Meiji Restoration or researching Human Rights

  • Extended effects of and added custom tooltips for some Shinto conversion effects

  • Added game concept tooltips for Japanese Religious concepts

  • Made the Abolitionist ideology available to the Armed Forces

  • Made the Devout ideology available to the Devout

  • The Legitimist ideology is no longer available to the Petit-Bourgeoisie, and is now available to the Armed Forces

  • Made the Social Democrat ideology available to the Petit-Bourgeoisie

  • Added Sinosphere tradition to Ryukyuan culture

  • Changed Jairam Shivji's ideology from Royalist to Moderate

  • Changed Tomás Cipriano de Mosquera's ideology from Republican to Modernizer

  • Changed Lúcio Mansilla's ideology from Radical to Republican

  • Changed Hasan al-Alawi's ideology from Land Reformer to Moderniser

  • Changed numerous Landowners character ideologies from Royalist to Moderate

  • Changed Manuel Ignacio de Vivanco's ideology from Royalist to Authoritarian

  • Changed José Relvas's ideology from Republican to Radical

  • Changed Manuel Isidoro Belzú's interest group from Armed Forces to Rural Folk

  • Changed Euclides da Cunha's ideology from Republican to Positivist, and interest group from Rural Folk to Intelligentsia

  • Changed Custódio de Melo's ideology from Radical to Royalist

  • Changed James Longstreet's ideology from Radical to Liberal

  • Changed Arturo Fernández Vial's ideology from Social Democrat to Reformer

  • Changed Flavio Alfaro's ideology from Radical to Liberal

  • Changed Francisco Linares Alcántara's ideology from Radical to Liberal

  • Changed Victor Bonaparte's interest group from Landowners to Petty Bourgeoisie

  • Changed Gustave Cluseret's ideology from Radical to Republican

  • Changed Otto von Bismarck's ideology from Royalist to Authoritarian

  • Changed John French's ideology from Market Liberal to Moderate

  • Changed numerous Armed Forces character ideologies from Jingoist to Moderate

  • Changed Peregrine Maitland's ideology from Jingoist to Ethno-Nationalist

  • Changed Teofil Lapinski's ideology from Radical to Republican

  • Changed Santos Acosta's ideology from Radical to Liberal

  • Changed Ricardo Gaitan's ideology from Jingoist to Liberal

  • Changed Thomas Bugeaud's ideology from Orleanist to Authoritarian and his interest group from Rural Folk to Armed Forces

  • Changed Felipe Salaverry's interest group from Armed Forces to Landowners

  • Changed Rafaël Franco's ideology from Social Democrat to Corporatist

  • Changed Jefferson Davis's interest group from Armed Forces to Landowners

  • Changed Victor Hugo's ideology from Republican to Abolitionist

  • Upon reforming the Daimyō into the Kazoku as Japan, new Daimyō will no longer be generated

  • Changed Dayananda Saraswati's ideology from Feminist to Reformer

  • Changed Heinrich Clam-Martinic's ideology from Royalist to Reformer

  • French Legitimist, Bonapartist, and Orleanist revolutions will now have white, dark blue, and blue map colours respectively

  • The Heavenly Kingdom will now change names if it's State Atheist or no longer a Kingdom

  • Renamed "Restoration: End Sakoku" to "Restoration: Achieve Recognition", requiring Japan to become a Recognised Country

Interface
  • The Company panel has received an update, with added filters and an overall improved layout

  • Moved the Previous Investments tooltip to be more visible under a label in the Construction panel

  • Added a list of characters to the population tab of the state information panel containing the characters who call that state their home

  • Matched the Army upkeep tooltip layout to the new Fleet upkeep tooltip

  • Added subtabs to the Population tab on the State panel to reduce how much you have to scroll to see the Characters and Pops lists

  • Added a proper Promote Commander tooltip to the promote button in the Character panel

  • Grouped "Insufficient Ship Crew" alerts into one

  • Added map notifications i.e. floating text messages when when ships are constructed/repaired/retrofit

  • Updated flagship button tooltip to show reason why a ship cannot be designated

  • Improved the tooltips of the Purveyor of Progress Journal Entry (Pivot of Empire)

  • Added missing text for when an agitator would not start or join a political movement if invited

  • Adjusted the tooltip of the "Everyone Disliked That" achievement to match its requirements

Performance
  • Optimized supply computation

  • AI countries will recruit Commanders on-demand instead of keeping a pool of them around

  • Optimized UpdatePartySupport ticktask

  • Cached modifier names for re-use

  • Country sea node range distance now updated in parallel

  • Precomputed Ideology Law Stances

  • Cached AI's willingness to prepare for war

  • Cached some expensive Diplomatic Play variables for the AI

  • Improved performance for AI evaluating Diplomatic Actions

Modding
  • Added new scopes to can_join_side_in_diplomatic_play and can_start_diplomatic_plays_against
Bugfixes
  • Fixed formations not receiving supply penalties from production shortages

  • Fixed an issue where armies could get stuck in exile

  • Fixed Market Access Price Impact (MAPI) not updating when incorporating a state, researching technology or switching from Traditionalism

  • Fixed Carlist Spain missing supply centers for their armies

  • Fixed a bug where the wrong character could get retired by the career end system, resulting in issues such as Metternich retiring before his JE is concluded and interest group leaders retiring shortly after assuming their new job

  • Fixed an issue that prevented Chartered Company-type subjects from ever being able to be annexed or have their autonomy reduced

  • Fixed armies getting stuck in some island states, including after invading certain island states

  • Fixed fleets getting stuck at sea when their transport target becomes invalid

  • Fixed a bug that could lead to the Iwakura Mission instantly unseating the Emperor by enacting Republic

  • Fixed a bug where armies were unable to merge outside of its home countries borders

  • Fixed a bug where, after the end of the war, the country could no longer track formation spam

  • Fixed an issue causing the game to not tell the player why they or another country can't join a diplomatic play as a result of insufficient interest in the region

  • Fixed a bug where the Japanese Daimyō could duplicate without limit upon a secession or revolution

  • Fixed an issue where a coup could remain if the commander executing it ceased to exist

  • Fixed a bug where Strait wargoals would invalidate when the strait province is occupied

  • Fixed a bug where we allowed you to decommission ships when a revolution is brewing

  • Fixed an issue where colonial countries could occasionally get the wrong primary cultures

  • Fixed an issue where ship crews could still be assigned from a state after its owner had changed

  • Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader

  • Fixed a bug where locality calculations could go over 100%

  • Fixed a bug where a fleet sometimes could not deliver units to Circassia

  • Fleets from Gibraltar now properly travels through Mediterranean sea, instead of phasing through land

  • Fixed multiple instances of broken tooltips in the Iberian Union Journal Entry (Iberian Twilight)

  • Restoring King Miguel now causes the Reign of the Devourers Journal Entry for Portugal to invalidate (Iberian Twilight)

  • Federating Australia now properly includes New Zealand

  • Fixed an issue where Miguelist Portugal would have a default name, and French Legitimist revolutions would purport to be Miguelist

  • Fixed several issues in coups that could lead to visible null scopes

  • Fixed supply routes sometimes not following spline network correctly

  • Corrected the name order of several Japanese characters

  • The tooltip of The Imperial Sanction will no longer possibly mislead the player as to its outcome

  • Fixed an unlocalised string in the triggers for whether a country is a Crown Land or not

  • Finally captured and eliminated Henry Ford's mischievous clone

  • Fixed an issue where "The Voice of the Nation" could have a null scope in its flavour text

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4

Hotfix 1.13.4 is now LIVE! - Not for Problem Reports!

Changed
  • Inherited units from other countries are no longer allowed to be merged into formations older than a few days and will form new armies instead
  • Armies auto-split for transport are now proportionally split along unit groups to prevent organization loss from unbalanced formation chunks
  • AI now properly calculates when fleets need to return home to repair or take on crew
  • AI is now less keen on intercept and protect supply missions against enemies with inferior navies
  • Increased base command limit for formations without commanders to 20
  • Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes
  • Reduced time to recover organization from 200 days to 100 days
  • Changed minimum supply threshold for formation penalties from 50% to 25%
  • Increased supply capacity for all land-based units significantly
  • Signing Foreign Investment Rights treaty now requires interest tier level 2 or higher
Fixed
  • Fixed MAPI not updating after switching from traditionalism
  • Fixed troops moving southwards through Sinai
  • Fixed fleets getting stuck in the Bering Sea and Western Polynesian Sea
  • Fixed transporting fleets becoming stuck at sea if transport destination changed owner or controller
  • Fixed formations getting stuck during a transport mission
  • Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port
  • Fixed button to pause supply ship construction being disabled if there were no military ships in the queue
  • Unraised conscripts no longer count against transport capacity and cannot be raised when an army is overseas or in transit via ship
  • Fixed supply penalties from goods shortages not being applied
  • Fixed units being recruited to and disbanded from formations being transported by fleets
  • Fixed embarked armies not disembarking when target became invalid
  • Fixed world market access ignoring blockade penalties in some cases
  • Fixed issue that could prevent fleets from getting to resupply despite having enough supply ships
  • Fixed AI failing to merge fleets and marine units at sea

Good Day Victorians.

In this Hotfix we aim to fix many of the most critical bugs reported by the community for Update 1.13 and The Great Wave.

This time targeting such critical bugs as; MAPI not updating after switching from traditionalism, troops moving southwards through Sinai would only want to move through the navy, a variety of supply issues and fleets getting stuck in the Bering strait to name a few issues fixed.

Later today, around 16:00 CEST, we have a Dev Diary from Martin going through our post release thoughts, what changes we are doing to ensure we don't allow a release like this to happen again and what we plan for a more comprehensive overhaul of the AI ability.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.4’s checksum is 7564, and you can check out the full patchnotes below.

The following changes have been made to the game compared to 1.13.4:

Improvements
  • When barrack levels are inherited from other countries, those units are no longer allowed to be merged into formations that have existed for more than a few days, and thus will no longer disrupt carefully managed unit compositions. Instead, they will form 1-2 new armies named after the country of their origin (so 'French Army' if you took barracks from France).

  • When armies are auto-split for transport they will now be proportionally split along unit groups to prevent sudden org loss from unbalanced formation chunks

  • Magnate noble titles will now only display if their country can reasonably be expected to have a titled nobility

AI
  • Fixed an issue where the AI was failing to merge fleets and marine units at sea, resulting in many tiny formations

  • The AI should now properly calculate when its fleets need to return home to repair or take on crew

  • The AI is now less keen on intercept and protect supply missions against enemies with inferior navies

Balance
  • Increased the base command limit for formations without commanders to 20, so to better handle multi-trip transport without organization crashing

  • Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes to calculate additional MM input and best trade route. This should fix the issue with no trade going through Suez and also significantly alleviate the over-demand of Merchant Marine making trade unprofitable.

  • Reduced the time it takes to recover organization, 0% to 100% now takes 100 days (down from 200)

  • Changed the minimum Supply threshold under which a formation receives penalties to 25%, was 50% before. This means formations can fight at full effectiveness for longer before running into trouble.

  • Increased Supply Capacity for all land-based units significantly. This, together with the change above, should make them a bit less susceptible to fluctuations in Supply availability, e.g. while Supply Ships still need to be assigned to them.

  • Signing a "Foreign Investment Rights" treaty now requires an interest tier level of 2 or higher

  • Springtime of the Peoples revolutions will now require the capital to be in revolt, with at least 25% Revolution progress

  • The Springtime of the Peoples will now require a European major power to have their capital in revolt, with at least 25% Revolution progress

  • The Divided Monarchists Journal Entry will cause the Revolution clock to progress faster whilst it is active (Voice of the People)

  • The Divided Monarchists Journal Entry for France now requires a civil war to make at least 25% progress before failing (Voice of the People)

  • Revolution state selection is now more strongly targeted towards states with high clout from insurrectionary Interest Groups and high Turmoil

Art
  • Added model of Shibu Uchiwa (Japanese traditional paper fan) and updated idle poses for female characters

  • Added child ideology icon

Interface
  • The military panel interface is now far more compact and displays more information about units at a glance
Bugfixes
  • Fixed a bug where fleets could get stuck in the Bering Sea and Western Polynesian Sea

  • Fixed a bug where transporting fleets could become 'stuck' at sea if the transport destination changed owner or controller, requiring a manual issuing of orders to get them moving again. They will now simply abort the mission and go home.

  • Fixed an issue where formations could get stuck during a transport mission

  • Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port

  • Fixed an issue where the button to pause supply ship construction was disabled if there were no military ships in the queue

  • Unraised conscripts no longer count against transport capacity. It is also no longer possible to raise conscripts (or continue raising conscripts being raised) when an army is overseas or in transit via ship, to prevent conscripts from suddenly appearing on the other side of the earth without needing transport.

  • Fixed armies not being cross Sinai from East to West

  • Fixed supply penalties from goods shortages not being applied

  • Fixed a bug where market access price impact (MAPI) would not update after switching from traditionalism

  • Fixed a bug where units could be recruited to and disbanded from formations being transported by fleets

  • Clicking the back button after clicking a military formation in the military panel now re-opens the military panel

  • Fix embarked armies not disembarking when target became invalid (for example state got occupied)

  • Fixed world market access ignoring blockade penalties in some cases

  • Fixed an issue that could prevent fleets from getting to resupply despite having enough supply ships

  • Fixed ship construction queue entries getting stuck at 99.99% and "throttling down" before finishing

  • Fixed a bug where you could be involved in a diplomatic play without having a high enough interest tier to join it

  • Fixed an issue where armies would continue to advance the front despite having no advance order

  • Fixed a case in which multiple characters could get the Emperor of Japan trait if one abdicated

  • Fixed a bug where certain states cannot be fully colonized using frontier colonization, for instance Australia

  • Fixed a bug where company-owned buildings would not auto downsize despite standing empty for extended periods of time.

  • Fixed an issue where ship models visually started travelling from their HQ to the current fleet location after loading a game

  • Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader

  • Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry

  • Character career lengths are now in a random span of days, not years, so they don't retire in bulk on January 1st

  • Fixed Abdicate Monarch failing to make heir the new ruler

  • Fixed a possible null scope in coups that could appear if a commander was unassigned

  • Fixed an issue in the trigger of "Discord within the [interest group]"

  • Fixed an issue where an independent India could keep its colonial cultures in cases where her languages were changed

**Additions to the Patchnotes (08/05/2026) **

We have a small update to 1.13.4, removing some patchnote entries which erroneously made it into the notes and to fix an issue where the AI would be unable to build ships, noted below. The checksum will remain the same as previously shared!

Bugfixes
  • Fixed a bug where the AI would be unable to build ships in some cases where it did not already have ships under construction

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3

Hotfix 1.13.3 is now LIVE! - Not for Problem Reports!

Changed
  • Fleets with insufficient capacity to transport an army will now make multiple trips to get the entire army to its destination
  • Cut the infamy cost of Threaten Naval Hostilities in half

Victorians,

We have a small hotfix with a major improvement to troop transportation and another to balancing the infamy cost for Threatening Naval Hostilities.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

Moving on, you can check out the full patch notes below. 1.13.3’s checksum is 654a.

The following changes have been made to the game compared to 1.13.2:

Improvements
  • Ordering a fleet with insufficient capacity to transport an army will now have it make multiple trips to get the entire army to its destination. Moving any queued formations will result in them not being transported, while moving/giving a mission to the transporting fleet will cancel all further planned transportations.

  • There is a known issue: if an army is transported to a state that becomes invalid (e.g. when a state changes occupation) - the fleet will get stuck mid-ocean. Sending the fleet on any mission to any sea node fixes the issue, and the fleet can be stationed in any state afterwards to disembark the transported army.

Balance
  • Cut the infamy cost of Threaten Naval Hostilities in half

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2

Hotfix 1.13.2 is now LIVE! - Not for Problem Reports!

Changed
  • Military maintenance will now always be deducted before any other naval construction can happen, including supply ships
  • The AI is no longer willing to just give away states that grant control over a strait
  • Power bloc members now generate involvement the same way subjects do
  • Moved Reinforced Fortification Production Method unlock for Naval Fortifications to Breech-Loading Artillery
  • Restructured the layout of the action buttons for Formations and what goes in the context menu and what goes outside of it
  • Hid ship modifications tech unlocks without DLC enabled
  • Supply ships should no longer count as military ships of a fleet while engaged in a battle
  • You can no longer set strait access restrictions when you have the strait open to everybody
Fixed
  • Fixed several cases where the AI could get blocked from launching naval invasions
  • Fixed an issue where the AI was not merging small Marine units formations that were deployed in the same land location
  • Fixed an issue where supply ships being raided would permanently join the raided fleet if the battle ended abnormally
  • Fixed an issue causing the game to not tell the player why they or another country cannot join a diplomatic play as a result of insufficient interest in the region
  • Fixed an issue where exiling an agitator would not remove them as commander
  • Getting a toll exemption treaty now only affects the target country rather than all
  • Fixed a softlock in the Honourable Restoration Journal Entry caused by a non-Tokugawa shogun
  • The Emperor abdicating will no longer break the Honourable Restoration Journal Entry
  • Fixed an issue that prevented opium_wars.4 from ever firing
  • Kameoka is now properly placed, connected and localized

Victorians,

We just released a hotfix targeting some more key issues experienced by players, including some troop transportation improvements, some AI improvements, UX improvements, bugfixes and more.

Moving forward, for the upcoming hotfixes, we will have a particular focus on improving the AI ability to interact with systems, not just for ones introduced in this Update but also overall. We will go over those plans more, as well as our post-release plans in general, in the dev diary next week (rest assured that more hotfixes are definitely coming).

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

Moving on, you can check out the full patch notes below. 1.13.2’s checksum is 45ca.

The following changes have been made to the game compared to 1.13.1:

Improvements
  • Military maintenance will now always be deducted before any other naval construction can happen, including supply ships. This avoids the issue of ships suffering maintenance penalties if you set the priority to allocate too little capacity for the category.
AI
  • The AI is no longer willing to just give away states that grant control over a strait

  • Fixed several more cases where the AI could get blocked from launching naval invasions

  • Fixed an issue where the AI was not merging small Marine units formations that were deployed in the same land location

Balance
  • Power bloc members now generate involvement the same way subjects do

  • Moved Reinforced Fortification Production Method unlock for Naval Fortifications to Breech-Loading Artillery. Previously was on Concrete Fortifications.

Interface
  • Restructured the layout of the action buttons for Formations and what goes in the context menu and what goes outside of it

  • Hid ship modifications tech unlocks without DLC enabled

  • Supply ships should no longer count as military ships of a fleet while engaged in a battle

  • You can no longer set strait access restrictions when you have the strait open to everybody. Previously this would reset when you changed settings.

Bugfixes
  • Fixed an issue where supply ships being raided would permanently join the raided fleet if the battle ended abnormally, inflating costs and power projection

  • Fixed an issue causing the game to not tell the player why they or another country can't join a diplomatic play as a result of insufficient interest in the region

  • Fixed an issue where exiling an agitator would not remove them as commander

  • Getting a toll exemption treaty now only affects the target country rather than all

  • Fixed a softlock in the Honourable Restoration Journal Entry caused by a non-Tokugawa shogun

  • The Emperor abdicating will no longer break the Honourable Restoration Journal Entry

  • Fixed an issue that prevented opium_wars.4 from ever firing

  • Kameoka (Kyoto mining hub) is now properly placed, connected and localized

Previous Patchnotes

1.13.0 | 1.13.1

Hotfix 1.13.1 is now LIVE! - Not for Problem Reports!

Added
  • Added triggers for the AI to get rid of Merchant Navy if they have sufficiently high tech unlocked
  • Added two textile mills to Ile de France at game start
Changed
  • Improved AI handling of obsolete ships, including cancelling obsolete ship constructions and more aggressive decommissioning of useless ships
  • Countries no longer start naval invasions using marines without a general
  • Reduced Literacy growth from 0.5% per week to 0.1% per week
  • Reverted the change to several Land Reform law such as Tenant Farmers that added minimum subsistence employment
  • Reduced the armor values of late game Capital Ships and moderately increased the damage of late game Cruisers
  • The fraction of Coup Strength is now calculated off of a commander's rank divided by the sum of the ranks of all commanders of that type instead of off the number of units commanded
  • Reduced movement radicalism gain from the Geheime Staatskonferenz for Austria
  • Reduced movement radicalism gain from the Divided Monarchists Journal Entry for France
  • Increased the threshold for the Hungry Forties Journal Entry to fire
  • More historical Japanese characters have had their specific character DNA for their appearances added
  • Made the Strait map marker show up less frequently in the Default map mode
  • Improved the missing crew alert by adding info that ships need to go to port to get new crew
  • Significantly increased AI performance for handling diplomatic plays
  • Improved AI performance for handling armies
Fixed
  • Fixed an issue where the AI would create a lot of tiny fleets and improved behavior for armies so AI should have less tiny armies
  • Fixed a bug where the AI would not disband empty formations it did not have a use for
  • Fixed a bug where the AI would generate way more templates than it needed and improved how the AI designs ships
  • Fixed a bug where the AI was constructing new ships they did not have the necessary crew for
  • Fixed an issue where pre-restoration Officers pops could wear peasant clothing pre-Restoration if the player had no DLCs
  • Fixed blockade graphics not being shown on the map
  • Fixed the stranding of armies due to fleets forgetting they were transporting them because they got merged with another fleet
  • Fixed an issue that allowed countries to start or join diplomatic plays in a region even if they didn't have the necessary interest tier level
  • Stopped drowning marines when you merge two fleets and allowed them to be attached to the other fleet as intended
  • Fixed a bug where unraised irregular infantry could not gain any supplies
  • Fixed a bug where fleets could return to their home HQ when stationed in other HQs or states
  • Fixed 'Abandon Piracy' treaty not preventing 'Piracy' missions from still occurring
  • Fixed an issue where buildings which only employed very small pops would ignore them and dump their wages making them unable to hire anyone
  • Potentially fixed an issue that caused a rare bug which would cancel the construction of naval administration buildings
  • Fixed an issue that could print errors when hovering characters in the Honorable Restoration Journal Entry
  • Fixed Sweden owning Livestock Ranches in Kyoto
Removed
  • Removed the broken commander buttons from the Naval Invasion planner
  • Removed deprecated Man-o-War good from the USA-Texas starting treaty
  • Removed the Armstrong Ironclad Prestige Good as it can no longer be produced

Good day Victorians.

We have a focused hotfix today addressing critical AI issues, performance, bugfixes and balance changes. We are also working on more hotfixes with more issues being addressed.

This hotfix should improve how the AI interacts with the new systems, a building employment issue and performance should be improved compared to 1.13.0, though we are still investigating improvements in performance and AI.

Note from Martin:

We have also seen an uptick in comments blaming QA for the issues in 1.13. There is a very common misconception that if a release has bugs, it’s QA’s fault for not catching them, but this is almost always just that - a misconception.

_ _

We've made a lot of very large system changes in 1.13, with a lot of knock on effects, and they've had to constantly play catch up with our tinkering. Many of the issues that made it into the release were the result of late changes to the build that they simply didn’t have time to catch. In short, if you really want to place blame anywhere, place it on me, as I am ultimately responsible for the quality of each release.

_ _

I will be talking more about this in next week’s dev diary, but for now the focus is on finding and squashing bugs and balance issues.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

Otherwise, check out the full patch notes below. Checksum is ccf2.

The following changes have been made to the game compared to 1.13.0:

AI
  • Fixed an issue where the AI would create a lot of tiny fleets. Also improved the behaviour for armies so AI should have less tiny armies

  • Fixed a bug where the AI would not disband empty formations it did not have a use for

  • Improved AI handling of obsolete ships, including cancelling obsolete ship constructions and more aggressive decommissioning of useless ships

  • Fixed a bug where the AI would generate way more templates than it needed and did a general improvement pass on how the AI designs ships to produce more sensible templates

  • Countries no longer start naval invasions using marines without a general

  • Fixed a bug where the AI was constructing new ships they did not have the necessary crew for

  • Added triggers for the AI to get rid of Merchant Navy if they have sufficiently high tech unlocked

Balance
  • Reduced Literacy growth from 0.5% per week to 0.1% per week, as it was way too fast previously

  • Reverted the change to several Land Reform law such as Tenant Farmers that added minimum subsistence employment. We will experiment with bringing this back when the UI and mechanics support it properly.

  • Reduced the armor values of late game Capital Ships, moderately increased the damage of late game Cruisers, as damage was far too outclassed by armor from Modern Ironclads onwards

  • The fraction of Coup Strength formerly calculated off of the number of units commanded by a General or Admiral is now calculated off of that commander's rank divided by the sum of the ranks of all commanders of that type

  • Added two textile mills to Ile de France at game start, to discourage French uprisings on account of their threadbare clothes they can’t afford to replace

  • Reduced movement radicalism gain from the Geheime Staatskonferenz for Austria

  • Reduced movement radicalism gain from the Divided Monarchists Journal Entry for France

  • Increased the threshold for the Hungry Forties Journal Entry to fire

Art

  • More historical Japanese characters have had their specific character DNA for their appearances added

  • Fixed an issue where pre-restoration Officers pops could wear peasant clothing pre-Restoration if the player had no DLCs

  • Fixed blockade graphics not being shown on the map

Interface

  • Made the Strait map marker show up less frequently in the Default map mode

  • Removed the broken commander buttons from the Naval Invasion planner, we are planning to improve the general functionality of this feature in future hotfixes

  • Improved the missing crew alert by adding info that ships need to go to port to get new crew. This new part will be displayed in English only, until next week or so.

Performance
  • Significantly increased AI performance for handling diplomatic plays

  • Improved AI performance for handling armies

Bugfixes
  • Fixed the stranding of armies due to fleets forgetting they were transporting them because they got merged with another fleet. As a backup and to fix saves, we teleport any currently stranded armies at sea to their supply hub.

  • Fixed an issue that allowed countries to start or join diplomatic plays in a region even if they didn’t have the necessary interest tier level.

  • Stopped drowning marines when you merge two fleets. Instead allowed them to be attached to the other fleet as it was intended.

  • Fixed a bug where unraised irregular infantry could not gain any supplies

  • Fixed a bug where fleets could return to their home HQ when stationed in other HQs or states

  • Fixed ‘Abandon Piracy’ treaty not preventing ‘Piracy’ missions from still occurring

  • Fixed an issue where buildings which only employed very small pops would ignore them and dump their wages making them unable to hire anyone

  • Potentially fixed an issue that caused a rare bug which would cancel the construction of naval administration buildings

  • Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry

  • Fixed Sweden owning Livestock Ranches in Kyoto

  • Removed deprecated Man-o-War good from the USA-Texas starting treaty

  • Removed the Armstrong Ironclad Prestige Good as it can no longer be produced

  • Fixed a number of localization issues

Previous Patchnotes

1.13.0

Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE!

Added
  • Ship Designer that allows customization of ship loadouts with templates for different ship types and modifications to Armor, Armament, Propulsion, and Supply Capacity
  • Flagships with unique status that can be assigned to ships and customized with figurehead ornaments, earning prestige from successful battles
  • Ship Transfer Treaty article for composing treaties that include ships as objects
  • Gunboat diplomacy that allows threatening Naval Hostilities when signing treaties, enabling hostile naval activities for 180 days if the opposing side declines
  • Port Bombardment fleet action allowing fleets to fire at coastal states to cause devastation and destroy buildings
  • Piracy mission for unrecognized nations to seize trade passing through sea nodes and sell it in their market
  • Treaty article to enforce abandonment of Piracy
  • Privateering mission available to recognized nations during war or Naval Hostilities
  • Hunt Pirates fleet action to crush pirate fleets set to the Piracy mission
  • Power Bloc Principle group related to the Navy
  • Multiple events for the Shogunal succession crises of the late Tokugawa and proclamation of new Shoguns
  • Tenpō Crisis Journal Entry with 8 associated events for Japan
  • Decision and Journal Entry for the Iwakura Mission in Japan
  • Journal Entry dealing with the Zaibatsu
  • Numerous events related to the Japanese royal family
  • Grant Peerage character interaction allowing Monarchies to make characters into nobles at the cost of Authority
  • Ostracize and Patronize character interactions to decrease and increase character Prominence or Popularity
  • Five new events for Japan: Letters for All, The Unequal Calendars, A Year Recounted, The Westernization of Names, and The Question of Kanbun
  • Shinbutsu bunri decision and Journal Entry for Japan

Hoist sails Victorians!

_The Great Wave _and Update 1.13, ‘Matcha’, are now live! With checksum: 3c23.

Command the waves in a time of ambition and upheaval. Design mighty warships, guard the world’s straits, and employ gunboat diplomacy to bend lesser powers to your will.

Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.

Guide Japan through the last days of the Shogunate, navigating turmoil at home and pressure from abroad as you forge a modern power ready to challenge the greatest empires of the day.

You can pick up The Great Wave right now, on (https://store.steampowered.com/app/4314650/Victoria_3_The_Great_Wave__Expansion/), on the Paradox Store or as part of Volume 3.

Enjoy the release trailer below:

And yesterday we released an overview of Update 1.13:

If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.

Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:

And, before we get into the patchnotes, we have another infographic giving an overview of the update:

Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.

And so, we have the patchnotes below updated with any that we missed!

Patchnotes 1.13
The Great Wave Features
  • Ship Designer:

  • Added the Ship Designer, which allows you to customize the loadout of your ships. It works with templates which you can create per ship type, saving your setup for your current playthrough. The Ship Designer allows you to modify four main categories, Armor, Armament, Propulsion, and Supply Capacity. Setting values of these modifications to a higher value increases the construction cost of the ship in non-linear fashion. Additionally, most ship types can bring one or more Utility modifications which modify the ship's values in other ways, for example increasing blockade strength with Patrol Boats.

  • Flagships:

  • Added Flagships. Assign the unique Flagship status to a ship and adjust its figurehead ornament. You'll earn prestige from successful battles that the Flagship participates in, but also lose Prestige from defeats. The fleet that contains the Flagship also generates more Involvement in the region it's active in.

  • **Ship purchase treaties: **

  • Added a new Ship Transfer Treaty article. This targets a new type of object in treaties, Ships, and allows you to compose treaties with them.

  • **Gunboat Diplomacy options: **

  • Added gunboat diplomacy to the game. You can now threaten Naval Hostilities when signing a treaty. If the opposing side declines the treaty you can conduct any and all hostile naval activities for 180 days, meaning you can engage in naval battles, blockade, bombard and so on, blurring the lines between peace and war.

  • New Naval Missions:

  • Port Bombardment

  • Added a new fleet action, Port Bombardment. It allows a fleet to fire at a coastal state to cause devastation and even destroy some buildings present in the state.

  • Piracy

  • Unrecognized nations can send their fleet to seize trade passing through sea nodes and sell it in their market, yielding money and sell orders from the pilfered goods.

Added a treaty article to enforce the abandonment of Piracy.

  • Privateering

  • Recognized nations also have access to a version of Piracy, that is only available while at war or during Naval Hostilities.

  • Hunt Pirates

  • Works much akin to Intercept or Protect Supply Lines, but your fleet will only be sent out to crush pirate fleets that are set to the “Piracy” mission.

  • Added a Power Bloc Principle group related to the Navy

  • Narrative content:

  • Added several events for the Shogunal succession crises of the late Tokugawa, as well as the proclamation of new Shoguns

  • Added the Tenpō Crisis Journal Entry to the game along with 8 associated events

  • Added a Decision and Journal Entry to Japan to represent the Iwakura Mission

  • Added a Journal Entry dealing with the Zaibatsu

  • Added numerous events related to the Japanese royal family

  • Added a new Grant Peerage character interaction, which allows a Monarchy to make characters into nobles at the cost of some Authority

  • Added "Ostracize" and "Patronize" character interactions, to increase and decrease character Prominence or Popularity

  • Added 5 new events 'Letters for All' 'The Unequal Calendars' 'A Year Recounted' 'The Westernization of Names' 'The Question of Kanbun'

  • Added "Shinbutsu bunri" decision and Journal Entry for Japan

  • Added "Elevate Buddhism" decision and Journal Entry for Japan

  • Added Journal Entry and events related to the colonization of Korea

  • Added the Taming the North Journal Entry to the game, dealing with the Japanese colonization of Hokkaido

  • Added a Journal Entry showing the tug of war between China and Japan over the Ryukyu Kingdom

  • Japan now begins the game with the Locked Country Journal Entry and Sakoku, a law variant of Isolationism

  • Added 11 companies and 4 new unique prestige goods to the game

  • Added several historical earthquake events for Japan

  • Over 90 new historical characters were added with the help of modder Lord R.

  • **Art: **

  • New clothing assets for Japan, including;

  • Added a Meiji court jacket model with new patterns and embroidery trims

  • Added a traditional Japanese straw raincoat

  • Added a traditional Japanese cone hats that commonly was made of bamboo leaves or straw or reed

  • Added a traditional Japanese eboshi hat

  • A Japanese building style, which reflects the architectural syncretism of Japan’s evolving urban landscape and enduring character of rural buildings

  • A new 'Lacquer' User Interface skin, inspired by traditional Japanese lacquer work

  • Added a new _Wakon Yosai _papermap inspired by Meiji era ukiyo-e woodblock prints, Japanese Naval history and mythological elements

  • Added a new main menu illustration for The Great Wave, featuring important historical characters from the era

  • New Japanese inspired table assets, featuring; a Japanese Imperial Naval Officer’s Dirk, a White Pine Bonsai Tree, Dango Skewers, Lacquered box and a Tatami mat table surface

  • Music:

  • Added new period appropriate music tracks to evoke Edo/Meiji era Japan, spread over 27 minutes in 8 tracks

Features
  • Completely reworked how ships work. They are now individual objects that have to be constructed using Ship Construction provided by Shipyards. They have a variety of new or changed attributes. Ships can be damaged and sunk and they require a crew to man them. Crews are recruited in a new building called Naval Administration which act somewhat like a pool of sailors for your country that your ships can draw from. Ship construction times are therefore also significantly increased compared to the recruitment of 1000 sailors, and changing a ship's type is no longer possible. Ships require a small capacity of Naval Construction to be maintained and if they suffer damage, they need to return to port to repair their damage. Ship construction and repair both consume goods in shipyards, depending on the ship type. Due to these changes, the military goods Man-o-War and Ironclad have both been removed from the game as well.

  • Reworked Naval Combat entirely. Ships will have an Initiative value in battle, and they can either attack or try to retreat. Attacks can deal hull or crew damage and depend on attack and armor values. Beware that this will make the technological advancement from wood to steel very impactful. We also reworked the visual representation of ongoing naval battles by adding dioramas that represent the two clashing fleets' compositions.

  • Added a deeper Supply system. All formations now have a Logistics Center in their HQ, which they will trace a supply route to. A formation that is overseas consumes Supply Ships, depending on how high the supply consumption and distance to the HQ is. Supply Ships have to be built like military ships by using Ship Construction from Shipyards. You build and store up Supply Ships. To keep track of how many you have available and how many you are using, Supply Ships have taken Convoys' place in the top bar of the interface.

  • Removed convoys. Merchant Marine now covers all civilian usage, including port connections, whereas the new Supply Ships cover everything military.

  • Reworked how Troop Transportation works. To move troops across the sea, you now require a fleet with enough transportation capacity to move them. Your units will have to embark the fleet before then being dropped off in the target location. Keep in mind that this usually incurs higher Supply costs due to them being farther away.

  • Reworked how Naval Missions are conducted. Ships can now be present in multiple nodes at once, at reduced mission efficiency. Naval battles are engaged by comparing detection and visibility of two fleets that are looking for each other. Fleets can now also be intercepted when they are travelling through a sea zone if the opposing side manages to spot it.

  • Added Naval Fortifications buildings to the game. They provide a minimum strength that the attacker needs to beat before they can attempt a naval invasion. Additionally for any naval invasion that does happen, they provide a defense bonus depending on their level, scaled by the ratio of attacking and defending forces. We’ve added numerous Naval Fortifications around the world, representing strong historical forts in 1836.

  • Added Straits to the game. You can control tolls and access through a strait by building one of the new Naval Fortification buildings. There are also new treaty articles to get exempt and to forbid a country to close their strait to anybody.

  • Completely overhauled the ship type setup in the game. There's now 20 different ship types available in total, all based on historical models from major players during the time. These come with different visualizations when the ships take damage too.

  • Adjusted a number of naval related technologies and what they unlock to make sense with our new Navy setup

  • Added Marines, a special type of land unit. All-marine formations can be permanently attached to fleets and are more efficient at conducting naval invasions than regular troops.

  • Completely reworked the existing naval sea zone map and sea route network

  • Added a new Naval Doctrine Law group that provides bonuses to construction of different ship types etc.

  • Merged civilian and military shipyards back into one building type. Shipyards now provide Ship Construction used to build military and Supply Ships. They also continue producing the civilian goods, Clippers and Steamers.

  • Military Formations now only have a single commander instead of up to four. Commanders can be freely unassigned and reassigned between formations, but will take some time to travel to their new formation. While travelling, the commander's skill traits will not give any benefit to the formation and they will be unable to advance on the front but they still provide command limit. Commanders are now able to participate in multiple battles, but are limited in the number of states they can attack simultaneously by distance and rank. Orders now apply to a whole formation, including special orders available due to traits.

  • Commander ranks are now more impactful and the command limit from rank increases with tech. There is now a penalty for 'unnecessary' promotions when you already have ample command limit and any issues with formations being under command limit could be solved via swapping, in the form of reduced IG approval for the Armed Forces and any non-Armed Forces IGs that have commanders and who did not benefit from the promotion.

  • Reworked the Diplomatic Interest system. Instead of a binary on/off system, interests now work in a tiered fashion. Build up Involvement in a strategic region by patrolling its coasts, setting up treaties or getting a foothold. Higher tiers of Involvement unlock actions like starting diplomatic plays rather than just joining them and so on.

  • Consolidated strategic regions around the world as part of the new strategic region interest update

  • Added the Orchestrate Coup Diplomatic Action, a Diplomatic Action that allows for orchestrating a coup in weaker countries through a friendly Lobby

  • Characters now have Prominence as an additional stat, representing their level of pull within the country's political machine (as distinct from Popularity, which represents their pull with the general public). Prominence is gained by a variety of factors such as being in command of troops or leading a prosperous company and determines the amount of Political Strength a character contributes to their Interest Group, as well as their chance of being appointed its next leader (replacing Popularity as the main factor in the latter)

  • Characters will no longer automatically be purged if they do not have an active assignment, but will exist in the national character pool (also known as the National Cast). The National Cast can be viewed in the Characters panel or in the Population panel where you can get a filtered view of all characters in your country.

  • The National Cast of each country will be periodically populated with politicians from non-marginalized Interest Groups, with ideologies suitable for that Interest Group. The amount of politicians that will be generated depends on how influential the Interest Group is.

  • Added a new character role 'Magnate'. Magnates have a Holding building (either the Manor Houses or Financial Districts in their home state) and gain Prominence based on the revenue of that building, strengthening their IG and increasing their chances of being selected as Interest Group Leader. Rulers under hereditary systems are Magnates by default.

  • Added 4 new free companies to the game

Improvements
  • Added the ability to drag and drop buildings and ships in the construction queue

  • Primary cultures and state religions are now always valid targets for assimilation/conversion in incorporated states and states affected by the Promote National Values decree

  • Children no longer have an ideology, interest group or personality traits by default. Unless explicitly added via effects after creation, any traits/ideology/IG assigned to them are instead saved and applied when they become an adult.

  • Character roles now have a default span for how long characters stay in them, which is modified by their health (unhealthy characters retire earlier) and can be further manipulated using script effects. It's tracked per-role, so a multi-role character can retire in one of their roles and continue to serve in another. The intent is that now that in the vast majority of cases only rulers & heirs should be able to die of natural causes in their office.

  • Removed the strategic land adjacency requirement on military access treaties

  • Characters now have a loyalty value based on the approval of their interest group and how much their personal ideology approves of current and enacted laws

  • By default, randomly generated characters can now come from any culture within your country that has at least tier 4 acceptance, weighted by the political power each culture holds. They will receive an appropriate religion for their culture based on the demographics of that culture in your country.

  • The chance that a leader ideology will be selected for an interest group is now increased if that ideology is represented by prominent characters in the country belonging to the interest group

  • Interest group leader ideology selection is now a single weighted pool of relevant ideologies, which will either select an appropriate character from the character pool as the next leader, or generate a new character if there is no character representing that ideology

  • Historical politicians with character templates will now appear as politicians in the character pool as soon as they are valid for usage and make themselves available as a potential future leader of the IG, instead of waiting until they actually become the IG leader

  • Characters now have home state regions, which are either set explicitly on the template/create_character effect or selected through random weighting

  • All international Journal Entries are now inherited when a revolution succeeds and transferred to the revolutionary country

  • When a formation enters a state of 'low command limit' (for instance due to its commander dying), there is now a 30-day grace period before max organization is impacted so that you have time to assign a new commander

  • When a commander embarks on an expedition they are now unassigned from their military formation

  • Made it possible to cancel current tech research without clearing the research queue

  • Added a 'make this work' button to the treaty draft panel that attempts to append articles and/or obligations to form the treaty into one the AI is guaranteed to accept

  • Paved roads now increase army movement speed

  • Company-type countries can now have subjects

  • The Hudson Bay Company, East India Company, and Russian-American Company are now Company-type countries

  • The Confederate Canada/Federate Australia Journal Entries are now available to any country with multiple Canadian/Australian subjects

  • Made Authoritarian one of the default ideologies available to the Armed Forces

  • Corrected Francisco Escobar 's birth date, and changed him to the Social Democrat ideology

  • Revolution events are now limited to appearing once per month

  • Made improvements to the functioning of legacy script related to characters

  • Using the Abdicate

Hotfix 1.12.4 is now LIVE! - Not for Problem Reports!

Hello Victorians.

We have a small hotfix today addressing a few issues, including a crash which could cause save game corruption and some infamy related issues.

We have also reverted one improvement from 1.12.2, where Iberia would inherit the Old Empire Journal Entry upon creation as it wasn't working correctly in its current state and needs more extensive work to function properly. We will address it in 1.13 instead.

As previously mentioned in 1.12.3, we will have a dev diary at the end of January, which happens to be today, so look out for that in a couple of hours time!

Otherwise, check out the full patchnotes below. Checksum is 19ff.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues!

The following changes have been made to the game compared to 1.12.3:

Content
  • Reverted the ability for Iberia to inherit the "The Old Empire" Journal Entry on account of requiring substantial changes to work properly, we will look into an appropriate solution for 1.13
Bugfixes
  • Fixed a save game crash caused by trying to show invalid revolution map objects, which could also result in corrupted save files

  • Fixed an issue with Windows "Smart App Control" blocking game executable

  • Infamy discount modifiers for diplomatic plays against unrecognized countries no longer apply for countries that are unrecognized themselves

  • Fixed an issue where infamy from war goals was refunded twice in certain conditions when capitulating

  • Fixed an issue where a war goal targeting a country would not be removed when that country switched sides in a diplomatic play

  • Fixed a bug where some commanders didn't count their units towards Two Spains JE Liberal/Conservative progress

Previous Patchnotes

1.12.0 | 1.12.1 | 1.12.2 | 1.12.3

Hotfix 1.12.3 is now LIVE! - Not for Problem Reports!

Happy New Year Victorians!

Welcome to 2026! We have a hotfix fresh out of the developer forge today, featuring the contents of 1.12.3’s Opt in Beta and a variety of other fixes, improvements and other balance changes.

Also, as we said in the last dev diary of 2025, we will have our first dev diary of 2026 at the end of this month, written by Martin - the subject will be revealed with the diary itself.

This is our final planned hotfix for 1.12 as we shift over to future content, which we will share with you in Q1 of this year.

Check out the full patchnotes below. Checksum is 8825.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues!

If you are on the 1.12.3 Opt in Beta and want to use this new hotfix, please remember to change your beta setting to 'none' in the Steam Beta section!

The following changes have been made to the game compared to 1.12.2:

Improvements​
  • Upon researching Corporatism, the stances of the Carlist and Miguelist ideologies will change to support Agrarianism and Interventionism, and less intensely disapprove of non-Autocracy distribution of power laws

  • The Two Spains Journal Entry may now be retained after forming Iberia as Spain

  • Carlist, Miguelist, Legitimist, Catholic Fundamentalist, and Catholic Rights movements will now experienced increased Activism if their owner country has poor relations with the Papal States

  • Reinstating the Basque Fueros as the Carlists will now add a Basque primary culture to Spain. Revoking this amendment will remove the primary culture.

  • The "Ausgleich" event for Austria will no longer annex a player Transylvania without warning; rather, it will make Transylvania into a Hungarian subject

  • The Spanish State Religion law at game start now has the State Anti-Clericalism amendment

AI​
  • Fixed an issue where the AI would sometimes not deploy garrisons to fronts in adjacent HQs, even if failing to do so threatens the overall theater they are stationed in

  • AI Liberal Spain will be now be much less willing to pursue the Reconquista

Balance​
  • The Claim Greater Khorasan button for Persia will now add claims on Turkmenia and Merz

  • When Interest Groups want to leave a party, they will no longer do so instantly but rather at the start of the next election, except in cases where their membership is no longer valid (for instance due to law restrictions)

  • The traits of Interest Groups whose clout would make them marginalized will now only have half the effect if they remain Influential for non-clout reasons (such as being in a party)

  • Interest Groups that are supported by less than 2% of the population and whose clout would make them marginal will now leave any party they are part of (and thus become properly marginal)

  • The "The Good Mother" event for Portugal now typically fires in November of 1853, rather than January

  • Moved the point at which Carlists and Miguelists become willing to participate in electoral politics from Political Agitation to Corporatism

  • Removed negative tax revenue modifier from the Individual Redemption Payments amendment

  • Pursuing the Reconquista of the New World as liberal Spain will now cost more infamy

Content​
  • Added a new event and wargoal for Portugal to restore the Union with Brazil in the case of a Republican coup

  • After completion of the Carlist War Journal Entry, we now also move the market capital to Madrid

  • Added Antônio Carlos Ribeiro de Andrada as a starting Intelligentsia leader for Brazil

Interface​
  • Goods expenses for construction is now split into private and government construction

  • Fixed issue where UI was lying that goods from modifier (like the Carlist small arms) were available in market even though market access of state was zero

  • Fixed issue where UI would list buy orders as sell orders in interface for goods from modifiers

  • Building options in the production lens are now always fully alphabetically sorted

  • Confirmation tooltips for actions that could cause a coup will now longer go off screen

Bugfixes​
  • Fixed the infamy reduction for transfer money article enforcement that could result in 0 infamy against big nations (Thanks to player Gaspote)

  • Fixed a bug when battles could be unable to start

  • Fixed an issue where infamy values for Regime Change were calculated incorrectly, resulting in too low values

  • Fixed an issue that caused several war goals to default to their infamy minimum value

  • Fixed the Unstable Raj timer not updating upon Presidency Stability declining below 225

  • Characters will no longer launch coups against law enactments that they support

  • Fixed an issue where a coupist general could create a government with no Interest Groups

  • Fixed a bug where the Revoke All Claims wargoal would be instantly invalidated, resulting in the wrong wargoal being used for secessions

  • Fixed a bug where requirements for repealing amendments had disappeared.

  • Emperor Pedro of Brazil now only starts the game as immortal if Colossus of the South is active

  • Fixed a bug where agricultural buildings such as farms and ranches would not get cash reserves

  • Fixed a bug where it was not possible to nationalize without compensation unless you had the money for compensation on hand

  • Added trigger localization to the amendment_geheime_staatskonferenz amendment that was missing

  • Fixed an issue that would cause the Modernisation Movement to pre-emptively switch ideologies, possibly locking AI countries into Peasant Levies

  • Fixed an issue that led to the Yankee and Dixie cultures losing their Small Arms obsession upon the monthly tick

  • Fixed a bug where adding a Liberate Country wargoal made the Conquer State wargoal unavailable even when not targeting conflicting states

  • Fixed an issue where the ruling party would continually reform and disband under Single Party State

  • Fixed a bug where Financial Districts and Manor Houses under Cooperative Ownership would pointlessly invest into foreign buildings that would then get collectivized

  • Meiji Restoration events for Japan will no longer select Japan as the relevant foreign country

  • Fixed a bug where buildings would sometimes try to pointlessly privatize themselves under conditions where they are able to self invest (such as Guild System)

  • The "The Emperor's Regency" event for Brazil will now properly fire at game start

  • Fixed a bug where unraised conscripts in a formation counted towards maximum manpower

  • Fixed a possible NULL_OBJ in the Abdication and Resignation tooltip

  • Fixed a crash during the disbanding of a company with a colonization charter

  • Fixed a random crash when calculating a political strength of a pop

  • Fixed a misplaced variable that could erroneously grant the Regeneration achievement if the Economic Regeneration journal entry timed out without making use of any creative accounting

  • The Carlist Movement for Spain will no longer launch a second Carlist War whilst the first is still ongoing

  • Fixed an issue where the african beard gene could get duplicated causing error spam and fps drop

  • Fixed a bug where Treaty Port status would not get cleared correctly when a Treaty Port is annexed, leaving a state with 0% market access behind

  • Fixed the abandon_revolution effect so that it properly removes targeted IG from a growing revolution

  • Fixed a bug where sometimes the independence war goal wouldn't save in the game

  • Timing out the "Bilaad al-Siba" Journal Entry for Morocco now removes the State of Anarchy state modifiers

  • Fixed a bug where the cut down to size diplomatic demand was not possible to start through the interface

  • Fixed a bug in the Carlist/Legitimist succession script which could spawn multiple clones of the same claimant, rather than a single claimant capable of inheriting both thrones

  • Fix a bug where Trade Potential could sometimes incorrectly show up as a negative value when constructing Trade Centers

  • Fixed a bug where the wrong alliances would be broken when declaring neutrality

  • Fixed a bug where the election fraud event would not fire on the first election

  • Added STATE_ENTRE_DOURO_E_MINHO, STATE_OLD_CASTILE and STATE_MURCIA to iberian_treaty_ports, requirements missing for The Western Protectorate achievement

  • Fixed several events that couldn't fire due to incorrect trigger scopes

  • Prevented the "Independence Day" event from briefly popping up as Cuba if the Carlists win the Carlist War

  • Fixed a bug where oncreate effects for create_character could sometimes run twice

  • Fixed an issue that caused Jose Rizal to be unable to spawn (Iberian Twilight)

  • Fixed an issue where Pedro of Portugal could erroneously die if made the heir to Brazil in 1853

  • Fixed an issue that caused stacking of multiple iterations of the "Setting Up Election System" modifier upon switching between Distribution of Power laws

  • Fixed a bug where it was not possible to sign a renegotiated treaty if the can_ratify check failed for old, unamended articles, making it look like the AI was declining the renegotiation

  • Fixed a misplaced adjacency line between Zulia and the Dutch Caribbean

  • Fixed an issue in "The Status of the Vernacular", which incorrectly radicalised French pops for Spain

  • Fixed a bug where having enacted/not having enacted NULL_OBJ could show up in law enactment tooltips due to checking against law groups that are not valid for the country (such as caste system)

  • Fixed a bug where localization was missing in the map tooltip for diplomatic actions involving making subjects

  • Fixed a bug where place holder text was shown to the player in the market panel

  • Secessionist Interest Groups can no longer launch a coup

  • Fixed a possible repeating error in military formation script

Previous Patchnotes 1.12.0 | 1.12.1 | 1.12.2

Victoria 3 – Dev Diary #172 – Seasons greetings & Hotfix 1.12.2

Seasons greetings Victorians! (And Happy Thursday for those that celebrate)

As we head into the winter period, with ice and snow sprinkling across the Swedish shores, we’ll take a moment after the release of Iberian Twilight to do a small look through the response to the immersion pack, a look through what we’ve dubbed ‘the autumn and winter of side quests’, hotfix 1.12.2 itself and plans for post release support for 1.12!

Following on from our short contents list, let us begin with a sunny contrast to this cold weather, and take a stroll through Iberian Twilight!

As I write this, and looking through the many comments about the negotiations, flavor and other areas added both in Update 1.12 and_ Iberian Twilight_, we can safely say thank you for the extremely positive reception you have given this last update and Immersion Pack of 2025.

The feedback we received from betas early on in the process of crafting this content, has truly helped make this update and immersion pack the best it could be. So thank you specially to them.

The Autumn and Winter of Side Quests

In our “What's next after X?” Dev Diaries we usually outline what our main quests are that we want to handle through free updates, which we normally release after a larger update. Most recently we published an overview in (https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-152-whats-next-after-1-9.1825850/) after Update 1.9 alongside Charters of Commerce.

After tackling trade and markets in that update, which was a huge undertaking, we decided to not do as big changes in the next updates for the year - as we said to the community - and focus instead on polish, bug fixing and background prep for future updates. Just like when you’re playing an RPG, you’ve just finished a chunk of the main quest, and you head back to your home base and restock, recuperate and plan for what's next. Maybe do a little crafting and cooking, organize your loot.

But then you see that (!) over someone’s head, you think to yourself ‘just one little side quest’ and… yeah, you know how that goes. For us this was first Culture/Discrimination in National Awakening and now Negotiations/Amendments in Iberian Twilight, both of which weren't part of our main quests so to speak. We also picked up some other minor side quests along the way, such as the changes to elections. Oh, and all the modding upgrades and global journal entries, and…

Well. This wasn’t something we had planned to do, but is a result of the passion, creative spark and drive from individual team members, combined with some smart planning on our end that allowed us to get these things done within our normal production schedule. All in all, we’re quite happy with the result and judging from how well these features were received, you seem to be too!

This rambling and metaphorical way of explaining things is really a way to explain why we haven't approached other areas in the “What's next” diary content and why we aren't updating it this time - we simply would not be able to check anything off, and our goals remain the same as they were in (https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-152-whats-next-after-1-9.1825850/). The next major update (1.13), will be different though, and will mark a definitive return to the main quest.

So what is next, then? Well, as you might have surmised from the abundance of loud foghorns over the last few months, next year will see some major updates to the naval side of the game. There will be a Dev Diary outlining the contents of Volume 3, coming in Q1 where we will tell you more.

And so, on to the hotfix proper, releasing at the same time as this Dev Diary!

**Hotfix 1.12.2 **

Checksum 5b56

Improvements
  • Increased the culling of agitators in the exile pool as it was easily possible to have +300 agitators at any given time sitting around in a café in Switzerland by the mid-game. This scales off character popularity and will target non-historical agitators first.

  • Elections now show you the actual number of voters and voter turnout in addition to political strength shares from votes

  • Removed the Filipino Mestizo Standard of Living requirement from the Advancements in the Archipelago Journal Entry (Iberian Twilight)

AI
  • Allow Regulars to move home and temporary AI formations to merge if they are not involved in a significant war. Helps late game global empires where their armies would get stuck in far away possessions.

  • Changed how the AI tags armies to make sure always one army is tagged as garrison in a HQ. Helps with late game global empires which will slowly have eroded away all their garrison to be active armies.

  • Added a simplistic version of army movement for peace time to just move armies back home. Another source of why armies would get stuck in literally nowhere.

  • The Carlists will now fully focus their attacks on capturing Madrid upon the start of the Royal Expedition

  • Fixed an issue that made the construction AI sometimes unable to correctly detect goods shortages, resulting in not appropriately prioritizing fixing those shortages

  • The AI will no longer incorporate states when they already have a bureaucracy deficit

  • Added a small debug tooltip for armies which is available in debug mode

Balance
  • Reduced the base Sugar output from Sugar Plantations from 50 to 25

  • Reduced the Sugar output from the "Automatic Irrigation" production method from 80 to 50

  • Reduced the Sugar output from the "Vacuum Pans" production method from 20 to 5 and the Coal input from 3 to 1

  • Reduced the Sugar output from the "Steam-Powered Mills" production method from 40 to 15 and the Coal input from 5 to 2

  • Reduced the Sugar output from the "Centrifugal Machines" production method from 70 to 30, the Engines input from 2 to 1 and the Coal input from 10 to 4

  • Reduced the Sugar output from the "Violent Treatment" production method from 50 to 40

  • The Molds PM for Tobacco Plantations now requires some iron input and machinists and isn't always strictly better than hand-rolled

  • Added a modifier to Spain's reestablished American colonies that increases their incorporation speed by 20%. This is also retroactively added to existing save games (Iberian Twilight).

  • Interest Groups will no longer be willing to negotiate if their stance on the enactment would be worse than Strongly Oppose

  • Reduced the requirements to complete The Two Spains to 80% progress in favor of either liberals or conservatives (Iberian Twilight)

  • It is now possible for buildings to 'hire' slaves from a non-subsistence building if the slaves are disproportionate in number to other employed professions

  • Reduced the Automobiles output of the "Mass Production" production method from 60 to 50

  • The "National Guard Preoccupied" modifier no longer gets removed upon start of the Royal Expedition in the Carlist War

  • The "Support Emperor Pedro" interaction for Portugal now increases the progress of the Brazilian Magnanimous Monarch Journal Entry by 20%

  • All "Violent Treatment" plantation production methods have had their "Slave Imports" modifier increased to 10% and no longer increase for each additional building level

  • Reduced the Standard of Living bonus for Slaves from the "Factory Radios" production method from 2 to 1

  • The Loyalists/Radicals from Political Movements modifier from "Factory Radios" production method has been increased to 5% and no longer increases for each additional building level

  • The "Lectors" production method for Tobacco Plantations now also increases the conversion rate in the state by 10%, reduced the Standard of Living bonus for Slaves from 1 to 0.5

  • The "Assembly Line" production method for Automotive Industry no longer removes 500 Machinists

  • Colony-type subjects must now become Dominions in order to reform out of Colonial Administration law

  • Fascist movements now gain Activism proportional to their Support

  • In 1.12.0 we increased the amount of blockade strength required to fully blockade a state by a substantial margin, however we also overshot a bit with our original changes. In this hotfix we are reducing the amount of blockade strength required per value of traded unit by 33%.

  • Each level of Naval Base now increases blockade resistance in its state

  • Reduced the amount of Fervor required by the "Integrating the Brazilian Nation" Journal Entry to 65

  • The "Second Amendment" Amendment now increases mortality by 1% in non-homeland states and 0.5% per level of turmoil instead of increasing mortality by 1% in all cases

  • Required Blockade Strength is now capped at 100k, to prevent late-game scaling from making it impossible to blockade some states

  • The event "Carlism on the Frontier" now also adds devastation to Andalusia

  • Anarchist and Communist movements now gain Activism proportional to half of their Support

  • Enabled gaining more intense variants of Political Concessions in non-Collaborative Negotiations

  • Increased attraction of middle- and upper-class pops to Fascist movements proportionally to the sum of the Activism of all non-marginal Labor, Communist, Socialist, Anarchist, and Nihilist movements in the country

  • Increased base legitimacy gain from the Geheime Staatskonferenz, and removed the time limit on repealing it

  • Loyalist pops are now substantially less attracted to Communist and Anarchist movements

  • Reduced base pop attraction to Fascist movements

  • The Anarchist movement no longer has a malus to urban pop attraction

  • Disabled the options for Cuba to merge with Spain or Iberia in the "La Siempre Fiel Isla de Cuba" event if Spain is a player (Iberian Twilight)

  • Enabled the option for Cuba to become a dominion in the "La Siempre Fiel Isla de Cuba" if Spain is controlled by the AI (Iberian Twilight)

Art
  • Updated the Portuguese and Italian communist flags with period-appropriate symbology

  • Updated the communist flags of Sardinia-Piedmont, Lucca, Modena, Two Sicilies, Tuscany, and Parma to use period-appropriate symbology

  • Added medals to Spanish generals and the late-game Russian Tsar outfit

Content
  • Added movement activism values to most amendments, enabling movements to gain or lose activism based on the presence of amendments

  • Two Sicilies and Portugal now start with the Latifundias law

  • Added a starting Portuguese claim to Southern Angola

  • The "Propose the Pink Map", "Incorporate Goa" and "Invest in Macao" decisions are now available for Iberia (Iberian Twilight)

  • The "The Glorious Revolution", "Eye for an Eye", "A Saharan Twilight", "The Internacionalistas", "Equatorial Foothold", "Maghreb's Garden", "Além-mar Africano", and "The Pink Map" Journal Entries are now available for Iberia (Iberian Twilight)

  • Iberia may now get the "Our Fortunate Regeneration" or "Economic Regeneration" Journal Entries, depending on whether it was formed by Portugal or Spain (Iberian Twilight)

  • Kaurna now starts the game with the Homesteading and Consumption-Based Taxation laws

  • Increased the fishing and rubber potential of Senegal and Guinea to account for the removal of Gambia

  • Repealing the "Reinstated Fueros" Amendment will now immediately radicalize some Basque pops

Interface
  • Made sure amendments show up on other country's Law's tooltips

  • Undeveloped and available arable land are now both shown in the state panel, to avoid the mistaken impression that countries with Serfdom lost a lot of arable land

  • Made a clearer separation between "Delete save" and "Delete all saves" buttons to reduce misclicks

  • Fixed an issue where the acceptance score displayed for sway offers for a war goal to enforce a treaty article with an input, would ignore the input in question, giving the impression that the AI would accept a sway when they wouldn't

  • Fixed an issue where completely unavailable laws would be listed in the law imposition screen

  • The Latifundias law is no longer visible if one has Tenant Farmers enacted

  • Made sure the correct buildings are listed in the Heavy Industry and Light Industry building group tooltips

  • Added the right country's player name if that country is played by a player to the send proposal button tooltip in treaties

  • Made the header texts in fancy tooltips fit better within the tooltip frame

Modding
  • The has_amendment trigger now correctly checks for the amendment_type scope instead of amendment key

  • The amendments on_activate effect will now correctly fire when added to an already active law

  • Added a data function to check if the player has any potential sways against undecided countries

Bugfixes
  • Fixed a crash related to IG support after civil wars

  • Fixed a bug where a front could get stuck if it was in a state region shared between two countries and you were at war with both but one of them capitulated

  • Fixed a bug where graphs displayed a flat line after 10 years

  • Fixed two more cases where autonomous investment would insensibly spam the same building in the same location, one caused by incorrect evaluation of available workforce and the second caused by incorrect evaluation of already queued levels

  • The Magnanimous Monarch journal entry will now invalidate if Portugal uses the "Restore Kingdom of Brazil" decision whilst it is active

  • Fixed an issue preventing the Age of Caudillos journal entry from completing

  • Fixed a bug where it was possible for insurrectionary IGs to join a party in government. They are now correctly blocked from doing so, but will not be kicked out of governing parties until the civil war starts.

  • Fixed a bug where Regime Change could end up not actually changing the laws

  • Fixed a bug where the revolutionary party would never disband in Single Party countries

  • Fixed an issue where the expenses for buying Cuba weren't listed in the balance tooltip (Iberian Twilight)

  • Fixed an issue for ‘Means of Independence’ where a modifier for Liberty Desire was at +20, reduced it to +0.2 (Iberian Twilight)

  • Fixed some missing infamy calculations when targeting your own subjects with a war goal

  • Spain and Carlist Spain are now properly immune to coups for the duration of the Carlist War

  • Fixed an issue where Haiti would get Afro-Caribbean instead of Afro-Caribeño as a primary culture when completing the One and Indivisible Journal Entry (Iberian Twilight)

  • Conservative victory in the Red Summer Journal Entry now fires "The Revolution Vanquished" event

  • Fixed an issue where the dynastic coup decision would not have any effect if the monarch-to-be was already in the relevant country

  • Succeeding into a personal union will no longer kill the country's sitting monarch

  • Forming Iberia will no longer remove restore default clothing to Spanish and Portuguese pops and characters

  • Jean/Juan III de Borbon may now spawn at the correct time, upon Henri de Borbon acceding to the French throne

  • Fixed an issue with negotiations where the Lower Taxes pledge would break if you completed another pledge while it was active. Issue may still persist in affected saves.

  • Fixed a bug when the army would return to the home HQ despite another front being nearby

  • Fixed a bug where an annexed country could remove amendments in another one

  • Fixed a bug where sometimes buildings were visually placed in the sea

  • Fixed a crash that could occur when starting a game in ironman

  • Fixed a bug where interest groups wanting to switch parties would sometimes become marginalized at the start of an election instead of joining their new party

  • Fixed an issue that caused the "Secured Vital Port" modifier to not be applied properly in the "The Siege of Bilbao" event (Iberian Twilight)

  • Central American countries will now properly gain the Age of Caudillos modifier

  • Fixed an order-of-operations issue that granted the "The Most United Kingdom" achievement even if Brazil is to be couped (Iberian Twilight)

  • Forming Iberia now conserves any cultures gained through the Status of the Vernacular (Iberian Twilight)

  • The Portuguese culture now properly gains the Lusitanian tradition trait in the Pluricontinental event

  • Historical Moroccan heirs spawn as heirs rather than rulers

  • Fixed a bug where impossible amendments would appear in the negotiation events

  • Fixed an issue where if a secession country would clear occupation of an invading force, it could cause errors to the control in the area making progress not possible anymore

  • Fixed an issue where you could access a subject's sway offer panel even if they were not above 75 liberty desire

  • Fixed a bug where a null object could stay in the construction queue when we had a construction in one country and the target state got conquered by a third party

  • Fixed a bug where spawning a civil war in a country targeted by war would generate infamy

  • Electoral Confidence now initializes slightly later, fixing an issue where newly-released democratic countries would start with 100% Electoral Confidence due to a divide-by-zero

  • Fixed an issue in Abdication where the heir's scripted heir could succeed to the throne rather than the heir

  • Fixed an issue that would prevent Portugal's ruler from becoming the Brazilian heir if the Amend Succession Laws Treaty Article was cancelled and reinstated

  • Fixed an issue where the Além-mar Africano Journal Entry could fire for any country

  • The Russian royal family will no longer wear infantrymen's coats after researching General Staff

  • If Cuba is purchased and not annexed by the United States in the "The \[American] Acquisition\" event, she will become a dominion rather than a protectorate (Iberian Twilight)

  • Switching dynasties as France whilst the heir is a child will no longer create a permanent regency (Voice of the People)

  • Fixed an issue that could lead to the "The Most United Kingdom" achievement being unlocked in the tick between Brazil becoming a personal union and it being couped by republicans (Iberian Twilight)

  • Fixed very wide naval invasion planner popup appearing when you had several generals on defend order

  • Fixed an issue where, when having the ruler selector game rule enabled, exiling characters on day one could spawn in unintended replacements[/

Hotfix 1.12.1 is now LIVE! - Not for Problem Reports!

Good Day Victorians!

We have a small hotfix today addressing key issues, including the one mentioned in known issues regarding hiring.

Check out the full patchnotes below. Checksum is 9124.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues!

The following changes have been made to the game compared to 1.12.1:

Bugfixes
  • Fixed a bug where buildings that do not use slaves would always be hiring regardless of whether they were losing money

  • Fixed a bug where having a high level of welfare would cause building owners to wage dump to extreme levels and let the government pick up the entire tab. Now they only wage dump to a moderate level and let the government pick up a smaller tab.

  • Fixed a bug when power bloc trade capacity modifiers weren't applied

  • The Cultural Commonwealth power bloc and the associated Shared Canon principle now only requires ownership of Iberian Twilight

Previous Patchnotes

1.12.0

Victoria 3 – Dev Diary #171 – Iberian Twilight & Update 1.12 Now LIVE!

Happy Thursday Victorians!

Iberian Twilight and Update 1.12 are now live! Welcome to Iberia Victorians, we hope you have a good time in the twilight era of the Spanish and Portuguese empires.

Will you return them to glory? Through liberal reform or counter-revolution? How will you handle your former colonies, recognise them as players upon the world stage or as vassals that should be claimed once more?

You can pick up _Iberian Twilight _now on (https://store.steampowered.com/app/3562890/Victoria_3_Iberian_Twilight__Immersion_Pack/) or on the Paradox Store, or as part of Expansion Pass 2 (saving 20% overall compared to buying individually).

Check out the Release Trailer below:

And, we have an overview of Update 1.12 too:

If videos aren’t your speed, we have our normal selection of infographics summarizing the features of_ Iberian Twilight_ and the update:

We also have a custom sale going on for selected Victoria 3 content at the moment with discounts of up to 70% off, check it out on (https://store.steampowered.com/app/529340/Victoria_3/) or on the PDX Store!

Then, this evening around 18:00 CET the Expansion Pass 2 Last Chance Bundle will go live, replacing Expansion Pass 2 - as explained previously (https://forum.paradoxplaza.com/forum/threads/victoria-3-expansion-pass-2-last-chance-bundle.1868862/).

And Finally before you try to load up mods, we want to remind you one last time; mods most likely will not work due to map changes and Database Entry Modes talked about in this previous diary.

Also, for those encountering the infamous 24h2 crash, we may have a possible fix which is included in this update.

Patchnotes 1.12.0
Features of Iberian Twilight
  • Iberian Twilight comes with new narrative content for Spain and Portugal, as well as nations such as Cuba, the Philippines, Morocco, and Haiti/the Dominican Republic.

  • Added the Two Spains Journal Entry for Spain, dealing with the political struggle between the forces of reaction and reform.

  • Added the Economic Regeneration Journal Entry for Spain with associated events

  • Added a Journal Entry about Anarchism in Spain

  • Added 4 new Events for Carlist Spain covering the Carlist War and its aftermath

  • Added content revolving around the unification of Iberia

  • Added a Journal Entry for France and Spain dealing with the assimilation or integration of regional cultures

  • Added events about the literary rebirth of Spanish regional languages

  • Added a Journal Entry for selecting one's king as Spain, following the Glorious Revolution

  • Added Journal Entries and Decisions to Spain related to her colonial ambitions in Africa

  • Added Journal Entries to Portugal, covering the historical period of Devorismo, the Second Liberalism, and the Regeneration

  • Added Journal Entries to Portugal covering her colonial ambitions in Africa, including the Pink Map

  • Added several new single-fire events covering events in Portuguese history

  • Added a new decision to orchestrate a coup to change the ruling dynasty of France, Spain, or Portugal

  • Added a new Cultural Power Bloc Identity to the game

  • Added five new monument buildings with related Journal Entries and events. In particular these are: The Sagrada Familia (buildable in three stages), the Manila Cathedral (in ruined and restored stages), the Gran Teatro de la Habana, the Pena Palace (pre and post restoration) and the Atocha Railway Station.

  • Added several Journal Entries exploring the history of Cuba, namely the pro-Spain reformist movement, the role of sugar and trade, and the road towards independence

  • Added three new Journal Entries for the Philippines with relevant events

  • Added a new United and Indivisible Journal Entry for Haiti about the leadup to, and aftermath of, the Dominican War of independence

  • Added a new starting Journal Entry for all former Spanish Colonies in the Americas about negotiating for recognition from Spain

  • Added two new mutually exclusive Journal Entries to Spain: Reconquista, about the reconquest of the New World and Hispanoamerica: about the recognition of her former colonies' independence

  • Added a starting nation-building Journal Entry to Morocco

  • Added generic events about Anarchist terrorism and the Propaganda of the Deed

  • Added over 100 new historical characters for Spain, Portugal, and their dependencies (Thanks to Tripledot for some of the Cuban ones)

  • Added 7 new historical companies to the game, all with custom icons

  • Added an Overlord Diplomatic Action for changing the Primary Cultures of Colonial Administrations

  • Added a new UI skin, headers and frames

  • Added Papermap Skins for Iberian Twilight. There are two variants of this papermap and can be selected from the Theme Selector - 'Glory of Spain' and 'Glory of Portugal'.

  • Added five new event images including audio, depicting various relevant situations

  • Added new 3D model for Mango Table Asset

  • Added new 3D model for Portuguese Sardines Table Asset

  • Added new 3D model for the Iberian Table

  • Added new 3D model for Cuban Cigar Table Asset

  • Added new 3D model for Carlist beret and Rosary Table Asset

  • Added new 3D model for 1875 Spanish 5 Céntimos DLC Coin

Features
  • Countries can now Negotiate with Interest Groups in order to better the chance of law enactment

  • Added Law Amendments, objects attached to a country's laws which may modify the effects of the law

  • Added new Production Methods for all plantations, a manufacturing category for tobacco, and a refining category for sugar

  • Added ten new achievements, five in Update 1.12 and five in Iberian Twilight

  • Countries with elections now have an 'Electoral Confidence' value that goes from 0 to 100%, representing the electorate's belief that any elections held will be free and fair. Meddling with elections will decrease Electoral Confidence, while allowing them to proceed without intervention will increase it. If Electoral Confidence is low, Legitimacy and Political Strength from Votes will be reduced to a degree depending on your laws and amendments. Generally, the more comprehensive your voting rights, the more severe the effects of low Electoral Confidence.

  • Added the Tradition of Free Elections amendment, which blocks electoral manipulation, makes the enactment of autocratic laws more difficult, and increases base legitimacy

  • Added 3 free historical companies

  • Added the Kaiserforum, including a related Journal Entry and events (National Awakening)

  • Added a new Ruler Selector to the country selection screen. The Ruler Selector only shows when the Ruler Selector Game Rule is Enabled and is disabled for Multiplayer.

  • Added a new Addendum article type letting you write a custom message as an article. It has no mechanical effects.

  • Added a Slave Revolt movement, representing attempts by slaves to self-emancipate

Improvements
  • Added a selection of new flags, names, and map colours for Iberia

  • Greatly reworked starting wine production areas, and shifted more production towards France, Italy, and Iberia

  • Added Esperanto hub names to Iberia

  • Added German state name variants for Spanish and Portuguese states

  • Reworked coups to be centered around dissatisfied military commanders, and broadened the laws they may establish

  • Devastation is now per-state instead of a state region so your pesky neighbor who is constantly at war and whom you are sharing a region with, won't be affecting you anymore

  • Added support for displaying full character names in the order determined by their culture. I.e. Tokugawa Ienari instead of Ienari Tokugawa. This is set per culture and defaults to first name + last name.

  • Chinese, Japanese, Korean, Mongolian, Manchu, Hungarian, Khmer, and Champa cultures now make use of Eastern naming order

  • Interest Groups will now change only ever join or leave parties when an election campaign starts. However, the restrictions on Interest Groups leaving or joining parties in government is lifted so parties can be freely recomposed in any way when the election campaign starts (and only then). The only exception to this is under Single Party State, where IGs are allowed to join the only legal party at any time.

  • Certain very backwards laws, such as Serfdom, Isolationism, Peasant Levies, and Traditionalism, will now consolidate all liberal pops into the Modernisation Movement. More liberal and communist movements will not be available until these laws are removed.

  • The "Bourbon for Everyone" achievement now requires a Bourbon monarch, and may now be achieved after forming Iberia

  • Reworked the political and cultural setup for the Philippines, and split Filipino culture into five

  • All buildings with allowed collectivization now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized

  • Under Guild System and Traditionalism, buildings now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized

  • Made the Geheime Staatskonferenz modifier for Austria into a starting Amendment which increases Legitimacy, decreases law enactment success chance, and blocks government reform for as long as it is active

  • Reworked the political setup of West Africa, and added a bunch of dynamic names to the region

  • Under Serfdom and Manorialism, a certain % of arable land in incorporated states is now reserved for subsistence buildings and cannot be developed until the law is changed

  • Under Serfdom and Manorialism, a certain % of employment in subsistence buildings is considered 'protected', and cannot be hired by other buildings until the law is changed

  • Colonial Administrations now have Subjecthood by default, along with an amendment to Subjecthood that reflects the racialisation of colonial governments

  • Improved the range of laws supported by the Modernisation Movement

  • Made the Gründerzeit Journal Entry display the current GDP in green if it is meeting the quarterly target, and red if not

  • The Fragile Unity Journal Entry will now decrease if China has a successful coup

  • Added new interactions for Government Petitions, to request an extension on the timer and to immediately dismiss the petition

  • Added a starting anti-Hungarian lobby to Croatia

  • Improved several pieces of narrative content pertaining to slave revolts, hooking in the new Slave Revolt Movement

  • Increased the visibility of the option to pursue the Title of Eastern Rome in the Megali Idea Journal Entry for Greece, and added state highlighting for Megali Greek and Byzantine states

  • Increased the visibility of the Bavarocracy progress bar conditions

  • Changed the Age of Caudillos Journal Entry to use a scripted progress bar

  • Reversed the names of Taiping Heavenly Kingdom characters

  • Added a line to the Spectre Haunting the World progress tooltip, showing the negative effects of not having Policing or Home Affairs

  • Added Wine potential to Diyarbakir

  • Oman has been elevated to kingdom status

AI
  • Remade how the AI allocates resources for conscripts. The AI should be a lot more willing to deploy conscripts if it has no regulars at all.

  • AI will now default to infantry conscripts if it can't access resources needed for the wanted type in the state they are being recruited

  • The AI is now a lot more reluctant to accept renegotiated treaties that are strictly worse for them than what was already agreed on

  • Maximum AI combined acceptance for "Goods Transfer" treaty article has been reduced from 50 to 25

  • Maximum AI individual acceptance for "Goods Transfer" treaty article has been reduced from 50 to 10

  • Made the AI more inclined to abolish certain very detrimental laws

  • Lobby Opportunity Bonus acceptance for treaty articles is no longer reduced or removed when adding additional articles that the AI has a positive acceptance towards

  • The AI will now be far more averse to trading massive volumes of individual goods via the "Goods Transfer" treaty article

  • Made conservative AI less accepting of national-liberal movements

  • France is now a lot more aggressive against a Haiti that unilaterally cancels debt payments, to a degree depending on the amount of debt canceled

Balance
  • Reduced base Company construction and throughput bonuses. With the introduction of Executives in particular they tend to rack up enough bonuses already.

  • Changed several cultural acceptance triggers to average pop acceptance triggers, to address some issues with content requiring overly high cultural acceptance for a culture

  • Political Movements will now also consider the conscription capacity of the uprising states if it's worth uprising

  • The amount of free construction countries get now scales against their GDP, with a minimum of 2 free construction at 0 GDP and a maximum of 10 at 2 million GDP. This was done due to an excess of free construction in small countries resulting in areas such as India developing far too rapidly, combined with the increased viability for small countries to support Construction Sectors with the lowered employment to 1k. Construction Sectors now only cost 25 construction, to enable even countries with a minimal amount of free construction to build them in a reasonable amount of time.

  • Added a Game Rule for whether base construction capacity should be scaled to GDP or not. By default, it is scaled for AI countries but always 10 for player countries, so that free construction can be reigned in without making tiny countries too tedious to play.

  • The prestige from being leader goods producer now scales against the global GDP, starting low and increasing over time so that it can be relevant at all stages of the game without completely overpowering other factors in the early game

  • Removed the multiplier on reinvestment from GDP, as what it was meant to simulate (foreign investment) is now an actual mechanic, and it resulted in far too rapid economic growth and contributed to the issue of too early disappearance of peasants. This change will slow down overall global GDP growth, making it more in line with historical GDP curves.

  • Radicals no longer impact assimilation & conversion rates directly, as it also impacts fervor & obstinance which in turn impact assimilation & conversion rates

  • Marginalized IGs with at least 2.5% support among political participants are now allowed to join parties. Interest Groups that are part of a party are no longer considered to be marginalized, even if they have low clout. This fixes an issue where IGs that were not already in a party would never receive votes and thus never become unmarginalized.

  • Devastation now decays at an increased rate the higher it is, so that while it can still linger for a long time, it does not do so at full effect

  • Toned down the infamy gain and effects from the "\ Horrors" event options

  • Removed the Catalan, Galician, and Basque cultures from the Iberia formable country by default

  • Changed default starting gold reserves from 0.5 [50% capacity] to 0.25 [25% capacity]

  • There is no longer a penalty to Import Trade Advantage for lacking interests, making small markets more vulnerable to having their local industry outcompeted by cheap imports

  • When calculating the penalty on Export Trade Advantage for lacking interests, junior countries in a larger market can now use the Market Controller's interests in addition to their own

  • The "Take State" subject interaction now generates far less Infamy

  • Changed Isabel II's Interest Group to Petit-Bourgeoisie

  • Losing wars to recognised powers, and going a long time without abolishing certain very backwards laws, will increase attraction to the Modernisation Movement

  • Reduced the quarterly requirement for the Gründerzeit JE from 2.5% to 2%

  • Increased popularity gain and loss from battlefield victories and defeats

  • Reduced the direct increase of Serfdom and Manorialism to Landowners Political Strength, to balance against the impact of added restrictions on economic development

  • Greatly reduced the penalties of the "Tihamah" state trait in Hedjaz

  • Made Communists less tolerant of poor Labour Rights laws

  • Aristocrats pop attraction to the Intelligentsia is now gated behind the Academia technology

  • Arrange Accident can now be used to target heirs

  • Haiti now suffers a penalty to Diplomatic Reputation when cancelling debt payments, which reduces their ability to sign treaties and get support in diplomatic plays

  • Rosa Luxemburg will no longer support Polish nationalist movements

Art
  • Iberia and the Philippines now use the Latin American building set

  • Added several new flags for Portugal

  • Added red cassocks for Catholic Cardinals

  • Added purple cassocks for Catholic Devout and Clergymen pops in December

  • Added country-specific Presidential sashes to Latin American and Iberian countries

  • Asian Animist Clergymen will now wear monk robes

  • Updated French uniforms in the early game to include shakos

  • Added military uniforms for Spanish and Portuguese Soldiers and Officers pops, as well as commanders and monarchs

  • Improved the flag of the Federation of the Andes

  • Added a new cosmetic tag for a State Atheist Holy Roman Empire

  • Limited the use of the crown pop headgear to aristocrats of wealth 40 or above

Audio
  • New audio for Earthquakes harvest condition
**Cont

Hotfix 1.11.1 is now LIVE! - Not for Problem Reports!

Hello Victorians!

A small hotfix today addressing a number of bugfixes, as well as a special surprise in content.

After a short time in Opt in Beta, we have moved it over to a proper hotfix release - featuring fixes for audio being played multiple times and to capitalists/aristocrats being confused by financial districts.

Checksum for this hotfix is 1ebc. Savegames from previous 1.11 versions should work, but for the most benefit from bugfixes or balance changes it is best to use a new save!

The following changes have been made to the game compared to 1.11.0:

Balance
  • It is no longer possible for revolutions to fire if they do not have the support of any army units at all. Secessions can still fire with the support of no army units, so long as they can potentially raise conscripts
Content
  • Spooky season is alive! Alive!
Bugfixes
  • Fixed an issue that caused the HBC to be unable to colonize the Yukon Territory

  • Moved the mobilization sound to be a global sound to play any time the player becomes involved in a conflict, but only if he is not in a conflict already

  • Moved the revolutionary movement sound to only play once when a Political Movement becomes insurrectionary, it will play the sound if the map is visible or the movement list in the Politics panel is visible when it turns insurrectionary

  • Fixed a bug where ownership buildings tended to snipe capitalists/aristocrats from each other instead of hiring other eligible pops for those jobs

  • Fixed a bug where country monopolies were not correctly blocking private construction of the monopolized building types

  • Fixed a bug where political strength from wealth was truncated, resulting in (among other issues) pops with wealth lower than 8 getting no political strength from wealth

  • Fixed a bug where a civil war that failed to get the support of any states (due to all its valid states already supporting a different civil war) could start and restart every single week

Previous Patchnotes

1.11

Victoria 3 - Dev Diary #161 - Songs of the Homeland out now!

Welcome to our newly released music pack Songs of the Homeland!

With Songs of the Homeland, you step back in time to the transformative world of the Victorian Age where you are immersed in an era of bold national identity, the rise of modernism, and the birth of the truly international era!

Now, I wonder which flag they are waving? Could it be a real one, or an imagined representation to be unspecific to a country? The German Unification flag at the Hambach Festival? Or is it just a horizontal Belgian?

Songs of the Homeland features the following evocative tracks:

  • A New Day Awakens

  • Walking Through Mist

  • Approaching Tempest

  • The Secret Glade

  • Old Ruins in the Forest

  • Sicilienne

  • Dance of the Shepherds

  • A Nap in the Fields

  • The Pride of People

  • Ode to the Night

  • Evening Lights

You can pick up the pack right now on Steam through Expansion Pass 2 or (https://store.steampowered.com/app/3562810/Victoria_3_Songs_of_the_Homeland__Music_Pack/), PDX Store. Let us know which tracks were your favourite, mine is Approaching Tempest!

And the people behind the music itself have some words to share about working on this pack, so I will hand it over to Robin and Yannick!


Hello!

We are Robin and Yannick from Audinity, we are the composers behind Victoria 3 – Songs of the Homeland.

We have been in charge of the soundtracks for the main Victoria 3 game and Melodies for the Masses, as well as for many other Paradox games. But working on this music pack has been a really special ride for us.

When we heard what this music pack was supposed to be about, we were really excited. Instead of writing music tied to specific gameplay content, we were able to write music much more freely alongside the overarching theme of „Songs of the Homeland“. So, first, we had to find answers to some pretty important questions: How can „Homeland“ sound, and what would be our approach for this theme? And how can we fit that into the existing soundtrack of Victoria 3?

We looked at artists and composers from the era of romanticism and how they depicted their country, their homeland. There are a few outstanding examples in the musical repertoire from that time that are a musical interpretation of the composer‘s „Homeland“. Think for example of Smetana‘s wonderful symphonic poem „Má Vlast“ (My Fatherland), musically picturing many aspects of his home region Bohemia. Many musical compositions of the romantic era are themed around nature, the countryside, landmarks, legends and history, or wandering

through your homeland. We also looked for inspiration in such typical romantic themes and tried to translate this into music that fits for Victoria 3. We are really thankful that our lovely partners at Paradox trusted us with a lot of creative freedom for this soundtrack!

The song titles of this album might spark your imagination already, and we hope that, when listening to the music, you can as well hear the first rays of sunshine glancing over the mountain summits in „A New Day Awakens“, a wild boat ride on the river in „Approaching Tempest“, or the world and nature slowly coming to rest at nightfall in „Evening Lights“.

Of course, this is still music written for the game, so it has to fit to the musical framework of the existing music in Victoria 3. The musical spectrum in Victoria 3 goes from string quartet pieces to symphonic music, usually with some kind of „soundtrack-classical“ vibe. We did not want to focus fully on one end of the spectrum, and rather decided to split the music for this soundtrack in two parts: one part of the music is composed for full symphonic orchestra, and the other compositions are for a smaller chamber ensemble. That allowed us to work with musical colours of different ensemble sizes and keep the variety of the soundtrack as big as possible.

The first raw versions of music for soundtracks are usually crafted on the computer using virtual instruments. Sometimes this can even end up to be production of choice for the final versions. But for this soundtrack, and with this musical direction, it was clear from the start that the music will only truly come to life if real musicians perform it!

For this project, we had the honor to work with the amazing team and musicians from FILMHarmonic Orchestra Prague under the baton of Adam Klemens again. We had recorded our music for Melodies for the Masses (and other Paradox soundtracks!) with them, too. They truly are some of the best musicians in the world when it comes to performing and recording both soundtracks and concert music! So it only made sense to pack our bags and travel to Prague again to record with the orchestra! A really nice chance to see the real-life inspiration for Smetana’s „Ma Vlast“, too! :)

We hope you enjoy listening to this soundtrack as much as we enjoyed writing and recording it. And maybe you can even hear something in our music that means „Homeland“ for you, too!

If you like our music, feel free to follow us on our Audinity YouTube channel. You can also find more behind-the-scenes videos and music from our other work for Paradox there!

Thank you for listening to our music!

Best regards,

Yannick and Robin from Audinity


Thank you so much Robin and Yannick! It was lovely to work with you again and the result is wonderful!

Next time we will see you is next week, not for a dev diary, but for the start of the Anniversary week for Victoria 3’s 3rd Anniversary!

We hope to see you then, and that you enjoy what we have in store for you starting on Monday!

  • Please note this release is Update 1.11, named “Chamomile’, with the music pack being the only additions in this update.

Hotfix 1.10.6 is now LIVE! - Not for Problem Reports!

Salutations Victorians!

Lo and behold we did do one more hotfix! Aimed at primarily fixing the reported wages issue and monopolies not working correctly.

Otherwise, I hope I don’t jinx it again, we shouldn’t have more hotfixes on the horizon but will see you soon!

Check out the full patchnotes below. Checksum is 43af.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!

The following changes have been made to the game compared to 1.10.5:

Bugfixes
  • Fixed a bug where buildings would periodically reset their wages back to baseline, most noticeable as all buildings paying out the same wage at the start of the game

  • Fixed a bug where construction of buildings monopolized by companies could be blocked by incorrect validation of who holds the monopoly

  • Fixed a bug where autonomous construction could sometimes be blocked by the economy of scale factor overriding other, more critical factors such as whether there is actually workforce available in the state

  • Fixed a bug where the ai_evaluate_autonomous_construction console command was partially printing data for government construction, resulting in incorrect values

Previous Patchnotes

1.10.0 | 1.10.1 | 1.10.2 | 1.10.3 | 1.10.4 | 1.10.5

Hotfix 1.10.5 is now LIVE! - Not for Problem Reports!

Good day Victorians!

This hotfix features some fixes to Austria content, to primary culture being not as liked as a minority culture and Hungary has been told to stop becoming best friend with Transylvania when they are at war,

Please note, this is our last planned hotfix for this update. Any further reported bugs, balance issues or other components will aim to be fixed in a later update, unless something truly game destroying appears! (By writing this I hope I do not will it into being)

Check out the full patchnotes below. Checksum is 3087.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!

The following changes have been made to the game compared to 1.10.4:

AI
  • Fixed a bug where the AI would construct barracks/naval bases in some cases where they did not actually consider the construction affordable

  • The AI is now much more willing to invest in construction sectors when they have insufficient construction capacity to drain their investment pool

  • Fixed a bug where the AI would never use movement suppression or bolstering due to wrongly assigned priority

  • Fixed a bug where AI spending on government construction could be blocked by wanting to disband units that could not be disbanded due to civil war

  • AI Austria will now avoid enacting the United States of Greater Austria for as long as Franz Josef is Kaiser

  • Fixed an issue where the AI would repeatedly activate and deactivate authority-costing spending items such as Consumption Taxes and Charters

  • Made the AI more willing to try and ditch old-fashioned laws such as Traditionalism when they get to a certain level of tech

Balance
  • Incorporation speed is now slower for non-Homeland states, but increases with the Centralization line of society techs

  • Farmers now pay Land Tax instead of Poll Tax, so long as they are employed in a building that uses arable land

  • Reduced the requirement for the Age of Metternich Journal Entry's Policing and Home Affairs institutions to investment level 2

Content
  • Revised the failure requirements for the Federal Solution Journal Entry for Austria to only fail if a revolution or secession is taking place in Austria's core regions

  • Hungary is now forbidden from signing the union with Transylvania whilst at war or committed to a diplomatic play

Modding
  • Added a trigger to political movement civil war data for whether specific IGs can join the civil war when it rises up or not
Bugfixes
  • Fixed a bug where a very accepted minority (>100 Acceptance) could override the primary culture's homeland bias

  • Fixed a bug where capitalists were not receiving any dividends from certain company ownership structures

  • Fixed an issue where Aristocrats/Capitalists would sometimes start with much lower Wealth than their income could afford due to their final wealth being calculated before final dividends were properly determined

  • Fixed a bug where timed modifiers applied to Journal Entries would never actually time out

  • Fixed an issue where the game could freeze when closing the Power Bloc principles window.

  • Added a cooldown to the The Reckoning event for Serbia

  • Fixed an issue where Austria could be annexed by Italy during Italian Unification if it was in the process of forming the United States of Greater Austria

  • Fixed a crash to desktop that could occur when a secession failed and it was cleaning up a secession state that did not exist anymore

  • Fixed an issue that caused almost all Unrecognized Nations in Africa outside of the Great Lakes to start with Isolationism when they should have Mercantilism instead

  • Wounded Soldiers and War Widows will no longer be enslaved when they are ejected from the barracks (It would try and merge them with the largest pop which if you had slavery, are most likely slaves)

  • Fixed an issue where Austria could be made a subject of Romania through the Unite the Principalities Journal Entry

  • Dependents being merged into a different pop will try and merge into something sensible and not suddenly become aristocrats of a different culture/religion

  • Fixed an issue where the German-led Austrian Aristocracy would occasionally join cultural minority movement secessions

  • Fixed an edge case where Croatia could not be detected by the United States of Greater Austria

  • Fixed front names being shown incorrectly for non-participants

  • Fixed an issue where some subject flags would continue showing up despite the No Subject Flags gamerule being active

  • Korean Clergy are now still appropriately traditionally dressed when Korea adopts westernized fashion

Previous Patchnotes

1.10.0 | 1.10.1 | 1.10.2 | 1.10.3 | 1.10.4

Hotfix 1.10.4 is now LIVE! - Not for Problem Reports!

Ahoy Victorians, a small hotfix today fixing the issue where aristocrats were very very poor and a bug with on_election_campaign_end not being called.

Check out the full patchnotes below. Checksum is 6093.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!

The following changes have been made to the game compared to 1.10.3:

Bugfixes
  • Fixed a bug that applies subsistence farm penalty multiplier when calculating starting wage so the poor hardworking aristocrats don't starve

  • Fixed a bug with on_election_campaign_end not being called

Previous Patchnotes

1.10.0 | 1.10.1 | 1.10.2 | 1.10.3

Hotfix 1.10.3 is now LIVE! - Not for Problem Reports!

Hello Victorians, we have a rather large hotfix for you today.

Featuring the GDFIX changes, a variety of fixes, balance changes, interface improvements and more. This is less of a hotfix and more of a hugefix…

The temporary fix we introduced in 1.10.1 for Silesia being annexed by Prussia during a Polish Uprising has now been resolved properly instead of through the temporary fix too.

Check out the full patchnotes below. Checksum is 81b8.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues!

The following changes have been made to the game compared to 1.10.2:

Improvements
  • \ Made colonization ignore population of source state when determining speed penalty (thank you Alxe for the suggestion)

  • \ Added option when releasing a nation to keep states considered homelands for your primary cultures (thank you Deutsches Kaiserreich for the suggestion)

  • \ Military wages now also affect the prestige gain from Navy power projection (thanks Tony for the suggestion)

  • \ When enforced as part of a peace agreement or capitulation during war, the Independence war goal now also automatically also nationalizes overlord-held building levels (thank you BamBam for the suggestion)

  • \ The 'September Convention' treaty name template now names the treaty dynamically after the month it was signed in instead of it always being September (thank you Martin Anward aka Wiz, for suggesting your own fix I suppose…)

  • It is now possible for companies to 'privatize' buildings under Command Economy

  • The Defend against Invasion button now works even if the invasion hasn't started yet. If the front for the invasion hasn't spawned, it will station the formation in the target HQ for the invasion, if the invasion has started and the front exists, it will deploy the formation directly to the front

  • Generals will now also join defensive invasion battles and not simply send their troops if stationed as a garrison in an HQ

  • Partial Shopkeeper/Academic-owned companies now pay 25% of their dividends to the workforce in their owned buildings

  • Partial Bureaucrat-owned companies now pay 25% of their dividends to the government

  • Reworked how Ideological Incoherence is calculated. You should now generally have an easier time forming single-party governments and governments which disagree on minor issues, and a harder time forming massive governments with strong and conflicting opinions

  • Reworked the logic for cultural and religious secessions - states with low percentages of the relevant pops will be much less inclined to secede, unless their Obstinance or Turmoil is particularly high

  • The South American National Identity Journal Entries now trigger a National Awakening for their respective cultures

  • Adjusted demographics for the Baltic States, Lithuania, and Poland to reflect the historical makeup of their aristocracies

  • Increased the Activism of the Polish National Movement in Russia whilst the Organic Statute of 1832 is active

  • Adjusted demographics for Ireland to reflect the historical demography of its Aristocrats, Soldiers and Officers pops

AI
  • : Russia annexing Outer Manchuria will no longer trigger the AI to start annexing Chinese states

  • The AI will now be less inclined to conquer non-homeland or non-claimed states that it does not share a land border or strategic region with

  • Reduced the AI's base desire to unify Germany and Italy in the early game

  • The AI will be much more inclined to spend money on economic buildings when it has the Industrialise AI strategy, or during the Gründerzeit

  • Brought the aggression of the Unify Italy diplomatic strategy into line with the Unify Germany strategy

  • Added a new Montenegro AI strategy to ensure it keeps its trade centres subsidised

Balance
  • \ Made colonization speed account for paused colonies (thank you Alxe for the suggestion)

  • \ Added a lot of Obsessions to various cultures (thanks Tony for the suggestion)

  • \ Political Movement support from Wealth now scales against the political strength from wealth levels, meaning that the support of a single wealthy individual is much more significant than support from a large number of poor individuals (thank you rskhm | BPM for the suggestion))

  • \ The 'Force Nationalization' wargoal now requires you to control all your own states instead of requiring you to occupy the enemy capital (thank you to BamBam for the suggestion)

  • \ GDP owned by your country in other countries now counts towards the reinvestment multiplier, so that a country with a massive investment pool from foreign holdings will not have it artificially boosted further (thank you to Blackpoolgo4it2 for the suggestion)

  • \ Machinists and Engineers now contribute to the Investment Pool under economic setups where they receive dividends (thank you to CaelReader for the suggestion)

  • \ Added Grocery taboo to Jewish religion to reflect their dietary restrictions (thanks nullpotato for the suggestion)

  • \ Added Rye throughput bonus to the Ursus Company (thanks germaniec7 for the suggestion)

  • \ The Launch Military Incursions decision in the Conquest of the Desert now requires Logistics instead of Civilizing Mission, and adds some infamy when taken (thank you Heinrich IV for the suggestion)

  • \ Haiti starts with Homesteading now (thank you immeska for the suggestion)

  • \ Changed the trigger of the United Fruit Company to allow foreign investment to fulfill forming conditions.

  • \ Removed Rice Farm potentials from Hokkaido (thank you to markus for the suggestion)

  • \ Increased Wood potentials throughout Sweden, Norway, Canada, and the Northern and Western United States (thank you to markus for the suggestion)

  • \ Increased Iron potentials for Norrland and Svealand (thank you to markus for the suggestion)

  • \ Added Vineyard potentials to Tyrol, Bavaria, and Delvidek (thank you to markus for the suggestion)

  • \ Added Tobacco potentials to Wisconsin, Indiana, New York, Pastaza, and Mosul(thank you to markus for the suggestion)

  • \ Removed Rye potentials from Oulu, Kola, and Yakutsk, and added Rye potential to Outer Manchuria (thank you to markus for the suggestion)

  • \ Added Iron and Sulphur potentials to Cyprus (thank you to markus for the suggestion)

  • \ Added Fruit potentials to Pastaza (thank you to markus for the suggestion)

  • \ Added Rubber potentials to Antioquia and Cauca (thank you to markus for the suggestion)

  • \ Added Coffee potential to Goias (thank you to markus for the suggestion)

  • Austria is no longer able to revoke the Hungarian Twelve Points without pushback by using the Regime Change power bloc interaction

  • Increased acceptance of primary cultures under Subjecthood to 100. This should fix cases of discrimination events firing for primary cultures under Subjecthood

  • Peasants now get far fewer loyalists & radicals from Standard of Living changes

  • The amount of radicals/loyalists gained from Standard of Living increases now starts scaling down after level 15, as each successive SoL level after that represents diminishing returns in actual impact on a pop's perceived quality of life, and it was previously far too easy to turn your entire upper class loyalist

  • Buildings with foreign owners will now generally pay lower wages (relative to foreign-owned level fraction), as said foreign owners don't really care all that much if their wage dumping creates radicals in other nations

  • Increased Movement Activism modifier from the Springtime of the Peoples Journal Entry from 25% to 35%, and added a -50% enactment time modifier to both Springtime of the Peoples and Red Summer Journal Entries

  • Manorialism is now only enabled for Austrian Crown Land or Personal Union-type subjects

  • Replaced the additional company slot from the canal companies with a free charter. The company slots often proved to be more of a curse than a blessing since when you lost the prosperity bonus, you could end up in a downward spiral. Additionally, the other bonuses they provide are so much more effective than the pre 1.9 competitiveness bonus that we believe they should still be viable with the addition of the charter. As always we'll keep an eye on feedback on this.

  • Adjusted some of the basic companies' values to bring them a bit more in line with each other. Essentially the top 4 selected companies received some kind of penalties, while the bottom 4 received stronger/additional bonuses.

  • Serbia now has Homesteading at game start

  • Buildings are now more stingy with their wages when no minimum wages are set

  • Made starting Hungarian revolutionaries immune to Memento Mori effects until 1856

  • Increased starting Italian radicals for Austria

  • Increased the attraction of Hungarian Aristocrats towards the Intelligentsia Interest Group and Liberal Movement whilst the Hungarian Revolution Journal Entry is active

  • Reduced the maximum and minimum impacts of Fervour on attraction to various cultural movements

  • Cultural Minority Movements under Subjecthood are no longer affected by base cultural acceptance. Instead, they are affected by average cultural acceptance of pops of the relevant culture

  • Pop attraction to National Liberal movements is now affected by pop literacy

  • Reduced the penalty to Devout attraction from literacy, as they were overly penalized in the late game

  • Removed the max institution level increase from Secret Police/Guaranteed Liberties and put it behind Central Planning and Mass Surveillance techs instead, so that it isn't so easy to counter movement radicalism early on. The effects of National Guard were slightly reduced as this means National Guard can now be increased to level 5 in the late game

  • Added additional Activism factors to National Liberal movements

  • Increased the base attraction of Aristocrats, Clerks, and Academics to cultural minority movements, and reduced the base attraction of Clergymen

  • Increased base political strength from votes to be more in line with the generally increased wealth levels across the game. Society techs that increase Authority now also increase voting power further

  • Reduced the impact executives have on interest group political strength, and increased the number of building levels a company must own to get the maximum effect

  • Removed an outdated supply increase modifier that came into effect when a formation was mobilized. This was invisible to the player, so we replaced it with higher good cost increases on the supply mobilization options. Overall values should remain largely the same

  • The Age of Metternich Journal Entry now requires 25% revolution progress, or a successful Springtime of the Peoples revolution

  • Various pro-slavery ideologies will now oppose enacting Colonial Slavery when a more slavery-friendly law is active

  • Montenegro will need to learn to respect women before enacting advanced economy laws \[blocked the enactment of non-Traditionalism or Industry Banned economy laws whilst Women in the Fields is active]

  • The alternate complete condition of The Algerian Departments now requires the Amazigh and Maghrebi cultures to be above 40 average acceptance, and the Sunni religion to be above 15 average acceptance

  • Building Minimum Wages modifier is now spread over multiple different institutions

  • Moved max Social Security investment level modifiers from Welfare laws to tech

  • Moved max Health System investment level modifiers from Health System laws to tech

  • Reduced Individualist and Market Liberal ideologies' tolerance of the Right to Associate law

  • Made the various variants of the Liberal ideology approve of National Guard, and disapprove of No Home Affairs

  • Made the various variants of the Liberal ideology disapprove of Censorship, neutral towards Right of Assembly, and approve of Protected Speech

  • Moved the "Sorbia is Serbia" achievement to the Hard achievements category

  • Under Census Voting, pops can now vote from wealth 10 (down from 15)

  • Under Wealth Voting, pops can now vote from wealth 20 (down from 25)

  • Changed the arable land threshold for a state to be eligible for mass migration from 20 to 10

  • Increased the base attraction of Officers and Soldiers to the Absolutist Movement

  • Reduced the base attraction of Peasants to the Labour Movement

  • Positivist characters may now support the Liberal Movement

  • Clergymen are no longer affected by the literacy-related malus towards the Religious Majority and Minority Movements

  • Increased starting Ottoman gold reserves

  • Lahej now starts with a Trade Center exporting coffee

  • The "Legacy of the Commonwealth" attraction modifier for Polish pops to cultural minority movements now only applies to Aristocrats

  • Countries with Anarchy may no longer enact Extraction Economy

Art
  • Added DNA to Marshal Radetzky von Radetz, courtesy of Lord R of Morgenröte

  • Improved the colouring of Serbian military caps

Content
  • \ Added Yankee homelands to District of Columbia, Maryland, Delaware and West Virginia (thanks DonQuijote for the suggestion)

  • \ Added a chain of succession for all French dynasties (thanks The Watcher (F.E.) for the suggestion)

  • \ Changed Savoy and Piedmont's hub and state names to be Italian by default. They will switch to the french version once controlled by France (thanks Il Fop for the suggestion)

  • Added the People of the Book law, a generic version of the Ottoman Millet System for Muslim countries (because this is too exciting to wait until 1.12 for)

  • Added anti-overlord lobbies to Serbia and the Danubian Principalities

  • Changed the Springtime of the Peoples and Divided Monarchists revolution events to be based on whether one's capital is going to join a Revolution

  • Added pro- and anti-overlord lobbies to Hungary

  • Added pro- and anti-Hungary lobbies to Transylvania

  • Changed the non-Sardinia-Piedmont Italian states' Citizenship laws to Subjecthood

  • Added additional flags for Montenegro, and corrected the starting flag

  • Added Yemeni Highlands state trait to Yemen

  • Added some missing German dynamic state names (e.g. Franconia is now called Franken if owned by German speaking population)

Interface
  • \ Disabled spam of notifications for when someone joins a diplomatic play and they have tons of subjects (thank you Ilya for the suggestion)

  • \ Added a player countries map mode (thank you Drasp for the suggestion)

  • \ Fixed the state interface so we show correct goods contribution to gdp % (thank you balticšprott | IEX for the suggestion)

  • \ You can now see information about foreign GDP ownership in the GDP tooltip (thank you Blackpoolgo4it2 for the suggestion)

  • \ The pop list movement support display now provides an accurate number and a correct breakdown tooltip (thank you to rskhm | BPM for the suggestion)

  • \ Laws with/without government support are now sorted in order of highest chance to enact instead of lowest (thank you for the suggestion acranmer10)

  • Tweaked the investment log tooltip layout for better readability

  • Added the "Players" map mode to the map mode list in the Diplomacy panel

  • Added a new National Awakening map marker tooltip to be clearer of what the map marker stands for

  • Made the religion map mode automagically appear when you click the Religion tab on the Society panel

  • Added a decimal to the infrastructure from population modifier on the basic Forestry company, so we can see the actual value (0.7) rather than 0

  • Improved the tooltip for the simultaneous secession Activism factor

  • Fixed the out of bounds text in the Culture tooltip and made sure no text is allowed to go out of bounds before line breaking

  • Improved the tooltips for effects of pro- and anti-overlord lobbies on Liberty Desire

  • Fixed the interface so we show correct icon in theme selector when theme is dynamic

  • Fixed the Movement Suppressed After Civil War modifier icons being the wrong colours

Modding
  • Added country_block_government_reform_bool modifier which blocks a country from reforming their government

  • remove_modifier now looks up the timed modifier for it's multiplier when building descriptions. This means we correctly describe the expedition budgets in the JE's failure/complete state descriptions.

Bugfixes
  • \ Fixed an issue where various left-wing ideologies would not properly weight Serfdom in political party calculations (thank you CaesarVincens for the suggestion)

  • \ The Fascist leader ideology now requires Political Agitation instead of Mass Propaganda, to bring it in line with the requirements for the Fascist Movement (thank you CaelReader for the suggestion)

  • \ Fixed an issue where Moderniser characters could not support Moderniser movements (thank you to CaesarVincens for the suggestion)

  • \ Juan Silvano Godoi and Rafael Barrett will now correctly spawn for Paraguay (thank you to CaesarVincens for the suggestion)

  • \ Fixed an issue where releasing Russia or Belarus would give the Devout ideology redundant Moralist ideologies (thank you to CaesarVincens for the suggestion)

  • \ Fixed an issue where power bloc join calculations used an incorrect scope for assessing identity/principle scores (thank you to CaesarVincens for the suggestion)

  • \ Corrected Asa Thurston's culture to Yankee (thank you both Dryhad and CaesarVincens)

  • \ Fixed several issues with subject flags for United Tribes, Tibet, Jamaica, Bretagne, and Brunei (thank you to CaesarVincens for the suggestion)

  • \ Corrected localisation for the has_commander_order trigger to display the relevant order (thank you to CaesarVincens for the suggestion)

  • \ Fixed some japanese loc formatting to allow showing data (thanks maruta for the suggestion)

  • \ Fixed errors in the names of Pakubuwana IX and George Strickland Kingston (thank you to CaesarVincens for the suggestion)

  • Fixed an Out of Sync from Scripted additional Radicalism for cultural movements

Hotfix 1.10.2 is now LIVE! - Not for Problem Reports!

Good Morning Victorians.

We just released Hotfix 1.10.2, this is to mainly address the bug with fleets getting stuck and one other issue of Mustering Recruits as the Balkan League.

As a reminder, in 1.10.1 we introduced a temporary fix for Silesia being annexed by Prussia during a Polish Uprising, but are looking at a more robust solution for next week.

Check out the full patchnotes below! Checksum is 750b.

As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues!

The following changes have been made to the game compared to 1.10.1:

Bugfixes
  • Fixed fleet getting stuck in combat perpetually after war ending abruptly

  • Fixed fleet getting stuck in combat perpetually after ending an invasion manually

  • Fixed an issue where a movement disbanding would remove the "Movement Suppressed After Civil War" modifier, allowing it to reform and immediately revolt again

  • Fixed an issue where the "Muster Conscripts" button for the Balkan League could have its modifier excessively multiplied

*Please note: If the fleet was already blocked before the hotfix it won’t be fixed by this hotfix, but it should prevent new fleets from getting stuck.

Previous Patchnotes

1.10.0 | 1.10.1